DINAMIKA INOVASI KURIKULUM PAI BERBASIS GAMIFIED-PROBLEM BASED LEARNING: SOLUSI TEORETIS MENGHADAPI RESISTENSI BELAJAR DI ERA DISRUPSI
DOI:
https://doi.org/10.23969/jp.v11i02.60233Keywords:
PAI curriculum innovation, gamification, problem-based learning, learning resistance, disruption eraAbstract
This study aims to analyze the dynamics of Islamic Education (PAI) curriculum innovation based on Gamified-Problem Based Learning (GPBL) as a theoretical solution to overcome learning resistance in the era of disruption. The method used is qualitative research with a library research approach, supported by empirical data through observation, interviews, and documentation involving 30 fifth-grade students, 4 PAI teachers, and 1 principal at SD Islam Plus Daaruth Thullab 02 Koto Salak. The results show a significant improvement after the implementation of GPBL, with student activeness in asking questions increasing from 26% to 73%, learning focus from 67% to 80%, and learning interest from 33% to 83%, while passive students decreased from 60% to 20%. These findings indicate that GPBL is effective in creating interactive, contextual, and engaging learning. The impact of this approach is the enhancement of student motivation, engagement, and the overall quality of PAI learning.
Downloads
References
mrazi Zakso. (2022). IMPLEMENTASI KURIKULUM MERDEKA BELAJAR DI INDONESIA. Jurnal FSH, 13(2), 916–922.
Arends, R. I. (2021). Learning to Teach (11th ed.). New York: McGraw-Hill.
Fauziah, N. (2022). Pendekatan Strategis dalam Pembelajaran Pendidikan Agama Islam di Sekolah Dasar. Jurnal Tarbiyah Dan Studi Islam.
Hamalik, O. (2009). Psikologi Belajar dan Mengajar (1st ed., Vol. 1). Sinar Baru Algensindo.
Ishak Wanto Talibo. (2013). Fungsi Manajemen Dalam Perencanaan Pembelajaran. JURNAL IQRO, 7(1), 1–34.
Joupy G. Z. Mambu, Dedek Helida Pitra, Aziz Rizki Miftahul Ilmi, Wahyu Nugroho, Natasya V. Leuwol, & Andi Muh Akbar Saputra. (2023). Pemanfaatan Teknologi Artificial Intelligence (AI) Dalam Menghadapi Tantangan Mengajar Guru di Era Digital . Journal on Education, 6(1), 2689–2698.
Maulida, R. (2021). Kompetensi Guru Pendidikan Agama Islam dalam Pembelajaran Berbasis Karakter. Jurnal Pendidikan Dasar Islam.
Rahman, M. (2023). Inovasi Strategi Pembelajaran Pendidikan Agama Islam di Era Digital. Jurnal Teknologi Pendidikan Islam.
Ratih Purnamasari, Rukmini Handayani, Yudhie Suchyadi, Mira Mirawati, Ade Wijaya, & Dadang Kurnia. (2020). Pembelajaran Digital implementasi student centered learning (M. Kom. , M. P. Dr. Herfina, Ed.; Vol. 1). Program Studi Pendidikan Guru Sekolah Dasar Universitas Pakuan.
Sari, R. (2023). Guru Penggerak dalam Implementasi Kurikulum Merdeka. CV Media Edukasi Indonesia.
Suarifqi Diantama. (2023). Pemanfaatan Artificial Intelegent (Ai) Dalam Dunia Pendidikan. Jurnal Teknologi Pendidikan , 1(1), 8–14.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2021). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15.
Hidayat, A., & Nur, M. (2023). Transformasi pembelajaran di era digital dalam meningkatkan kualitas pendidikan. Jurnal Pendidikan Modern, 8(2), 123–135.
Lestari, S. S., Ismail, F., & Astuti, M. (2025). Membangun karakter Islami melalui pembelajaran inovatif PAI. Jurnal Penelitian Ilmu Pendidikan Indonesia, 4(1).
Mahmuda, I., Hafid, & Munawaroh, F. (2024). Inovasi model problem based learning pembelajaran pendidikan agama Islam untuk meningkatkan prestasi siswa di era digital. INCARE: International Journal of Educational Resources, 5(6).
Pahlevi, R., Yuberti, & Meriyati. (2024). Implementasi model pembelajaran problem based learning pada mata pelajaran pendidikan agama Islam dalam mengatasi konflik antar siswa. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(2).
Rahman, A. (2021). Strategi pembelajaran pendidikan agama Islam dalam meningkatkan motivasi belajar siswa. Jurnal Pendidikan Islam, 6(1), 45–56.
Salim, M., Aripin, S., & Kalupae, A. (2024). Gamifikasi dalam pembelajaran: Inovasi metode dan media pada mata pelajaran PAI. Intelegensia: Jurnal Pendidikan Islam, 13(2).
Saputri, N., & Anggalia, P. A. (2024). Penerapan model problem based learning (PBL) dalam pembelajaran pendidikan agama Islam. QOSIM: Jurnal Pendidikan Sosial & Humaniora, 3(2).
Sari, D., & Putra, R. (2022). Literasi digital dalam pendidikan: Tantangan dan peluang di era disrupsi. Jurnal Teknologi Pendidikan, 10(1), 67–78.
Schwab, K. (2021). The Fourth Industrial Revolution. New York: Crown Business.
Septiani, A. A., & Jamaludin, G. M. (2025). Game based learning model in PAI subjects: A literature review. Indonesian Journal of Islamic Education, 3(1).
Widodo, S., Anwar, K., & Fitriani, L. (2022). Inovasi kurikulum pendidikan abad 21. Jurnal Pengembangan Kurikulum, 5(2), 89–102.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.