Efektivitas Pembelajaran Berbasis Gamifikasi Leaderboard dalam Meningkatkan Motivasi dan Pemahaman Siswa terhadap Materi Aqidah Akhlak Siswa di MTs Negeri 1 Bandung The Effectiveness of Gamification-Based Leaderboard Learning in Enhancing Students' Motivation and Understanding of Aqidah Akhlak Material at MTs Negeri 1 Bandung
Main Article Content
Abstract
One of the approaches that is increasingly popular in the world of education is gamification. Gamification is the application of game elements in the learning process with the aim of increasing student engagement, motivation, and understanding. The purpose of this study is to analyze the extent to which leaderboard gamification can increase student learning motivation, measuring its impact on the understanding of the concept of Aqidah Akhlak. This study uses a quasi-experimental method with a pretest-posttest control group design to measure the effectiveness of leaderboard-based gamification learning in increasing students' motivation and understanding of Aqidah Akhlak material at MTs Negeri 1 Bandung. The results of this study showed that the average student comprehension score in the experimental group increased by 23.5%, from an average of 65.2 in the pretest to 88.7 in the posttest. Meanwhile, the control group only increased by 9.8%, from an average of 64.8 to 71.2. In addition, observations of student activeness showed that the experimental group was more active in asking questions (12.4 times compared to 5.7 times in the control group), interacting with teachers (9.8 versus 4.3), and participating in discussions (15.2 versus 7.1). This data confirms that leaderboard gamification can increase students' active participation in the learning process. In addition to increasing understanding and activeness, leaderboard gamification also affects student discipline and involvement in learning. The results of the observation showed that the task completion rate of students in the experimental group reached 94.5%, much higher than the control group which was only 76.8%. In addition, the student attendance rate in the experimental group was also higher, at 98% compared to 92% in the control group. This data shows that the application of gamification not only has an impact on academic comprehension, but also on aspects of discipline and student learning motivation. Thus, leaderboard gamification can be used as an innovative learning strategy that supports improving the quality of education in madrasas.

Citation Metrics:
Downloads
Article Details

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

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Abraham, I., & Supriyati, Y. (2022). Desain Kuasi Eksperimen Dalam Pendidikan: Literatur Review. Jurnal Ilmiah Mandala Education, 8(3), 2476–2482. https://doi.org/10.58258/jime.v8i3.3800
Azwah, N., Hidayat, R., & Aini, L. Q. (2025). Meningkatkan Hasil Belajar Siswa Melalui Model Problem-Based Learning Berbasis Gamifikasi Pada Mata Pelajaran Bahasa Indonesia di SMPN 15 Mataram. Jurnal Ilmiah Profesi Pendidikan, 10, 625–633.
Djatmika, E. T., & Praherdhiono, H. (2024). Belajar Matematika Lebih Menyenangkan : Pengembangan Multimedia Interaktif berbasis Gamifikasi untuk Operasi Bilangan Bulat. Didaktika: Jurnal Kependidikan, 13(4), 5045–5060. https://doi.org/https://doi.org/10.18269/jpmipa.v22i1.8374
Fatimah, K., Viono, T., & Ambarwati, A. (2023). Pengembangan e-modul interaktif berbasis gamifikasi pada pembelajaran teks fabel. Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya, 6(4), 945–958. https://doi.org/10.30872/diglosia.v6i4.728
Fonna, M., Elisyah, N., Ali, M., & Armita, D. (2024). Pelatihan Penerapan Gamifikasi dalam Pembelajaran Matematika untuk Mahasiswa Calon Guru SMK. Jurnal Solusi Masyarakat Dikara, 4(1), 30–37.
Haryani, D., Ria, S., & Yuliani, H. (2025). Analisis Kebutuhan APK Quizz Sebagai Media Pembelajaran Pada Materi Khalifah Abu Bakar di Kelas VII SMP NU Palangkaraya. IHSAN Jurnal Pendidikan Islam, 3(1), 158–168.
J. Ibrahim, & F. Rahmawati. (2023). Efektivitas Model Pembelajaran Project Based Learning Berbasis Gamifikasi Terhadap Kemampuan Penalaran Matematis Siswa. Jurnal Pendidikan dan Pembelajaran Matematika Indonesia, 12(1), 84–95. https://doi.org/10.23887/jppmi.v12i1.2394
Januar, M. C. (2023). Persepsi Siswa Terhadap Gamifikasi Quizizz Dalam Pembelajaran Ppkn Di Smkn 1 Serang. Academy of Education Journal, 14(2), 348–358. https://doi.org/10.47200/aoej.v14i2.1664
Jatawitika, I. G. Y., Warpala, I. W. S., & Tegeh, I. M. (2024). Efektivitas Multimedia Pembelajaran Gamifikasi Untuk Meningkatkan Hasil Belajar Peserta Didik. Jurnal Teknologi Pembelajaran Indonesia, 14(2), 159–168.
Kartika, L., Novianti, W., & Nizar, M. A. K. (2024). Penggunaan Aplikasi Quizizz Sebagai Media Evaluasi Pembelajaran PAI Berbasis Teknologi pendidikan di SMA Negeri 1 Tebing Tinggi Kab. Serdang bedagai. At-Tarbiyah Jurnal Penelitian dan Pendidikan Agama Islam, 2(1), 296–301.
Kurniawati, N. I., Rohman, F., & Fahmi, M. (2024). Pemanfaatan Aplikasi Quizizz Sebagai Media Evaluasi Pembelajaran PAI Di SMPN 19 Surabaya. Ta’dib: Jurnal Pendidikan Agama Islam, 4(4), 8–18.
Mahmubi, M., & Homaidi. (2016). Analisis Implementasi Pembelajaran Berbasis Gamifikasi Pada Peningkatan Motivasi Belajar Siswa. Jurnal Al-Abshor : Jurnal Pendidikan Agama Islam, 2(1), 1–23.
Muchlis. (2023). Penggunaan Artificial Intelligence (AI) Dalam Pembelajaran Pendidikan Agama Islam: Manfaat Dan Tantangan. Kreatif, 03(1), 31–45.
Nisa, A. H., Mujib, M., & Putra, R. W. Y. (2020). Efektivitas E-Modul dengan Flip Pdf Professional Berbasis Gamifikasi Terhadap Siswa SMP. Jurnal Pendidikan Matematika Raflesia, 05(02), 14–25. Opgehaal van https://ejournal.unib.ac.id/index.php/jpmr
Nurjannah, N., Kaswar, A. B., & Kasim, E. W. (2021). Efektifitas Gamifikasi Dalam Pembelajaran Matematika. JURNAL MathEdu (Mathematic Education Journal), 4(2), 189–193. https://doi.org/10.37081/mathedu.v4i2.2492
Sudana, I. B. K. M., Suyasa, P. W. A., & Agustini, K. (2021). Efektifitas Media Pembelajaran Berkonsep Gamifikasi Pengenalan Tata Surya Mata Pelajaran Ipa Terpadu Kelas Vii Di Smp Negeri 2 Kubutambahan. Jurnal Pendidikan Teknologi dan Kejuruan, 18(1), 43. https://doi.org/10.23887/jptk-undiksha.v18i1.25698














