DIGITAL PLATFORM-BASED GAMIFICATION: DEVELOPMENT OF LEARNING MEDIA TO SUPPORT THE ENGAGEMENT AND MOTIVATION OF HIGH SCHOOL STUDENTS

Nining Nuraida* -  UIN Sulthan Thaha Saifuddin Jambi, Indonesia
This research aims to develop gamified learning media based on digital platforms to support student engagement and motivation in Islamic Religious Education subjects at SMK N 4 Jambi City. The development model used is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Media validation was conducted by media experts, content experts, teachers, and students using a five-point Likert scale-based validation questionnaire. The validation results showed that the media was declared highly feasible, with an average validation score percentage of 88% for media experts, 85% for content experts, and teacher and student responses falling into the very good category, indicating the technical, content, and practical feasibility of the media for use in learning. Limited trials also revealed that this medium is capable of increasing student engagement and learning motivation, with engagement percentages reaching 78.4% and learning motivation increasing compared to conventional teaching methods. Thus, the gamified learning media based on a digital platform developed is suitable for use as an innovative alternative to support increased student engagement and learning motivation in vocational high schools.

Keywords : Gamification, Islamic Religious Education, Digital Learning Media. Student Engagement, Learning Motivation. Media validation

  1. Amri, M. F. (2025). Integrating Online Gamification into Islamic Religious Education in Indonesian Elementary Schools. 7(4), 460–469. https://doi.org/10.19109/pairf.v7i4
  2. Amrina, A., Akhiri, I., Lee, C., & Jansee, J. (2022). Using of Visual Application in Arabic Language Learning Class X MAN 1 Kuantan Singingi. Scientechno: Journal of Science and Technology, 1(1), 1–14. https://doi.org/10.55849/scientechno.v1i1.1
  3. Anisa, N., & Usman. (2025). Weak Integration of Digital Literacy in PAI Learning: A Literature Review at the School Level. AEJ (Advances in Education Journal), 1(5).
  4. Assem, T. M., Toxanbayeva, N. K., Naubaeva, K. T., Ongarbayeva, S. S., & Akhmediyeva, K. N. (2021). A Meta-Analysis on the Impact of Gamification over Students’ Motivation. Journal of Intellectual Disability-Diagnosis and Treatment, 9(4), 417–422. https://doi.org/https://doi.org/10.6000/2292-2598.2021.09.04.9
  5. Enoch, I. A. (2023). Development Of Gamification Model For Personalized E-Learning. OBAFEMI AWOLOWO UNIVERSITY, ILE-IFE, NIGERIA.
  6. Erdiana, L. (2025). The Effectiveness of the Gamification Approach in the Learning Process of Grade VI Students in Elementary School. CONSILIUM (Education and Counseling Journal), 5(02).
  7. Hakeu, F., Pakaya, I. I., & Tangkudung, M. (2023). The Utilization of Gamification-Based Learning Media in the Learning Process at the Al-Azhfar Integrated MIS. Awwaliyah: Journal of Madrasah Ibtidaiyah Teacher Education, 6(2), 154–166. https://doi.org/10.58518/awwaliyah.v6i2.1930
  8. Irvani, A. I., Dewi, A. P., Gunawan, A. G., & Rahmaniar, A. (2025). Gamification and Student Engagement: Evidence, Challenges, and Future Directions. Eduscape: Journal of Education Insight, 3(3), 150–163. https://doi.org/https://doi.org/10.61978/eduscape.v3i3.937
  9. Julehah, Wasehudin, Lugowi, R. A., Subhan, & Aridin, M. N. (2025). The role of the independent curriculum shapes the character of students through learning Islamic religious education at SMPN 8 Cilegon. Journal of Islamic Religious Education, 4(1). https://doi.org/https://doi.org/10.52434/jpai.v4i1.42266
  10. Mayasari, R., Agoestyowati, R., & Rasyad, R. Z. (2025). International Journal Education and Computer Studies (IJECS) Analysis of the Influence of Instagram and TikTok on Motivation and Learning Outcomes of High School Students in Indonesia. International Journal Education and Computer Studies (IJECS), 2(2), 103–113. https://doi.org/DOI:https://doi.org/10.35870/ijecs.v5i2.4616
  11. Noviansyah, Parida, A., & Dewi, I. K. (2024). Development of PAI media and teaching materials based on information technology. Scholars : Journal of Education and Teaching, 2(11).
  12. Nuramanah, S. A., Soraya, I., & Hamdani, A. S. (2020). The Effect of the Use of the Quizizz Application on the Effectiveness of Islamic Religious Education Learning. Bestari | Journal of Islamic Education Studies, 17(1), 117. https://doi.org/10.36667/bestari.v17i1.474
  13. Safitri, D., Noviani, D., Anggraini, L., & Vitasari, D. (2024). Gamification in Islamic Religious Education Effectiveness and Challenges in Increasing Students’ Learning Motivation. http://jurnal.uinsu.ac.id/index.php/analyticaJournalAnalyticaIslamicaJournalhomepage:http://jurnal.uinsu.ac.id/index.php/analytica/indexhttp://jurnal.uinsu.ac.id/index.php/analytic
  14. Srimulyani. (2024). Using Gamification Techniques to Improve Student Learning and Engagement in the Classroom. EDUCARE: Journal of Education and Health.
  15. Valentinna, C. R., Kurnianti, E. M., & Hasanah, U. (2024). Gamification Learning Media to Increase the Learning Motivation of Elementary School Students. Journal of Basic Science, 8(3), 1722–1732. https://doi.org/10.31004/basicedu.v8i3.7476
  16. Yulian, S. A. Y., Rengganis, A. A., Hazlina Nur, Siburian, P. Dela, Kadir, N. A., & Rahmadani, A. (2023). Literature Review: Development of Gamification Learning Media in Chemistry Learning. Proceedings of the 2023 National Seminar on Chemistry.

Open Access Copyright (c) 2025 Nining Nuraida
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Forum Paedagogik

Fakultas Tarbiyah dan Ilmu Keguruan

INSTITUT AGAMA ISLAM NEGERI PADANGSIDIMPUAN

Jalan T. Rizal Nurdin Km 4,5 Sihitang Kampus Utama IAIN Padangsidimpuan 22733 e-mail: paedagogikftikiain@gmail.com

Link Jurnal: http://jurnal.iain-padangsidimpuan.ac.id/index.php/JP  

P-ISSN: 2086-1915 | E-ISSN 2721-8414

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



View My Stats