The Implementation of Gamification in Islamic History Learning to Enhance Students' Learning Motivation at SMK PAB 5 Klumpang

This study aims to analyze the implementation of gamification in Islamic History learning and its impact on students' learning motivation at SMK PAB 5 Klumpang. Gamification is a learning approach that integrates game elements such as points, badges, and challenges into the learning process to enhance student engagement and motivation. This research employs a quantitative method with a quasi-experimental design, involving an experimental group that receives gamification-based learning and a control group that undergoes conventional learning. Data were collected through a learning motivation questionnaire and observations during the learning process. The findings indicate that students who participated in gamification-based learning exhibited higher learning motivation levels compared to the control group. Thus, the implementation of gamification in Islamic History learning has proven effective in enhancing students' learning motivation.

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Publication Details

Journal
Integrasi Jurnal Studi Islam dan Humaniora
Published
2025-02-28
DOI
https://doi.org/10.56114/integrasi.v3i1.12246
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

The Implementation of Gamification in Islamic History Learning to Enhance Students' Learning Motivation at SMK PAB 5 Klumpang

Arham Arham, Muhammad Raihan, Syiera Ayudia, Ela Fadilah Azmi
Integrasi Jurnal Studi Islam dan Humaniora
Educational Methods and Media Use
article

The Implementation of Gamification in Islamic History Learning to Enhance Students' Learning Motivation at SMK PAB 5 Klumpang

Arham Arham, Muhammad Raihan, Syiera Ayudia, Ela Fadilah Azmi
article en

Abstract

This study aims to analyze the implementation of gamification in Islamic History learning and its impact on students' learning motivation at SMK PAB 5 Klumpang. Gamification is a learning approach that integrates game elements such as points, badges, and challenges into the learning process to enhance student engagement and motivation. This research employs a quantitative method with a quasi-experimental design, involving an experimental group that receives gamification-based learning and a control group that undergoes conventional learning. Data were collected through a learning motivation questionnaire and observations during the learning process. The findings indicate that students who participated in gamification-based learning exhibited higher learning motivation levels compared to the control group. Thus, the implementation of gamification in Islamic History learning has proven effective in enhancing students' learning motivation.

Integrasi Jurnal Studi Islam dan HumanioraVol. 3(1)
Universitas Muhammadiyah Sumatera Utara (ID)
Openalex Percentile: Top 60%
Educational Methods and Media Use
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