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Published: 11-03-2026

GAME ON! JOYFUL LEARNING AS A BOOSTER FOR MOTIVATION AND ACTIVE LEARNING IN ISLAMIC RELIGIOUS EDUCATION FOR NINTH GRADE STUDENTS AT SMP NEGERI 2 SUMBER, CIREBON REGENCY

UIN Siber Syekh Nurjati Cirebon
UIN Siber Syekh Nurjati Cirebon
UIN Siber Syekh Nurjati Cirebon
UIN Siber Syekh Nurjati Cirebon
Joyful Learning Game Motivation Learning Activeness

Abstract

This study aims to analyze the effectiveness of game-based Joyful Learning in enhancing students’ motivation and learning activeness in Islamic Religious Education (PAI) at SMP Negeri 2 Sumber, Cirebon Regency. A quantitative approach with a descriptive-associative design was employed to measure the effect of Game-Based Learning on both dependent variables. The research sample consisted of 76 ninth-grade students selected through purposive sampling. Data were collected using questionnaires, observations, and open interviews, and analyzed using MANOVA with SPSS version 25.0. The results revealed that game-based Joyful Learning had a significant and strong effect on students’ learning motivation (η² = 0.730) and activeness (η² = 0.754). Multivariate analysis further confirmed a simultaneous significant effect (Sig. = 0.000) between both variables. The approach successfully fostered an interactive, enjoyable, and meaningful learning environment, encouraging students’ cognitive, affective, and social engagement. This study concludes that game-based Joyful Learning is an effective strategy to enhance the quality of Islamic Religious Education in the digital era.

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How to Cite

Maolla, N. W., Jamali, J., Affandi, A., & Nuryadien, M. (2026). GAME ON! JOYFUL LEARNING AS A BOOSTER FOR MOTIVATION AND ACTIVE LEARNING IN ISLAMIC RELIGIOUS EDUCATION FOR NINTH GRADE STUDENTS AT SMP NEGERI 2 SUMBER, CIREBON REGENCY. Jurnal Konseling Pendidikan Islam, 7(2), 123–132. https://doi.org/10.32806/jkpi.v7i2.1346