From Passive to Interactive: The Impact of Blooket Gamification to Enhance Students' Learning Motivation in Islamic Religious Education

  • Ahmad Abdul Hamid Universitas Islam Negeri Walisongo, Semarang, Jawa Tengah,  Indonesia
  • Ismail Ismail Universitas Islam Negeri Walisongo, Semarang, Jawa Tengah,  Indonesia
  • Suja’i Suja’i Universitas Islam Negeri Walisongo, Semarang, Jawa Tengah,  Indonesia
  • M. Agung Hidayatullah Universitas Islam Negeri Salatiga, Kota Salatiga, Jawa Tengah,  Indonesia
  • Zarkasi Zarkasi Universitas Islam Negeri Walisongo, Semarang, Jawa Tengah,  Indonesia https://orcid.org/0000-0002-8336-4031

Abstract

The decline in student engagement and motivation in Islamic Religious Education (PAI) remains a significant challenge, particularly in pesantren environments where traditional teaching methods are dominant and personal gadgets are strictly prohibited. This study aims to analyze the implementation of Blooket gamification using a classical (single-screen) model as an innovative pedagogical strategy to increase students' enthusiasm for PAI learning at MA Al Wathoniyyah Semarang. Using a qualitative approach with a descriptive case study design, data were collected through intensive participant observation, in-depth interviews, and documentation from PAI teachers and 10th-grade students, then analyzed using the Miles and Huberman interactive model. The results indicate that projecting Blooket onto a main screen successfully transformed classroom dynamics from passive to highly interactive. This approach fostered a unique "collaborative competition," where students spontaneously cooperated in teams to solve quiz challenges. Theoretically, this model fulfills the ARCS motivation components (Attention, Relevance, Confidence, Satisfaction) and the relatedness aspect of Self-Determination Theory (SDT). In conclusion, classical gamification is an effective and inclusive solution to overcome infrastructure limitations. Moving forward, this model presents a promising prospect for broader adoption in similar Islamic educational institutions to integrate digital learning without violating institutional regulations.

Keywords: Gamification, Blooket, Classical Learning, Learning Motivation, Islamic Religious Education

PDF Downloads

Download data is not yet available.
Published
2026-06-02
How to Cite:
Hamid, A. A., Ismail, I., Suja’i, S., Hidayatullah, M. A., & Zarkasi, Z. (2026). From Passive to Interactive: The Impact of Blooket Gamification to Enhance Students’ Learning Motivation in Islamic Religious Education . Ideguru: Jurnal Karya Ilmiah Guru, 10(3), 2684-2691. https://doi.org/10.51169/ideguru.v10i3.2383
Section
Research Articles
Abstract viewed: 122 times
PDF downloaded: 32 times

References

Aldalur, Iñigo, and Alain Perez. (2023). Gamification and Discovery Learning: Motivating and Involving Students in the Learning Process. Heliyon, 9(1). https://doi.org/10.1016/j.heliyon.2023.e13135

Attarwiyah, Nadiatul Maziyyah, Indah Rizqiyatul Wasi’ah, and Siti Nurul Jennah. (2025). Bridging Tradition and Technology: Gamification in Modern Islamic Boarding Schools. Journal of Social Studies and Education, 2(2), 97–110. https://doi.org/10.61987/jsse.v3i1.668

Dahalan, Fazlida, Norlidah Alias, and Mohd Shahril Nizam Shaharom. (2024). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w

Deci, Edward L., and Richard M. Ryan. (2013). Intrinsic Motivation and Self-Determination in Human Behavior. Springer Science & Business Media.

Dehghanzadeh, Hojjat, Mohammadreza Farrokhnia, Hossein Dehghanzadeh, Kiumars Taghipour, and Omid Noroozi. (2024). Using Gamification to Support Learning in K‐12 Education: A Systematic Literature Review. British Journal of Educational Technology 55(1), 34–70. https://doi.org/10.1111/bjet.13335

Hamidah, Afifah Nur. (2025). Optimization of Digital Learning Media for Islamic Education: Increasing Students’ Interest in Learning. Cendekia, 17(01), 216–40. https://doi.org/10.37850/cendekia.v17i01.976

Ilmiyah, Sumrotul. (2024). Optimizing Pedagogy through Gamification: A Scientific Approach to Enhancing Student Motivation in Madrasah. AFKARINA: Jurnal Pendidikan Agama Islam, 9(2):85–97. https://doi.org/10.33650/afkarina.v9i2.9351

Kalogiannakis, Michail, Stamatios Papadakis, and Alkinoos-Ioannis Zourmpakis. (2021). Gamification in Science Education. A Systematic Review of the Literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Keller, John M. (1979). Motivation and Instructional Design: A Theoretical Perspective. Journal of Instructional Development, 26–34.

Khanah, Dewi, and Naufal Ahmad Rijalul Alam. (2025). The Utilization of the Blooket Application to Enhance the Learning of Akidah Akhlak Subject at Junior High School. Scaffolding: Jurnal Pendidikan Islam Dan Multikulturalisme, 7(1), 258–78. https://doi.org/10.37680/scaffolding.v7i1.6976

Khatimah, Nurul, and Zahraini Zahraini. (2025). Gamification in Islamic Religious Education: Interactive Learning Innovations to Increase Students’ Interest in Learning. Al-Ilmu, 2(2), 1–8. https://doi.org/10.62872/cfqtj246

Lampropoulos, Georgios, Euclid Keramopoulos, Konstantinos Diamantaras, and Georgios Evangelidis. (2022). Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. Applied Sciences, 12(13), 6809. https://doi.org/10.3390/app12136809

Leitão, Rui, Martin Maguire, Sarah Turner, and Laura Guimarães. (2022). A Systematic Evaluation of Game Elements Effects on Students’ Motivation. Education and Information Technologies, 27(1), 1081–1103. https://doi.org/10.1007/s10639-021-10651-8

Mahmud, Salami, and Muhammad Furqan. (2025). Gamification in Islamic Religious Education: Developing Interactive Learning Media via Quizizz with the Addie Model. Edukasi: Jurnal Pendidikan Dan Pengajaran, 12(01), 171–91. https://doi.org/10.19109/d48tv716

Masroh, Laelatul. (2025). Gamification Strategy in Increasing Students’ Enthusiasm in Learning Aqidah and Akhlak in the Digital Era: A Study at MI Al Hidayah Karanggitung. ETNOPEDAGOGI: Jurnal Pendidikan Dan Kebudayaan, 2(1), 208–397. https://doi.org/10.62945/etnopedagogi.v2i1.622

Miles, Matthew B., A. Michael Huberman, and Johnny Saldana. (2014). Qualitative Data Analysis: A Methods Sourcebook. (No Title).

Miranda, Andi, Seli Rahmawati, and Adiyono Adiyono. (2024). Gamifikasi Dalam Pembelajaran Al-Qur’an Dan Hadits Di Madrasah Aliyah: Meningkatkan Motivasi Dan Partisipasi Siswa. FIKRUNA: Jurnal Ilmiah Kependidikan Dan Kemasyarakatan, 6(2), 70–85. https://doi.org/10.56489/fik.v7i2.150

Munazzalurrohmi, Muhammad, R. Taufiqurrochman, Nur Hasaniyah, and Maziyyatul Muslimah. (2025). Wordwall as a Digital Medium to Boost Motivation in Learning Arabic Morphology at Islamic Boarding Schools. Al-Irfan: Journal of Arabic Literature and Islamic Studies, 8(2), 62–87. https://doi.org/10.58223/al-irfan.v8i2.414

Pasha, Adinda Sabrina, and Muhammad Arifin Rahmanto. (2025). Interactive Media in Islamic Education: Enhancing Engagement amid Infrastructure Challenges at Muhammadiyah 12 Senior High School Jakarta. Asatiza: Jurnal Pendidikan, 6(2), 118–31. https://doi.org/10.46963/asatiza.v6i2.2645

Purba, Atikah Zahrani, Fadhilah Hilmy Nasution, Khoiriah Marta Parapat, Miftahul Jannah, and Nabila Ulkhaira. (2024). Gamifikasi Dalam Pendidikan: Meningkatkan Motivasi Dan Keterlibatan Siswa. Maximal Journal: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya Dan Pendidikan, 1(5), 299–305. https://malaqbipublisher.com/index.php/MAKSI/article/download/222/235

Student 1. (2025). Interview. Wawancara Pribadi.

Student 2. (2025). Interview. Wawancara Pribadi.

Student 3. (2025). Interview. Wawancara Pribadi.

Safroni, Sherli, and Ulil Hidayah. (2024). Strategi Pembelajaran Pendidikan Agama Islam Berbasis Gamifikasi Untuk Meningkatkan Motivasi Belajar Siswa. AL-MUADDIB: Jurnal Kajian Ilmu Kependidikan, 6(1), 424–36. https://jurnal.staim-probolinggo.ac.id/Muaddib/article/download/1131/958

Shofiyani, Amrini, and Erma Muti’ah. (2021). Implementasi Media Pembelajaran Bahasa Arab Berbasis Media Ular Tangga Untuk Meningkatkan Hasil Belajar Siswa Di Pondok Pesantren An-Nashriyah Tambak Beras Jombang. Jurnal Education and Development, 9(3), 229–32. https://journal.ipts.ac.id/index.php/ED/article/download/2844/1820

Suwanto, Suwanto. (2025). Utilization of Wordwall as an Interactive Game Media to Improve Motivation and Learning Outcomes of Asmaul Husana of Elementary School Students. Research Journal on Teacher Professional Development, 3(02), 27–37. https://doi.org/10.21580/rjtpd.v3i02.24632

Trajaya, Trajaya, Tomy Wijaya, Amnur M. Ariya Nugroho, Win Dityo Jaya Pratama, and Evi Febriani. (2025). The Role of Interactive Learning Media in Improving Students’ Learning Motivation of Islamic Education. International Journal Corner of Educational Research, 3(3), 163–67. https://doi.org/10.54012/ijcer.v3i3.470

Triantafyllou, Serafeim A., Christos Georgiadis, and Theodosios Sapounidis. (2025). Gamification in Education and Training: A Literature Review. International Review of Education, 1–35. https://doi.org/10.1007/s11159-024-10111-8

Zarkasi, Rokhmadi, Amin, N., Djamil, A., Fanani, M., & Ma’arif, S. (2025). Artstep’s Virtual Exhibition: Enhancing Religious Moderation Attitudes and Sociocultural Literacy. In International Conference of Islamic Studies (ICONIS 2025) (pp. 87-94). Atlantis Press. https://doi.org/10.2991/978-2-38476-464-8_7