Efektivitas Game Based Learning untuk Meningkatkan Minat Belajar Pendidikan Agama Islam Siswa Kelas XI SMK Al Falah Bandung
Abstract
Abstract. This study aims to determine the effectiveness of the application of Game Based Learning in increasing the interest in learning Islamic Religious Education of grade XI students of SMK Al Falah Bandung. This study uses a quantitative approach with a pre-experimental method through a one group pretest–posttest design. The subject of the study was a grade XI student of SMK Al Falah Bandung. The data collection technique was carried out through the initial test (pretest) and final test (posttest) to measure the increase in students' learning interest before and after the implementation of Game Based Learning using puzzle and crossword puzzle media. The data obtained was analyzed using a statistical test to determine the difference in students' learning interests before and after treatment. The results of the study show that the application of Game Based Learning has a positive and significant effect on increasing students' interest in learning Islamic Religious Education. This is shown by an increase in students' learning interest scores in the posttest compared to the pretest. Thus, it can be concluded that Game Based Learning is effectively used as an alternative learning model in increasing the interest in learning Islamic Religious Education of grade XI students of SMK Al Falah Bandung. Abstrak. Penelitian ini bertujuan untuk mengetahui efektivitas penerapan Game Based Learning dalam meningkatkan minat belajar Pendidikan Agama Islam siswa kelas XI SMK Al Falah Bandung. Penelitian ini menggunakan pendekatan kuantitatif dengan desain one group pretest–posttest. Subjek penelitian adalah siswa kelas XI SMK Al Falah Bandung. Teknik pengumpulan data dilakukan melalui tes awal (pretest) dan tes akhir (posttest) untuk mengukur peningkatan minat belajar siswa sebelum dan sesudah diterapkannya Game Based Learning menggunakan media puzzle dan teka-teki silang. Data yang diperoleh dianalisis menggunakan uji statistik untuk mengetahui perbedaan minat belajar siswa sebelum dan setelah perlakuan. Hasil penelitian menunjukkan bahwa penerapan Game Based Learning berpengaruh positif dan signifikan terhadap peningkatan minat belajar Pendidikan Agama Islam siswa. Hal ini ditunjukkan oleh adanya peningkatan skor minat belajar siswa pada posttest dibandingkan dengan pretest. Dengan demikian, dapat disimpulkan bahwa Game Based Learning efektif digunakan sebagai alternatif model pembelajaran dalam meningkatkan minat belajar Pendidikan Agama Islam siswa kelas XI SMK Al Falah Bandung.
Fields of Study & Subjects
Educational Games and Gamification
Education and Islamic Studies
Education and Character Development
Publication details
- Journal / source
- Bandung Conference Series Islamic Education
- Volume
- 6
- Issue
- 1
- Pages
- 77–84
- Publication date
- 3 February 2026
- Language
- EN