Transformasi Quizizz sebagai Media Pembelajaran dalam Pendidikan Agama Islam Transformation of Quizizz as a Learning Medium in Islamic Religious Education

Main Article Content

Aufa Fauzilla Rizki
Rido Putra

Abstract

This study is motivated by the limited research on the transformative application of gamified platforms such as Quizizz as active learning media in Islamic Religious Education (PAI). To date, Quizizz has primarily been used as an assessment tool rather than as a medium for delivering content in a structured and progressive manner. The objective of this research is to develop a transformative model for using Quizizz as an informative, interactive, and meaningful instructional medium within the context of Islamic values. The study employed a Research and Development (R&D) method using the 4D model (Define, Design, Develop, Disseminate), though it was limited to the design stage. The development results show that two instructional models sequential delivery and holistic delivery were successfully designed based on the ADDIE instructional design framework and an analysis of digital-native learners’ needs. The developed media were validated by content and media experts and deemed “feasible with revisions.” The study concludes that Quizizz can be transformed into a relevant and engaging learning medium for PAI by integrating visual, interactive, and Islamic value components. The implications of this research include contributions to the literature on gamification-based digital learning in PAI and the provision of alternative interactive media aligned with the characteristics of Generation Alpha.

Downloads

Download data is not yet available.

Scopus Citation Data

Data source Crossref
0
citations
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. González-Forte J.M. (2027)
    Pre-service teachers’ noticing of the function of mathematical naming in the teaching of fractions
    Mathematics Enthusiast, 24(1), 111-132
  2. Tiong P. (2027)
    Teachers’ knowledge and use of mathematics register for teaching and communication
    Mathematics Enthusiast, 24(1), 91-109
  3. Cresswell J. (2027)
    Compassionate Leadership in Education: A Practical Guide for Current and Aspiring School Leaders
    Compassionate Leadership in Education A Practical Guide for Current and Aspiring School Leaders, 1-120

Article Details

How to Cite
Rizki, A. F., & Putra, R. (2025). Transformasi Quizizz sebagai Media Pembelajaran dalam Pendidikan Agama Islam. YASIN, 5(5), 4842-4843. https://doi.org/10.58578/yasin.v5i5.7042

References

Damayanti, N. Y., Arief, A., & Rehani. (2024). Pengembangan Media Pembelajaran Pendidikan Agama Islam Berbasis Aplikasi Quizizz. Pendidikan Sosial & Humaniora, 2, 105–113. https://doi.org/10.29408/edc.v12i1.1320

Hisbulloh, H. (2022). Pembelajaran Melalui Quizizz Sebagai Aplikasi Evaluasi Belajar Di Kelas VIII B Untuk Meningkatkan Hasil Belajar Peserta Didik Pada Pelajaran IPA MTSN 4 Jombang Tahun 2021. Humantech: Jurnal Ilmiah Multidisiplin Indonesia, 2(2), 333–342.

Husnullail, M., Risnita, Jailani, M. S., & Asbui. (2024). Teknik Pemeriksaan Keabsahan Data Dalam Riset lmiah. Journal Genta Mulia, 15(0), 1–23.

Muhammad, & Ayunda, D. S. (2024). OPTIMALISASI PENGGUNAAN APLIKASI QUIZIZZ SEBAGAI MEDIA ASESMEN INTERAKTIF DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM : STUDI LITERATUR DI ERA SOCIETY 5 . 0. Pendidikan Agama Islam, 5(2), 140–151.

Nafiati, D. A. (2021). Revisi taksonomi Bloom: Kognitif, afektif, dan psikomotorik. Humanika, 21(2), 151–172. https://doi.org/10.21831/hum.v21i2.29252

Nazila, L. E., Musthofa, I., & Ardiansyah, A. (2024). Pengaruh Media Pembelajaran Quizizz Terhadap Hasil Belajar Mata Pelajaran PAI Kelas VIII di SMP Brawijaya Smart School. Jurnal Pendidikan Islam, 9(1), 30–35.

Purnawanto, A. T. (2023). Pembelajaran Berdiferensiasi. Jurnal Pedagogy, 16(1), 34–54. https://doi.org/10.63889/pedagogy.v16i1.152

Setyosari, P. (2020). Desain Pembelajaran (B. S. Fatmawati (ed.)). PT Bumi Aksara.

Sugiyono. (2019). Metode Penelitian & Pengembangan Research and Development (S. Y. Suryandari (ed.); 4th ed.). Alvabeta.

Sujana, I. P. W. M., Sukadi, Cahyadi, I. M. R., & Sari, N. M. W. (2021). Pendidikan karakter untuk generasi digital native. Jurnal Pendidikan Kewarganegaraan Undiksha, 9(2), 518–524.

Sulaksono, A. S., Yusnaidar, Y., Hasibuan, M. H. E., Afrida, A., & Asmiyunda, A. (2024). Diseminasi Pembelajaran Kreatif Menggunakan Media Mobile Gamification Learning System (MGLS). Jurnal Pengabdian Masyarakat Pinang Masak, 5(2), 102–109. https://doi.org/10.22437/jpm.v5i2.36797

Tanjung, M. M., Liza, N., Helmi, S., & Ahmad, W. (2023). Efektivitas Penggunaan Quizizz Untuk Meningkatkan Motivasi dan Hasil Belajar Kognitif Pada Mata Pelajaran IPA di SMPN 18 Kota Bengkulu. Jurnal Pendidikan Dan Konseling, 5(1), 4368–4371.

Tiana Asna, Sagita Damai Apri, S. M. (2024). Peningkatan Motivasi Dan Hasil Belajar Siswa Melalui Media Game Quizizz Pada Mata Pelajaran Matematika. ALACRITY : Journal of Education, 03(01), 381–390. https://doi.org/10.52121/alacrity.v4i2.363


Explore Our Journals
Find the most suitable journal for your research. If this journal does not fully align with the scope of your manuscript, we invite you to explore our wider portfolio of journals covering diverse fields of study. Please select one of the journals below to identify the most appropriate publication platform for your work.