Impact and Effect of Gamification in Islamic Religious Education (PAI)
Its Implications for Motivation, Engagement, Learning Culture, and Educational Equity
DOI:
https://doi.org/10.15642/joies.2026.11.1.55-78Keywords:
gamifikasi, motivasi, pendidikan agama islamAbstract
21st-century learning requires innovative strategies to ensure that the learning process remains meaningful. One emerging approach is gamification, which involves the application of game elements such as points, badges, and leaderboards in an educational context. However, research on gamification in Islamic Religious Education tends to focus on improving overall learning outcomes and has not yet extensively examined the mechanisms through which gamification can enhance student motivation and engagement in the learning process. This article aims to examine the impact of gamification on student motivation and engagement in learning, as well as its implications for changes in learning behavior, learning culture, and educational equity from the perspective of Islamic Religious Education. This study employs a qualitative approach using a literature review method. Data sources were drawn from relevant, accredited national journal articles on the topic. The results of this study are as follows: 1) gamification significantly enhances students’ learning motivation and engagement by reinforcing both intrinsic and extrinsic motivation; 2) there was a significant change in students’ learning behavior following the implementation of gamification, as evidenced by increased participation, interaction, discipline, and enthusiasm in the learning process; 3) Gamification has implications for fostering a more interactive and collaborative learning culture, while also serving as a primary tool to enhance equity. The effectiveness of gamification is influenced by instructional design, the suitability of digital media, and teachers’ ability to integrate game elements with the learning objectives. However, the implementation of gamification also has the potential to foster an unhealthy culture of competition and disparities in participation if it is not designed pedagogically and equitably. Therefore, gamification needs to be developed with consideration for Islamic values, the principle of equity, and the orientation toward character development of students.
Downloads
References
Ababil, Abdul Malik Saif, Zainal Abidin, Saifuddin Saifuddin, and Agus Fawait. “Penerapan Gamifikasi Dalam Pembelajaran Pendidikan Islam Untuk Meningkatkan Motivasi Dan Hasil Belajar Siswa.” Indonesian Journal on Education (IJoEd) 1, no. 4 (2025): 316–22. https://doi.org/10.70437/xzfp3h16.
Abbassyakhrin, Abbassyakhrin, and Erni Suryani. “Pengaruh Metode Gamifikasi Dan Gaya Belajar Terhadap Motivasi Belajar Mahasiswa.” JUPEIS : Jurnal Pendidikan Dan Ilmu Sosial 4, no. 3 (2025): 214–20. https://doi.org/10.57218/jupeis.Vol4.Iss3.1699.
Amalia, Arfiany Nur, and I. Nyoman Ruja. “Meningkatkan Semangat Belajar Dan Motivasi Siswa Melalui Platform Gamifikasi Quizizz Dan Refleksi Pembelajaran Digital Berbasis Google Form: Penelitian.” Jurnal Pengabdian Masyarakat Dan Riset Pendidikan 4, no. 2 (2025): 9174–82. https://doi.org/10.31004/jerkin.v4i2.3122.
Azis, Annisa Rahmania, Irma Soraya, and Mohammad Kurjum. “Media ‘Ammar Puzzle’ Sebagai Inovasi Gamifikasi: Strategi Revolusioner Dalam Pembelajaran Shalat Akhlak (Pai) Di Sd Icp Al-Falah Darussalam.” Studia Religia : Jurnal Pemikiran dan Pendidikan Islam 9, no. 02 (2025): 190–202. https://doi.org/10.30651/sr.v9i02.25961.
Azman, Muhammad, and Afakhrul Masub Bakhtiar. “Analisis Penggunan Metode Gamifikasi Terhadap Motivasi Belajar Siswa.” Pendas : Jurnal Ilmiah Pendidikan Dasar 9, no. 04 (2024): 853–62. https://doi.org/10.23969/jp.v9i04.19600.
Dinihari, Yulian. “Kajian Kritis tentang Gamifikasi sebagai Strategi Penguatan Literasi di Era Digital.” Diskusi Panel Nasional Pendidikan Matematika 11, no. 0 (2025). https://proceeding.unindra.ac.id/index.php/DPNPMunindra/article/view/8300.
Faradina, Najwa Rika, Athifah Fauziyyah, Ina Mutmainah, Alya Az Zahra, Arie Rakhmat Riyadi, and Neni Maulidah. “Pengalaman Peserta Didik Fase B Dalam Memahami Konsep Melalui Gamifikasi Digital.” Jurnal Ilmiah Profesi Pendidikan 10, no. 1 (2025): 866–74. https://doi.org/10.29303/jipp.v10i1.3034.
H, Nurhikmah, Baso Asrul N. Bena, Abdul Malik Ramli, Mustafa Mustafa, and Andromeda Valentino Sinaga. “Pelatihan Gamifikasi Dalam Pembelajaran: Meningkatkan Keterlibatan Dan Partisipasi Siswa Sekolah Menengah Pertama.” As-Sidanah : Jurnal Pengabdian Masyarakat 7, no. 2 (2025): 304–26. https://doi.org/10.35316/assidanah.v7i2.304-326.
Hakeu, Febrianto, Idan I. Pakaya, and Mutmain Tangkudung. “Pemanfaatan Media Pembelajaran Berbasis Gamifikasi Dalam Proses Pembelajaran Di MIS Terpadu Al-Azhfar.” Awwaliyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah 6, no. 2 (2023): 154–66. https://doi.org/10.58518/awwaliyah.v6i2.1930.
Hersya, Dziqra Ananda, and Tata Sutabri. “Gamifikasi Pembelajaran Di Dunia Virtual: Studi Komparatif Platform Metaverse Terhadap E-Learning Konvensional.” Journal Sains Student Research 3, no. 2 (2025): 615–21. https://doi.org/10.61722/jssr.v3i2.4379.
Irawan, I. Putu Ari Utama, Ni Nyoman Tri Thika Dewanthari, and Vitalia Hanako Murni Simanjuntak. “Penerapan Model Pembelajaran Gamification Berbantuan Quizizz dalam Pembelajaran Menulis Kalimat Efektif.” Edukasiana: Jurnal Inovasi Pendidikan 4, no. 3 (2025): 984–94. https://doi.org/10.56916/ejip.v4i3.1622.
Kapp, Karl M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. John Wiley & Sons, 2012.
Lorenza, Diana, Islamiah Istikharah, Novita Rahmayanti, Azi Wahyuda, and Muhammad Taufiqurrahman. “Penerapan Gamifikasi Untuk Meningkatkan Motivasi Belajar PAI Di SMP 15 Kota Bengkulu.” Educatoria : Jurnal Ilmiah Ilmu Pendidikan 5, no. 3 (2025): 192–201. https://doi.org/10.36312/educatoria.v5i3.576.
Lutviana, Ani, Hanif Amrulloh, and Nur Laili. “Penerapan Media Pembelajaran Berbasis Gamifikasi untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPAS Kelas V MI NU Metro.” Jurnal Simki Pedagogia 8, no. 1 (2025): 285–93. https://doi.org/10.29407/jsp.v8i1.1057.
Martdana, Rafid Ari, and Atno Atno. “Gamifikasi Dalam Pembelajaran Sejarah: Analisis Literatur Terhadap Dampaknya Pada Motivasi Dan Keterlibatan Belajar Siswa.” Edukasiana: Jurnal Inovasi Pendidikan 4, no. 2 (2025): 327–35. https://doi.org/10.56916/ejip.v4i2.1148.
Pahlevi, Reza, and Sri Mulyati. “Analisis Pengaruh Elemen Gamifikasi Pada Aplikasi Pembelajaran Terhadap Motivasi Belajar Siswa SMA.” Jurnal Indonesia : Manajemen Informatika Dan Komunikasi 6, no. 1 (2025): 174–86. https://doi.org/10.35870/jimik.v6i1.1148.
Pratama, Saras. “Pengaruh Gamifikasi Berbasis Point System Terhadap Motivasi Dan Keterlibatan Mahasiswa Dalam Mata Kuliah Desain Grafis.” Indonesian Journal of Education And Computer Science 3, no. 1 (2025): 1–6. https://doi.org/10.60076/indotech.v3i1.1200.
R, Ahmad Arif Wahyudi, Ilham Jihad Fauzi, and Havizh Amanda Kumara. “Implementasi Gamifikasi sebagai Strategi Pembelajaran Sejarah Untuk Meningkatkan Keterlibatan Sosial dan Pemahaman Siswa dalam Konteks Zone of Proximal Development.” Jurnal Wahana Pendidikan 12, no. 1 (2025): 109–22. https://doi.org/10.25157/jwp.v12i1.17159.
Rahmania, Savira, Irma Soraya, and Asep Saepul Hamdani. “Pemanfaatan Gamification Quizizz Terhadap Motivasi Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam.” Tadbir: Jurnal Manajemen Pendidikan Islam 11, no. 2 (2023): 114–33. https://doi.org/10.30603/tjmpi.v11i2.3714.
Rajbi, Zuhdi. Motivasi Belajar Siswa Peran Orang Tua Dan Kreativitas Guru. PT Literasi Nusantara Abadi Group, 2023.
Renata, Muhammad Fahmi Azhar Ilham, and Ichsan Fauzi Rachman. “Integrasi Gamifikasi Berbasis Penghargaan dalamMeningkatkan Motivasi Belajar Bahasa Indonesia Di Tingkat Menengah Pada Era Digital.” Jurnal Penelitian Pendidikan Indonesia (JPPI) 2, no. 4 (2025): 495–506. https://doi.org/10.62017/jppi.v2i4.4610.
Rinaldi, Rizky. “Systematic Literature Review: Pemanfaatan Gamifikasi Digital Untuk Meningkatkan Kualitas Pembelajaran.” Indonesian Journal of Multidisciplinary Scientific Studies 3, no. 5 (2025): 403–7. https://doi.org/10.33151/ijomss.v3i5.713.
Rojabi, Muhammad Afdan. Strategi Gamifikasi: Mengubah Tugas Menjadi Tantangan. Afdan Rojabi Publisher, 2025.
Romadoni, Muhammad Wahfiyudin. “Pengaruh Strategi Reading Guide Terhadap Prestasi Belajar Mata Pelajaran Aqidah Akhlak Siswa Madrasah Aliyah.” Ta’rim: Jurnal Pendidikan Dan Anak Usia Dini 4, no. 1 (2023): 1. https://doi.org/10.59059/tarim.v4i1.92.
Sakinah, Hasna Latipah, Aqilatun Ni’mah, Imroatus Sulthoniyah, and Dita Arisona. “Science-gamification: Bentuk gamifikasi dan implementasi dalam pembelajaran IPA.” Jurnal Kajian Pendidikan IPA 5, no. 1 (2025): 15–22. https://doi.org/10.52434/jkpi.v5i1.42328.
Salim, Ahkamsyadid Yusmaputra, Shaumi Rani, Sitti Saum Sayidaturrahmah, and Dany Wijaya Kesuma. “Efektivitas Gamifikasi Terhadap Keterlibatan Siswa Dalam Pembelajaran Daring : Systematic Literatur Review.” Pendas : Jurnal Ilmiah Pendidikan Dasar 10, no. 02` (2025). https://doi.org/10.23969/jp.v10i02`.25918.
Sugiarto, Ramadhani, and Ahmad Musyafa. “Learning Management System (LMS) Pada SMK 1 Barunawati Jakarta.” Jurnal Teknologi Informatika Dan Komputer 10, no. 2 (2024): 768–89. https://doi.org/10.37012/jtik.v10i2.2422.
Z.s, Naufal Albion, Agung Puji Santoso, Ellysa Rusdiyana, Fitriyana Fitriyana, and Putu Ardian Pratama Putra. “Systematic Literature Review: Integrasi Elemen Gamifikasi Dalam E-Learning Dan LMS Untuk Meningkatkan Motivasi Belajar.” RIGGS: Journal of Artificial Intelligence and Digital Business 4, no. 4 (2026): 2637–46. https://doi.org/10.31004/riggs.v4i4.3859.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Anggun Akmila, Muhammad Maulana Alfin Sarif

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.





