Makna Pengalaman Belajar dengan Media Gamifikasi di SMA Negeri 1 Kota Tegal: Studi Kualitatif tentang Resiliensi dan Retensi Siswa

Authors

  • Vira Adoria Sasha Institut Agama Islam Bakti Negara Tegal
  • Erika Ayu Septiani Institut Agama Islam Bakti Negara Tegal
  • Ghafiqi Maulana Hasby Institut Agama Islam Bakti Negara Tegal
  • Muhamad Isnan Syihabul Millah Institut Agama Islam Bakti Negara Tegal
  • Pindha Kaptiningrum Institut Agama Islam Bakti Negara Tegal

DOI:

https://doi.org/10.62490/latahzan.v17i2.1461

Keywords:

Gamification, Islamic Religious Education, Learning Resilience, Learning Retention, Innovative Learning

Abstract

This study aims to explore students’ subjective experiences in using gamification media in Islamic Religious Education (PAI) learning and to analyze its influence on the development of learning resilience and retention. The research was motivated by the declining motivation and learning endurance among students after the COVID-19 pandemic, particularly in value-based subjects such as PAI. A qualitative approach with a phenomenological design was employed to capture the meaning of students’ learning experiences through the perspective of a teacher as the key informant. Data were collected through in-depth interviews, classroom observations, and documentation of the gamification media used in the learning process. The findings reveal that gamification creates an interactive, enjoyable, and engaging learning atmosphere, increasing students’ active participation and enthusiasm during lessons. Moreover, gamification strengthens students’ emotional resilience when facing academic challenges and enhances their ability to recall and apply Islamic values in a contextual manner. The practical implications highlight the importance of teacher training and technological support to optimize gamification implementation in schools. Overall, gamification proves to be an effective innovative learning strategy that integrates cognitive, affective, and spiritual aspects within Islamic Religious Education.

References

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Published

2025-11-28

How to Cite

Vira Adoria Sasha, Erika Ayu Septiani, Ghafiqi Maulana Hasby, Muhamad Isnan Syihabul Millah, & Pindha Kaptiningrum. (2025). Makna Pengalaman Belajar dengan Media Gamifikasi di SMA Negeri 1 Kota Tegal: Studi Kualitatif tentang Resiliensi dan Retensi Siswa. La-Tahzan: Jurnal Pendidikan Islam, 17(2), 286–294. https://doi.org/10.62490/latahzan.v17i2.1461