Pengembangan Multimedia Interaktif Berbasis Gamifikasi untuk Mata Pelajaran Pendidikan Agama Buddha

  • Evi Sefriani Dwika STIAB SMARATUNGGA
  • Budi Utomo Sekolah Tinggi Ilmu Agama Buddha Smartungga
  • Mujiyanto Mujiyanto Sekolah Tinggi Ilmu Agama Buddha Smartungga
Keywords: buddhist religious education, gamification, interactive multimedia

Abstract

This research aims to develop gamification-based interactive multimedia for Buddhist Religious Education subject for ninth-grade junior high school students. The research method employed Research and Development (R&D) with the ADDIE model through the stages of analysis, design, development, implementation, and evaluation. Research results showed that the developed interactive multimedia has excellent quality (average score of 4.2 or 84%) based on validation by material and media experts. Product implementation demonstrated increased student interest, engagement, and learning motivation. This gamification-based interactive multimedia can be utilized as an innovative learning medium for teachers and students in Buddhist Religious Education subject.

Downloads

Download data is not yet available.

References

Amalia Yunia Rahmawati. (2023). Pengembangan Media Pembelajaran Bunyi Dan Indra Pendengaran Menggunakan Model Auditory, Intellectualy, Repetition Berbasis Gamifikasi Unity2d Di SD/MI. July, 1–23.

Astuti, P., & Febrian, F. (2019). Blended Learning Syarah: Bagaimana Penerapan dan Persepsi Mahasiswa. Jurnal Gantang, 4(2), 111–119. https://doi.org/10.31629/jg.v4i2.1560

Behavior, C., David, T., & Rutgers, S. (2016). Challenging games help students learn : An empirical study on engagement , flow and immersion in game-based learning Computers in Human Behavior. JANUARY. https://doi.org/10.1016/j.chb.2015.07.045

Febrianto, I. P. N., Wahyuni, D. S., & Sugihartini, N. (2021). Pengembangan Media Pembelajaran Multimedia Interaktif Pada Kelas Xi Mata Pelajaran Biologi Dengan Materi “Sistem Sirkulasi Pada Manusia Dan Sistem Pencernaan Makanan” Di Sma Negeri 2 Singaraja. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI), 10(3), 282. https://doi.org/10.23887/karmapati.v10i3.36888

Junaidi, J., Shadikah, A. A., Walyono, W., & Rispatiningsih, D. M. (2022). Developing an ICT Based Media of English Learning for Buddhist Students at Kusalamitra Homeschooling. Jurnal Ilmiah Religiosity Entity Humanity (JIREH), 4(2), 369–381. https://doi.org/10.37364/jireh.v4i2.130

Khoiriyyah, S., & Sujalwo, M. (2019). … Pembelajaran E-Learning Metode Gamification Berbasis Moodle untuk Meningkatkan Motivasi Belajar pada Mata Pelajaran Komputer dan Jaringan Dasar Kelas X di …. http://eprints.ums.ac.id/id/eprint/78046

Mayer, R. E., & Mayer, R. E. (2018). This article is protected by copyright. All rights reserved. 0–3. https://doi.org/10.1002/acp.3482

Octafiani, P., Tejawati, A., & Pohny, P. (2017). Aplikasi Pembelajaran Matematika Dengan Konsep Gamifikasi Berbasis Android. In Jurnal Rekayasa Teknologi Informasi (JURTI) (Vol. 1, Issue 2, p. 90). https://doi.org/10.30872/jurti.v1i2.907

Pramono, A., & Setiawan, M. D. (2019). Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Pengenalan Buah-Buahan. INTENSIF: Jurnal Ilmiah Penelitian Dan Penerapan Teknologi Sistem Informasi, 3(1), 54. https://doi.org/10.29407/intensif.v3i1.12573

Rembulan, A., & Putra, R. W. Y. (2018). Pengembangan Bahan Ajar Gamifikasi pada Materi Statistika Kelas VIII. JMPM: Jurnal Matematika Dan Pendidikan Matematika, 3(2), 84–98. https://doi.org/10.26594/jmpm.v3i2.1221

Romadhoni Supra, G., Munna, N., Pabella Oktaviani, E., Satrio Ardiansyah, A., & Asikin, M. (2021). Pengembangan Media Pembelajaran Berbasis Gamification dan Literasi Matematis pada Model Flipped Classroom untuk Siswa SMP. Prosiding Seminar Nasional TadrisMatematika (SANTIKA), 520–548.

Satrio, A., & Rini, T. P. W. (2022). Pengembangan Media Pembelajaran Berbasis Gamification Pengenalan Lingkungan Lahan Basah Untuk Siswa Sekolah Dasar. Elementary School Journal Pgsd Fip Unimed, 12(4), 386. https://doi.org/10.24114/esjpgsd.v12i4.39591

Shebastian, I. G. R., Putrama, I. M., & Suyasa, P. W. A. (2020). Pengembangan Media Pembelajaran Interaktif “ Pengenalan Hewan Dan Tumbuhan ” Pada Mata Metode Gamefikasi Untuk Siswa Kelas Ii Di Sekolah Dasar. Karmapati, 9(Mdlc), 8–20.

Sutton, M. J. D. (2023). Future Application of Game-Based Learning as a Platform for Reflective Learning Associated with Entrepreneurship Education in the MENA Region. November. https://doi.org/10.47556/J.IJIKMMENA.9.1.2021.5

Tongsupachok, S., Pannavaravuddhi, P., & Mahatthanadull, S. (2024). Application of Buddhist Loving Kindness ( Metta ) to the Learning Process in Modern Education in Buddhist Universities.

Wijaya, H., Tinggi, S., Theologia, F., & Makassar, J. (2020). Analisis data kualitatif teori konsep dalam penelitian pendidikan. August.

Published
2025-04-21
How to Cite
Dwika, Evi, Budi Utomo, and Mujiyanto Mujiyanto. “Pengembangan Multimedia Interaktif Berbasis Gamifikasi Untuk Mata Pelajaran Pendidikan Agama Buddha”. Jurnal Ilmiah Religiosity Entity Humanity (JIREH) 7, no. 1 (April 21, 2025): 66-76. Accessed September 11, 2025. https://ojs-jireh.org/index.php/jireh/article/view/229.
Abstract viewed = 316 times
PDF downloaded = 212 times