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Abstract

Game-based instructional media have attracted attention in teaching and learning, but research on the use of Gimkit in Grade X Akidah Akhlak at Madrasah Aliyah remains limited. This study aimed to analyze the effect of Gimkit-based instructional media on Akidah Akhlak learning outcomes among Grade X students at MAN 2 Bukittinggi. The study employed a quantitative approach using a quasi-experimental method and a pretest–posttest control group design. The sample consisted of 66 students selected through purposive sampling and divided into experimental and control classes, each comprising 33 students. Data were collected using an objective multiple-choice test administered as a pretest and posttest, then analyzed using normality and homogeneity tests and an independent-samples t test. The findings showed that the mean posttest score of the experimental class, 89.30, was higher than that of the control class, 73.55, with a mean difference of 15.758. The difference was statistically significant based on a two-tailed test (p < .001). These findings provide empirical evidence of higher Akidah Akhlak learning outcomes in the class using Gimkit and support its use as an alternative game-based instructional medium in Madrasah Aliyah. Further research can involve more diverse samples and learning materials and examine students’ motivation, active participation, and engagement.

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Article Details

How to Cite
Andayani, F., & Monia, F. A. (2026). Pengaruh Media Pembelajaran Berbasis Gimkit terhadap Hasil Belajar Akidah Akhlak Siswa Kelas X MAN 2 Bukittinggi. YASIN, 6(6), 7509-7528. https://doi.org/10.58578/yasin.v6i6.12215

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