Implementasi Pembelajaran Mendalam (PM) Berbasis Gamifikasi Wayground untuk Meningkatkan Literasi Al-Qur'an dan Motivasi Belajar Siswa di SMA Negeri 6 Sungai Raya

  • Abdul Latif Universitas Al-Qolam Malang
  • Muhammad Husni Universitas Al-Qolam Malang
Keywords: Deep learning, Gamification, Wayground, Qur'anic literacy

Abstract

Islamic Religious Education, particularly Tajwid instruction, continues to face challenges in fostering students' engagement and learning motivation. This community service program aimed to implement deep learning through gamification using the Wayground platform to enhance students' Qur'anic literacy and learning motivation at SMA Negeri 6 Sungai Raya. The program was conducted from January to May 2026, involving 35 eleventh-grade students in 16 instructional sessions. A participatory mentoring approach was employed, consisting of preparation, implementation, evaluation, and follow-up stages. Students accessed the Wayground platform using their own smartphones, while the teacher utilized a projector to display learning materials, quizzes, and the real-time leaderboard. The results demonstrated that gamification substantially increased student participation, with nearly all students actively engaged in the learning process. The average learning achievement also improved from 65 to 82, accompanied by higher learning motivation, classroom interaction, and enthusiasm for studying Tajwid. Furthermore, offline learning modules and manual gamification strategies effectively sustained instructional activities during internet connectivity and power disruptions. These findings indicate that deep learning integrated with Wayground-based gamification provides an effective instructional alternative for improving Qur'anic literacy, enhancing learning motivation, and creating an active, enjoyable, and student-centered learning environment.

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Published
2026-07-26