Implementation of Gamification Through The Curipod Platform in Fortering Critical Thinking Skills in Islamic Religious and Character Education at SMA Negeri 1 Bumiayu
Main Article Content
Abstract
This study aims to describe the implementation of gamification through the Curipod platform in fostering students’ critical thinking skills in Islamic Religious Education and Character Education for Grade XI senior high school students. The study is motivated by conventional learning practices that limit dialogue and reflection, despite the Merdeka Curriculum’s emphasis on critical reasoning aligned with 21st-century learning. Therefore, Curipod is considered a relevant interactive digital learning alternative to support critical thinking development. This study employed a qualitative descriptive approach involving one teacher of Islamic Religious Education and Character Education and Grade XI students at SMA Negeri 1 Bumiayu. Data were collected through classroom observations, semi-structured interviews, and learning documentation. Data analysis followed the stages of data reduction, data display, and conclusion drawing, with data trustworthiness ensured through triangulation. The findings indicate that the implementation of gamification through the Curipod platform can be well integrated into Islamic Religious Education and Character Education learning and aligns with the objectives of the Merdeka Curriculum. Curipod facilitated content delivery, discussion, and reflection, shifting learning from teacher-centered to student-centered practices. This encouraged students to actively express opinions, provide reasoning, and critically reflect on Islamic values in a more contextual manner.
Article Details
Section
References
Amrullah, J. D. R., Prasetya, F. B., Rahma, A. S., Setyorini, A. D., Salsabila, A. N., & Nuraisyah, V. (2024). Efektivitas Peran Kurikulum Merdeka terhadap Tantangan Revolusi Industri 4.0 bagi Generasi Alpha. Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 4(4), 1313–1328. https://doi.org/10.53299/jppi.v4i4.754
Bancin, F. P., Syahfitri, L., Bahri, S., Sari, D. N., & Yohana, T. (2024). Penerapan Model Problem Based Learning (PBL) dengan Media Curipod dalam Meningkatkan Minat Belajar Peserta Didik. Jurnal Pendidikan Tambusai, 8.
Dimas Purnomo, Muhammad Afif Marta, & Gusmaneli Gusmaneli. (2025). Pemanfaatan Media Interaktif dalam Strategi Pembelajaran PAI untuk Meningkatkan Motivasi Belajar Peserta Didik. JURNAL PENDIDIKAN DAN ILMU SOSIAL (JUPENDIS), 3(2), 414–427. https://doi.org/10.54066/jupendis.v3i2.3237
Farid, M., Putri, M., Rahmah, R., Putra, M. J. A., & Nisa, M. (2024). Peran Teknologi dalam Pembelajaran Kurikulum Merdeka di SDN 06 Belantik. Educatioanl Journal: General and Specific Research, 4(3), 557–567.
Gamarra-Vargas, N. M., Borda, R. F. C., Quispe-Farfán, P. H., Flores, F. G. B., & Robladillo-Bravo, L. M. (2026). Analysis of research on gamification, critical thinking and academic performance, A systematic review in the context of higher education. F1000Research.
Hafizah, N. (2023). Media pembelajaran komputersasi generasi alpha Revolusi Industri 4.0 pada kurikulum merdeka. Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah, 7(4), 1675–1688.
Hasan, K. F., Hughes, W., & Rahman, A. (2025). Gamifying Cyber Governance: A Virtual Escape Room to Transform Cybersecurity Policy Education. International Society for the Scholarship of Teaching and Learning.
Hermita, N., Vebrianto, R., Putra, Z. H., Alim, J. A., Wijaya, T. T., & Sulistiyo, U. (2022). Effectiveness of Gamified Instructional Media to Improve Critical and Creative Thinking Skills in Science Class. Advances in Science, Technology and Engineering Systems Journal, 7(3), 44–50. https://doi.org/10.25046/aj070305
Husnullail, M., Risnita, Jailani, M. S., & Asbui. (2024). Teknik Pemeriksaan Keabsahan Data dalam Riset Ilmiah. Journal Genta Mulia, 15(2), 70–78.
Ilves, T. (2025). Gamification in Education and Its Impact on Critical Thinking Skills in Estonia. American Journal of Education and Practice, 9(1).
Jamil, S., & Setiani, R. E. (2025). Pembelajaran Restorative dalam Pendidikan Islam (Kajian Tafsir QS. Al Baqarah Ayat 30-33). JIQSI: Jurnal Ilmu al-Qur’an dan Studi Islam, 3(1).
Kusuma, E., Handayani, A., & Rakhmawati, D. (2024). Pentingnya Pengembangan Kemampuan Berpikir Kritis pada Siswa Sekolah Dasar: Sebuah Tinjauan Literatur. Wawasan Pendidikan, 4(2), 369–379. https://doi.org/10.26877/jwp.v4i2.17971
Li, S. (2022). Measuring Cognitive Engagement: An Overview of Measurement Instruments and Techniques. International Journal of Psychology and Educational Studies, 8(3), 63–76. https://doi.org/10.52380/ijpes.2021.8.3.239
Mahmubi, M., & Homaidi. (2025). Analisis Implementasi Pembelajaran Berbasis Gamifikasi Pada Peningkatan Motivasi Belajar Siswa. Al-Abshor : Jurnal Pendidikan Agama Islam, 1, 1–9.
Nasution, A. F. (2023). Metode Penelitian Kualitatif. CV. Harfa Creative.
Nurmatova, S., & Altun, M. (2023). A Comprehensive Review of Bloom’s Taxonomy Integration to Enhancing Novice EFL Educators’ Pedagogical Impact. Arab World English Journal, 14(3), 380–388. https://doi.org/10.24093/awej/vol14no3.24
Purba, A. Z., Nasution, F. H., Parapat, K. M., Jannah, M., & Ulkhaira, N. (2024). Gamifikasi Dalam Pendidikan: Meningkatkan Motivasi dan Keterlibatan Siswa. Maximal Journal: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya dan Pendidikan, 1(5).
Putri, M. A., Suprapto, I., & Mahendra, Y. (2025). Implementing the Contextual Teaching and Learning (CTL) Learning Model in Indonesian Language Learning in Elementary Schools. Jurnal Penelitian Dan Pengembangan Pendidikan, 9(2), 253–262. https://doi.org/10.23887/jppp.v9i2.93665
Rahmah, F. A. (2025). Kemampuan Berpikir Kritis Dalam Mata Pelajaran Fikih Siswa Madrasah Aliyah Negeri Paser Kalimantan Timur. UIN Antarsari Banjarmasin.
Rochmawati, N. A. (2025). Pengaruh Gamifikasi Berbasis Baambozle untuk Meningkatkan Kemampuan Berpikir Kritis Siswa pada Mata Pelajaran PAI & Budi Pekerti Kelas XI di SMK Taruna Balen Bojonegoro [Skripsi]. Universitas Nahdlatul Ulama Sunan Giri.
Rokhani. (2023). Penelitian Kualitatif: Pembelajaran Berbasis Kasus Untuk Mahasiswa Penyuluhan Pertanian. UPT Penerbitan Universitas Jember.
Sahito, D. F. Z., & Sahito, D. Z. H. (2024). Gamification as a Pedagogical Tool for Enhancing Critical Thinking and Problem-Solving Skills in STEM Education: A Case Study of High School Classrooms. Journal of Development and Social Sciences, 5(4). https://doi.org/10.47205/jdss.2024(5-IV)29
Sridianti. (2024). Perbedaan Subjek dan Objek Penelitian. Sridianti.com. https://sridianti.com/2024/11/perbedaan-subjek-dan-objek-penelitian/
Srimuliyani. (2023). Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. EDUCARE: Jurnal Pendidikan dan Kesehatan, 29–36.
Waruwu, M. (2023). Pendekatan Penelitian Pendidikan: Metode Penelitian Kualitatif, Metode Penelitian Kuantitatif dan Metode Penelitian Kombinasi. Jurnal Pendidikan Tambusai, 7(1), 2896–2910.
Yesni, R., Novita, D., Lestari, N., & Putri, S. (2025). Penerapan Problem Based Learning Berbantuan Curipod Untuk Meningkatkan Hasil Belajar IPAS Kelas IV SDN 06093. PESHUM : Jurnal Pendidikan, Sosial dan Humaniora.