Development of Spin Game Media Assisted by Fun Teaching Method to Increase Students’ Learning Interest in Moral Faith Subjects
DOI:
https://doi.org/10.58230/edutech.v3i2.67Keywords:
Spin Game, Fun Teaching, Interest in LearningAbstract
This study develops Fun Teaching–based Spin Game media to enhance students’ interest in learning moral beliefs at MTs Yaminas Noling, Luwu Regency. The research employed a Research and Development (R&D) design using the ASSURE model and involved 28 eighth-grade students. Media feasibility was assessed through validation questionnaires completed by media, material, and linguistics experts, as well as student interest questionnaires. Data were collected through observations, interviews, questionnaires, and documentation, and analysed using descriptive qualitative and quantitative techniques. Validation results showed that the media received a score of 85.4% (very valid), material validation reached 81.2% (very valid), and language validation obtained 75% (valid). Students’ learning-interest scores increased from 66.22% (good) before using the media to 95.61% (excellent) after its implementation. These findings indicate that the Fun Teaching–based Spin Game media is feasible and effective in increasing students’ learning interest.
Downloads
References
Andesti, I. G., Nisa, S., & Suriani, A. (2025). The Effect of Icebreaking on Student Learning Motivation in Elementary Schools. MANDALIKA : Journal of Social Science, 3(1), 13–15. https://doi.org/10.56566/mandalika.v3i1.206
Arsa, N. L. D., Astuti, P. S., & Munir, M. (2024). Meningkatkan Motivasi Belajar Siswa dengan Menerapkan Ice Breaking dengan Teknik Stop. Saneskara: Journal of Social Studies, 1(1), 23–32. https://doi.org/10.62491/sjss.v1i1.2024.8
Desty Endrawati Subroto, Husna Nabilah, Inggit Eka Wahyuni, & Mulyati Mulyati. (2024). Meningkatkan Semangat Belajar Siswa Melalui Penggunaan Game Edukasi Berbasis Teknologi Pada Siswa SMP IT Bina Bangsa. Jurnal Pengabdian Masyarakat Sains Dan Teknologi, 3(1), 40–48. https://doi.org/10.58169/jpmsaintek.v3i1.363
Dienulhaqqi, M., Darsimah, D., & Purnamasari, V. (2021). Penerapan Model Discovery Learning Berbantu Media Spindu (Spin Edukasi) Untuk Meningkatkan Hasil Belajar Tematik Siswa Kelas 4 SDN Wonotingal Semarang. Jurnal Handayani, 12(1), 98. https://doi.org/10.24114/jh.v12i1.26555
Glasersfeld, E. von. (1995). A Constructivist Approach to Teaching. In Constructivism in Education. Routledge.
Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational games and game design in STEM learning: A meta-analytic review. International Journal of STEM Education, 10(1), 36. https://doi.org/10.1186/s40594-023-00424-9
Harris, K. R., & Graham, S. (1994). Constructivism: Principles, Paradigms, and Integration. The Journal of Special Education, 28(3), 233–247. https://doi.org/10.1177/002246699402800301
Hasanah Lubis, L., Febriani, B., Fitra Yana, R., Azhar, A., & Darajat, M. (2023). The Use of Learning Media and Its Effect on Improving the Quality of Student Learning Outcomes. International Journal Of Education, Social Studies, And Management (IJESSM), 3(2), 7–14. https://doi.org/10.52121/ijessm.v3i2.148
Indriyani, L., & Tofaynudin, J. I. (2025). Penggunaan Game Based Learning dalam Meningkatkan Kualitas Pembelajaran PAI di SMA Negeri 1 Kencong. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 5(3), 1177–1188. https://doi.org/10.53299/jppi.v5i3.1502
Iskandar, R., & F, F. (2020). Implementasi Model ASSURE untuk Mengembangkan Desain Pembelajaran di Sekolah Dasar. Jurnal Basicedu, 4(4), 1052–1065. https://doi.org/10.31004/basicedu.v4i4.468
K, M., Rahim, A., Ismawati, I., & Mutmainna, F. (2024). Islamic Religious Education in Student Character Development. Al-Hayat: Journal of Islamic Education, 8(1), 236. https://doi.org/10.35723/ajie.v8i1.475
KH, M., Ismail, A., & Hasnining, A. (2024). Optimalisasi Pembelajaran Melalui Aplikasi Interaktif di Pondok Pesantren XYZ Polewali Mandar. Journal of Digital Ecosystem for Natural Sustainability, 4(1), 14–20. https://doi.org/10.63643/jodens.v4i1.237
Kurniawati, D., Taufiq, M., Kasiyun, S., & Naufi’ah, N. (2020). Meta-Analysis of Teams Games Tournament Learning Model with Spinning Wheel Media-Based on Local Wisdom Toward Students’ Learning Outcomes. Journal of Education Research and Evaluation, 4(3), 296. https://doi.org/10.23887/jere.v4i3.28183
Marzatifa, L., Agustina, M., & Inayatillah, I. (2021). Ice Breaking: Implementasi, Manfaat dan Kendalanya untuk Meningkatkan Konsentrasi Belajar Siswa. Al-Azkiya: Jurnal Pendidikan MI/SD, 6(2), 162–171. https://doi.org/10.32505/3013
Murniati, F., Handayani, P., Pertiwi, S., Martini, M., Utami, P. I., & Wardarita, R. (2024). Pengaruh Media Gambar terhadap Minat Belajar Siswa dalam Pelajaran IPAS tentang Tokoh Perjuangan Republik Indonesia. ISLAMIKA, 6(4), 2001–2011. https://doi.org/10.36088/islamika.v6i4.5434
Okpatrioka Okpatrioka. (2023). Research And Development (R&D) Penelitian Yang Inovatif Dalam Pendidikan. Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa Dan Budaya, 1(1), 86–100. https://doi.org/10.47861/jdan.v1i1.154
Putra, L. D., Arini, A. Y., Nirmala, N. A., & Shafa, A. F. A. (2024). Pemanfaatan Gamifikasi pada Pembelajaran PAI di Sekolah Dasar. Pendas : Jurnal Ilmiah Pendidikan Dasar, 9(04), 234–243. https://doi.org/10.23969/jp.v9i04.22785
Rachmaida, F., & Mutiarani, M. (2022). The Use of Spinning Wheel Games to Improve Students’ Writing Procedural Texts. Journal of Languages and Language Teaching, 10(4), 530. https://doi.org/10.33394/jollt.v10i4.5766
Saebani, S. N., Zulkardi, Z., & Slamet, A. (2023). Development of Android-based Interactive Learning Media for English Report Text Material in Senior High School. Journal of Curriculum Indonesia, 6(1), 33. https://doi.org/10.46680/jci.v6i1.74
Sibagariang, S. W. (2024). Integration of Islamic Gamification Strategy in PAI Learning to Increase Gen Z Student Engagement. Educationist Journal, 2(2), 121–132.
Singh, N. (2025). Gamification in Education: Effects on Student Motivation and Learning Outcomes. International Journal for Research in Education, 14(2), 9–16. https://doi.org/10.63345/ijre.v14.i2.2
Subhan Adi Santoso, B. S. (2021). Tingkat Daya Serap Siswa Terhadap Pendidikan Agama Islam Pada Sekolah Menengah Pertama. Jurnal Pendidikan Islam, 7(2), 187–202. https://doi.org/10.37286/ojs.v7i2.103
Wahyuningtiyas, K. P., & Bachri, S. (2024). Penerapan Multimedia Pembelajaran Interaktif Berbasis Mobile Learning untuk Meningkatkan Minat dan Hasil Belajar Peserta Didik. Journal of Innovation and Teacher Professionalism, 2(2), 141–149. https://doi.org/10.17977/um084v2i22024p141-149
Wirawan, R., Awal Nur, M., & Syahraeni, R. (2020). Aplikasi Pembelajaran Matematika Interaktif Berbasis Multimedia. JARTIKA : Jurnal Riset Teknologi Dan Inovasi Pendidikan, 3(1), 75–83. https://doi.org/10.36765/jartika.v3i1.28
Wulan, D. R., Nainggolan, D. M., Hidayat, Y., Rohman, T., & Fiyul, A. Y. (2024). Exploring the Benefits and Challenges of Gamification in Enhancing Student Learning Outcomes. Global International Journal of Innovative Research, 2(7), 1657–1674. https://doi.org/10.59613/global.v2i7.238
Wulandari, A. P., Salsabila, A. A., Cahyani, K., Nurazizah, T. S., & Ulfiah, Z. (2023). Pentingnya Media Pembelajaran dalam Proses Belajar Mengajar. Journal on Education, 5(2), 3928–3936. https://doi.org/10.31004/joe.v5i2.1074
Yu, Y.-T., & Tsuei, M. (2023). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 31(10), 6113–6132. https://doi.org/10.1080/10494820.2022.2028855
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Sriwahyuni Wahyuddin, Hisban Thaha, Andi Achmad Syam

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




