IMPLEMENTASI GAME EDUKATIF BERBASIS QUIZIZZ UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN AKIDAH AKHLAK
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Abstract
This study aims to describe the implementation of Quizizz-based educational games in Akidah Akhlak learning, analyze students' learning interest after the application of Quizizz media, and identify the supporting and inhibiting factors. This research uses a qualitative approach with a descriptive type. The research location is at MA YTI Nguling, Pasuruan, involving the Akidah Akhlak teacher and 11th-grade students (14 students). Data collection techniques include participant observation, in-depth interviews, and documentation study. Data analysis was performed through data reduction, data display, and conclusion drawing/verification. The validity of the data was ensured through prolonged engagement, source and method triangulation, and member checking. The findings reveal that: (1) The implementation of Quizizz was carried out through three stages: planning, execution, and evaluation; (2) Students' learning interest significantly increased across all four indicators: feelings of enjoyment, attention and concentration, activeness and engagement, and interest in continuous learning; (3) Supporting factors include device availability, student enthusiasm, teacher support, and Quizizz features; while inhibiting factors include device limitations, signal interference, and initial student distraction. This research contributes to the modification of digital media implementation theory and formulates the principle of "Meaningful Digital Wasilah" in an Islamic perspective.
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References
Arsyad, A. (2019). Media Pembelajaran. Jakarta: Rajawali Pers.
Djamarah, S. B. (2018). Psikologi Belajar. Jakarta: Rineka Cipta.
Firdaus, A. A., Tabroni, I., & Megawati, I. (2022). Implementation of Quizizz Educational Game Media in Increasing Students' Learning Motivation During the Covid-19 Pandemic in Islamic Religious Education Learning. Journal of Social Transformation and Regional Development, *4*(2), 59–64. https://doi.org/10.30880/jstard.2022.04.02.007
Ilham Abdillah, M., Hunaida, W. L., & Muqit, A. (2025). Digitalization of Islamic Education Learning through Interactive Educational Games. Edudeena : Journal of Islamic Religious Education, *9*(1), 67–76. https://doi.org/10.30762/edudeena.v9i1.4230
Miles, M. B., & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook (2nd ed.). Thousand Oaks, CA: SAGE Publications.
Moleong, L. J. (2017). Metodologi Penelitian Kualitatif (Edisi Revi). Bandung: Remaja Rosdakarya.
Mulyasa. (2017). Pengembangan Dan Implementasi Kurikulum 2013. Bandung: Remaja Rosdakarya.
Munir. (2017). Pembelajaran Digital. Bandung: Alfabeta.
Rulismi, D., Sahil, A., & Dali, Z. (2024). Effectiveness of the Use of Quizizz Media on Students' Learning Interest. Futurity Education, *4*, 245–262. https://doi.org/10.57125/fed.2024.06.25.13
Salsabila, U. H., et al. (2020). Pemanfaatan Quizizz Sebagai Media Pembelajaran Digital. Jurnal Pendidikan.
Setiaji, H., Yansyah, D., Wahyuningrum, C., & Marliani, F. (2025). Quizizz Learning Media and Students' Learning Interests: An Empirical Study on the Learning of Aqidah and Akhlak. Al-Manarah Journal, *1*, 168–174.
Slameto. (2015). Belajar Dan Faktor-Faktor Yang Mempengaruhinya. Jakarta: Rineka Cipta.
Wahab, S. A. (2016). Analisis Kebijakan Pendidikan. Jakarta: Bumi Aksara.
Zhao, F. (2019). Using Quizizz to Enhance Students' Engagement in Learning. Journal of Educational Technology.
Main Article Content
Abstract
This study aims to describe the implementation of Quizizz-based educational games in Akidah Akhlak learning, analyze students' learning interest after the application of Quizizz media, and identify the supporting and inhibiting factors. This research uses a qualitative approach with a descriptive type. The research location is at MA YTI Nguling, Pasuruan, involving the Akidah Akhlak teacher and 11th-grade students (14 students). Data collection techniques include participant observation, in-depth interviews, and documentation study. Data analysis was performed through data reduction, data display, and conclusion drawing/verification. The validity of the data was ensured through prolonged engagement, source and method triangulation, and member checking. The findings reveal that: (1) The implementation of Quizizz was carried out through three stages: planning, execution, and evaluation; (2) Students' learning interest significantly increased across all four indicators: feelings of enjoyment, attention and concentration, activeness and engagement, and interest in continuous learning; (3) Supporting factors include device availability, student enthusiasm, teacher support, and Quizizz features; while inhibiting factors include device limitations, signal interference, and initial student distraction. This research contributes to the modification of digital media implementation theory and formulates the principle of "Meaningful Digital Wasilah" in an Islamic perspective.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
References
Arsyad, A. (2019). Media Pembelajaran. Jakarta: Rajawali Pers.
Djamarah, S. B. (2018). Psikologi Belajar. Jakarta: Rineka Cipta.
Firdaus, A. A., Tabroni, I., & Megawati, I. (2022). Implementation of Quizizz Educational Game Media in Increasing Students' Learning Motivation During the Covid-19 Pandemic in Islamic Religious Education Learning. Journal of Social Transformation and Regional Development, *4*(2), 59–64. https://doi.org/10.30880/jstard.2022.04.02.007
Ilham Abdillah, M., Hunaida, W. L., & Muqit, A. (2025). Digitalization of Islamic Education Learning through Interactive Educational Games. Edudeena : Journal of Islamic Religious Education, *9*(1), 67–76. https://doi.org/10.30762/edudeena.v9i1.4230
Miles, M. B., & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook (2nd ed.). Thousand Oaks, CA: SAGE Publications.
Moleong, L. J. (2017). Metodologi Penelitian Kualitatif (Edisi Revi). Bandung: Remaja Rosdakarya.
Mulyasa. (2017). Pengembangan Dan Implementasi Kurikulum 2013. Bandung: Remaja Rosdakarya.
Munir. (2017). Pembelajaran Digital. Bandung: Alfabeta.
Rulismi, D., Sahil, A., & Dali, Z. (2024). Effectiveness of the Use of Quizizz Media on Students' Learning Interest. Futurity Education, *4*, 245–262. https://doi.org/10.57125/fed.2024.06.25.13
Salsabila, U. H., et al. (2020). Pemanfaatan Quizizz Sebagai Media Pembelajaran Digital. Jurnal Pendidikan.
Setiaji, H., Yansyah, D., Wahyuningrum, C., & Marliani, F. (2025). Quizizz Learning Media and Students' Learning Interests: An Empirical Study on the Learning of Aqidah and Akhlak. Al-Manarah Journal, *1*, 168–174.
Slameto. (2015). Belajar Dan Faktor-Faktor Yang Mempengaruhinya. Jakarta: Rineka Cipta.
Wahab, S. A. (2016). Analisis Kebijakan Pendidikan. Jakarta: Bumi Aksara.
Zhao, F. (2019). Using Quizizz to Enhance Students' Engagement in Learning. Journal of Educational Technology.