From Passive to Active: Implementing AI-Supported Gamification Learning in Islamic Cultural History Learning

Authors

  • Septiana Purwaningrum Universitas Islam Negeri (UIN) Syekh Wasil Kediri, Indonesia
  • Uswatun Fita Universitas Islam Negeri (UIN) Syekh Wasil Kediri, Indonesia

Keywords:

Artificial Intelligence in Education; Gamification Learning; Student Engagement; Islamic Cultural History; Student-Centered Learning

Abstract

Islamic Cultural History (SKI) instruction in Madrasah Aliyah continues to face challenges in fostering student engagement due to the predominance of teacher-centered learning practices. This study aimed to explore the implementation of AI-supported gamification learning in SKI instruction to transform students from passive to active learners while identifying the pedagogical mechanisms underlying this transformation. A qualitative case study design was employed. Data were collected through participant observation, semi-structured interviews, documentation, and reflective journals, and were analyzed using the interactive model of Miles, Huberman, and Saldaña. The findings indicate that Artificial Intelligence functioned as an instructional enabler that assisted teachers in designing instructional materials, learning media, gamified activities, and assessments without replacing their pedagogical role. The implementation of AI-supported gamification learning progressively enhanced students' behavioral, emotional, and cognitive engagement, as evidenced by greater participation in discussions, stronger learning motivation, increased self-confidence, improved critical thinking and collaboration, and deeper understanding of Islamic Cultural History. These findings suggest that the educational value of Artificial Intelligence lies not in the technology itself but in its capacity to support structured, adaptive, and student-centered instructional design. This study contributes to the literature on student engagement, gamification learning, and Artificial Intelligence in Education by proposing a pedagogical model for enhancing active learning in Islamic Cultural History instruction within the context of twenty-first-century education.

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Published

2026-10-06

How to Cite

Purwaningrum, S., & Fita, U. (2026). From Passive to Active: Implementing AI-Supported Gamification Learning in Islamic Cultural History Learning. Proceeding International Conference on Education, 505–520. Retrieved from https://jurnalfaktarbiyah.iainkediri.ac.id/index.php/proceedings/article/view/9672