ANALISIS KEBUTUHAN SISWA PENGGUNAAN MODEL GAME BASED LEARNING BERBASIS ROBLOX PADA PELAJARAN FIKIH DI SEKOLAH
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Abstract
The development of information and communication technology today requires innovation in learning, including in the subject of Fiqh. A less interactive learning process has the potential to reduce students' motivation and understanding of the material in Fiqh subjects. This study aims to analyze students' needs for the use of Roblox-based Game Based Learning models in Fiqh subjects in schools. This research uses the Research and Development (R&D) method with the ADDIE model, which is focused on the needs analysis stage. The research subjects consisted of 15 students of class XI RPL at SMKS Karya Bakti Sindang. The data collection technique was carried out through the distribution of questionnaires which included pedagogical, technical, cognitive, interest and motivation aspects of learning, as well as evaluative, with a Likert scale of 1-5. The results showed that all aspects obtained an average score above 3, with most indicators being in the "most needed" to "urgently needed" category. These findings indicate that students have technical readiness, high interest, and a need for more interactive Fiqh learning, utilizing visual media, and game-based learning. The results of this research provide a conceptual basis for the development of Roblox-based Fiqh learning media in Fiqh subjects, as well as a strong basis to continue at the next stage in this Research and Development (R&D) research.
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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
References
Ali, N. (2024). Strategi Pembelajaran Berbasis Masalah Bab Fikih Pada Mata Pelajaran Pendidikan Agama Islam di SMA Rabiah Adawiayah. Journal of Islamic Education Studies, 3(1), 28–35.
Amalia, E., & Athiyyah, A. (2024). Penggunaan Metode Pembelajaran Game Based Learning (GBL) Untuk Meningkatkan Minat Belajar Siswa Pada Mata Pelajaran Sejarah Kebudayaan Islam Kelas VII D MTs Negeri 1 Ciamis. Jurnal Kreativitas Mahasiswa, 2(1), 190–201.
Annuar, H., Etin, S., & Khaerudin, K. (2025). Model pembelajaran saintifik berbasis game-based learning.
Asela, S., Salsabila, U. H., Lestari, P., Hidayah, N., Sihati, A., & Pertiwi, A. R. (2020). Peran media interaktif dalam pembelajaran PAI bagi gaya belajar siswa visual. Jurnal Inovasi Penelitian, 1(7), 1297–1304.
Audihani, A. L., Hidayah, F. F., & Ristanti, D. A. (2019). ANALISIS KESIAPAN BELAJAR PESERTA DIDIK DALAM PROSES PEMBELAJARAN KIMIA MATERI HIDROKARBON. EDUSAINTEK, 3(0). https://prosiding.unimus.ac.id/index.php/edusaintek/article/view/227
Furmaisuri, R., Yulianda, M., Abdurrahmansyah, A., & Alzafani, R. K. (2025). Evolusi Peran Guru Dari Era Konvensional Ke Era Teknologi Dalam Meningkatkan Kemajuan Proses Pembelajaran. Berajah Journal, 4(11), 1881–1892.
Indriani, N. (2022). Efektivitas penggunaan aplikasi Kahoot pada proses evaluasi pembelajaran siswa kelas IV SD MI NU Ngingas Kabupaten Sidoarjo. Jurnal Teknologi Pendidikan: Jurnal Penelitian Dan Pengembangan Pembelajaran, 7(1), 81–87.
Jannah, Y. M., Yuniawatika, Y., & Mudiono, A. (2020). Pengembangan E-Modul Berbasis Game Based Learning Materi Pengukuran Dengan Penguatan Karakter Gemar Membaca dan Menghargai Prestasi. Jurnal Gantang, 5(2), 179–189.
Leo, H., Basten, V., & Jannah, N. (2024). Penggunaan Model Active Learning dalam Meningkatkan Motivasi Siswa di Era Digital pada Pembelajaran Fiqih di Samakkee Islam Wittaya School Thailand. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4(2), 770–783. https://doi.org/10.53299/JPPI.V4I2.618
Lisa, A. A., & Muthohar, S. (2024). Strategi Game Based Learning Dalam Pembelajaran PAI Untuk Meningkatkan Keterampilan 4C+ S Siswa. Didaktika: Jurnal Kependidikan, 13(001 Des), 125–138.
Mansir, F., & Purnomo, H. (2020). Urgensi pembelajaran fiqih dalam meningkatkan religiusitas siswa madrasah. Jurnal Al-Wijdan, 5(2), 167–179.
Maydiantoro, A. (2021). Model-model penelitian pengembangan (research and development). Jurnal Pengembangan Profesi Pendidik Indonesia (JPPPI).
Mindarta, E. (2025). Pengembangan Alat Evaluasi Berbasis Roblox Studio Pada Mata Pelajaran Chassis Otomotif Pada Siswa SMKN di Kota Malang. Jurnal Riset Dan Inovasi Pembelajaran, 5(1), 264–280.
Mubaroq, Y. P. (2025). DAMPAK GAME ONLINE ROBLOX TERHADAP MOTIVASI BELAJAR SISWA STUDI KASUS DI SD NEGERI SETIA DARMA 04. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(03), 273–284.
Nahampun, S. H., Gurning, P. P., Nexandika, R., Zalukhu, Y. A. A., & Sianturi, M. E. (2024). Efektivitas metode pembelajaran berbasis game dalam meningkatkan motivasi belajar siswa sekolah dasar. Sinar Dunia: Jurnal Riset Sosial Humaniora Dan Ilmu Pendidikan, 3(3), 63–68.
Noviyanti, M., Jamaludin, G. M., & Syhabudin, A. (2025). Project-Based Learning Assisted By Digital Scrapbook To Improve Students Understanding Of Fiqh Learning. Fikroh: Jurnal Pemikiran Dan Pendidikan Islam, 18(2), 162–171.
Okpatrioka, O. (2023). Research And Development (R&D) Penelitian Yang Inovatif Dalam Pendidikan. Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa Dan Budaya, 1(1), 86–100. https://doi.org/10.47861/JDAN.V1I1.154
Oktavia, R. (2022). Game based learning meningkatkan efektivitas belajar siswa.
Widiana, I. W. (2022). Game based learning dan dampaknya terhadap peningkatan minat belajar dan pemahaman konsep siswa dalam pembelajaran sains di sekolah dasar. Jurnal Edutech Undiksha, 10(1), 1–10.
Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198–206. https://doi.org/10.24246/J.JS.2020.V10.I3.P198-206
Wiyuna, T., Muliyati, D., & Fahdiran, R. (2024). Desain Game Menggunakan Roblox Sebagai Media Pembelajaran Astronomi. PROSIDING SEMINAR PENELITIAN DAN PENGABDIAN KEPADA MASYARAKAT, 2(1), 17–22.
Main Article Content
Abstract
The development of information and communication technology today requires innovation in learning, including in the subject of Fiqh. A less interactive learning process has the potential to reduce students' motivation and understanding of the material in Fiqh subjects. This study aims to analyze students' needs for the use of Roblox-based Game Based Learning models in Fiqh subjects in schools. This research uses the Research and Development (R&D) method with the ADDIE model, which is focused on the needs analysis stage. The research subjects consisted of 15 students of class XI RPL at SMKS Karya Bakti Sindang. The data collection technique was carried out through the distribution of questionnaires which included pedagogical, technical, cognitive, interest and motivation aspects of learning, as well as evaluative, with a Likert scale of 1-5. The results showed that all aspects obtained an average score above 3, with most indicators being in the "most needed" to "urgently needed" category. These findings indicate that students have technical readiness, high interest, and a need for more interactive Fiqh learning, utilizing visual media, and game-based learning. The results of this research provide a conceptual basis for the development of Roblox-based Fiqh learning media in Fiqh subjects, as well as a strong basis to continue at the next stage in this Research and Development (R&D) research.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
References
Ali, N. (2024). Strategi Pembelajaran Berbasis Masalah Bab Fikih Pada Mata Pelajaran Pendidikan Agama Islam di SMA Rabiah Adawiayah. Journal of Islamic Education Studies, 3(1), 28–35.
Amalia, E., & Athiyyah, A. (2024). Penggunaan Metode Pembelajaran Game Based Learning (GBL) Untuk Meningkatkan Minat Belajar Siswa Pada Mata Pelajaran Sejarah Kebudayaan Islam Kelas VII D MTs Negeri 1 Ciamis. Jurnal Kreativitas Mahasiswa, 2(1), 190–201.
Annuar, H., Etin, S., & Khaerudin, K. (2025). Model pembelajaran saintifik berbasis game-based learning.
Asela, S., Salsabila, U. H., Lestari, P., Hidayah, N., Sihati, A., & Pertiwi, A. R. (2020). Peran media interaktif dalam pembelajaran PAI bagi gaya belajar siswa visual. Jurnal Inovasi Penelitian, 1(7), 1297–1304.
Audihani, A. L., Hidayah, F. F., & Ristanti, D. A. (2019). ANALISIS KESIAPAN BELAJAR PESERTA DIDIK DALAM PROSES PEMBELAJARAN KIMIA MATERI HIDROKARBON. EDUSAINTEK, 3(0). https://prosiding.unimus.ac.id/index.php/edusaintek/article/view/227
Furmaisuri, R., Yulianda, M., Abdurrahmansyah, A., & Alzafani, R. K. (2025). Evolusi Peran Guru Dari Era Konvensional Ke Era Teknologi Dalam Meningkatkan Kemajuan Proses Pembelajaran. Berajah Journal, 4(11), 1881–1892.
Indriani, N. (2022). Efektivitas penggunaan aplikasi Kahoot pada proses evaluasi pembelajaran siswa kelas IV SD MI NU Ngingas Kabupaten Sidoarjo. Jurnal Teknologi Pendidikan: Jurnal Penelitian Dan Pengembangan Pembelajaran, 7(1), 81–87.
Jannah, Y. M., Yuniawatika, Y., & Mudiono, A. (2020). Pengembangan E-Modul Berbasis Game Based Learning Materi Pengukuran Dengan Penguatan Karakter Gemar Membaca dan Menghargai Prestasi. Jurnal Gantang, 5(2), 179–189.
Leo, H., Basten, V., & Jannah, N. (2024). Penggunaan Model Active Learning dalam Meningkatkan Motivasi Siswa di Era Digital pada Pembelajaran Fiqih di Samakkee Islam Wittaya School Thailand. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4(2), 770–783. https://doi.org/10.53299/JPPI.V4I2.618
Lisa, A. A., & Muthohar, S. (2024). Strategi Game Based Learning Dalam Pembelajaran PAI Untuk Meningkatkan Keterampilan 4C+ S Siswa. Didaktika: Jurnal Kependidikan, 13(001 Des), 125–138.
Mansir, F., & Purnomo, H. (2020). Urgensi pembelajaran fiqih dalam meningkatkan religiusitas siswa madrasah. Jurnal Al-Wijdan, 5(2), 167–179.
Maydiantoro, A. (2021). Model-model penelitian pengembangan (research and development). Jurnal Pengembangan Profesi Pendidik Indonesia (JPPPI).
Mindarta, E. (2025). Pengembangan Alat Evaluasi Berbasis Roblox Studio Pada Mata Pelajaran Chassis Otomotif Pada Siswa SMKN di Kota Malang. Jurnal Riset Dan Inovasi Pembelajaran, 5(1), 264–280.
Mubaroq, Y. P. (2025). DAMPAK GAME ONLINE ROBLOX TERHADAP MOTIVASI BELAJAR SISWA STUDI KASUS DI SD NEGERI SETIA DARMA 04. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(03), 273–284.
Nahampun, S. H., Gurning, P. P., Nexandika, R., Zalukhu, Y. A. A., & Sianturi, M. E. (2024). Efektivitas metode pembelajaran berbasis game dalam meningkatkan motivasi belajar siswa sekolah dasar. Sinar Dunia: Jurnal Riset Sosial Humaniora Dan Ilmu Pendidikan, 3(3), 63–68.
Noviyanti, M., Jamaludin, G. M., & Syhabudin, A. (2025). Project-Based Learning Assisted By Digital Scrapbook To Improve Students Understanding Of Fiqh Learning. Fikroh: Jurnal Pemikiran Dan Pendidikan Islam, 18(2), 162–171.
Okpatrioka, O. (2023). Research And Development (R&D) Penelitian Yang Inovatif Dalam Pendidikan. Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa Dan Budaya, 1(1), 86–100. https://doi.org/10.47861/JDAN.V1I1.154
Oktavia, R. (2022). Game based learning meningkatkan efektivitas belajar siswa.
Widiana, I. W. (2022). Game based learning dan dampaknya terhadap peningkatan minat belajar dan pemahaman konsep siswa dalam pembelajaran sains di sekolah dasar. Jurnal Edutech Undiksha, 10(1), 1–10.
Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198–206. https://doi.org/10.24246/J.JS.2020.V10.I3.P198-206
Wiyuna, T., Muliyati, D., & Fahdiran, R. (2024). Desain Game Menggunakan Roblox Sebagai Media Pembelajaran Astronomi. PROSIDING SEMINAR PENELITIAN DAN PENGABDIAN KEPADA MASYARAKAT, 2(1), 17–22.