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Digital Scavenger Hunt with LearningApps: A Strategy to Enhance Student Interest and Learning Outcomes in Islamic Religious Education

Al-Izzah: Jurnal Hasil-Hasil Penelitian (2026) · pp. 14–23

DOI
10.31332/ai.vi.13927
ISSN
2541-0717, 1978-9726
Published
2026-05-31
Publisher
Institut Agama Islam Negeri Kendari
License
creativecommons.org/licenses/by/4.0

Abstract

The low level of students’ interest and academic outcomes in the subject of Islamic Religious Education and Character Education highlights the need for more interactive learning innovations. This study aims to improve student engagement, interest, and academic outcomes through the implementation of a LearningApps-based Digital Scavenger Hunt. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles involving 27 students of Class IX.5 at SMPN 1 Bone-Bone, South Sulawesi, Indonesia. Data were collected through observation, learning interest questionnaires, and learning outcome tests, and were analyzed using descriptive quantitative methods. The results showed improvements in teacher and student activities, reaching the very good category in Cycle II. Students’ learning interest increased from 76.85% to 82.09%, while learning outcomes improved from an average score of 76.67 with 59.25% classical mastery to 85.55 with 92.59% classical mastery. These findings suggest that the implementation of a LearningApps-based Digital Scavenger Hunt contributed to improvements in students' engagement and academic outcomes. This study implies that Islamic Religious Education teachers can adopt gamification-based digital strategies, particularly for abstract topics such as the Hereafter, to foster active participation and deeper conceptual understanding. Furthermore, the findings offer practical guidance for integrating game-based learning platforms into character education curricula.

Collaboration network of the authors

3 authors · 3 co-authorship links

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  • Universitas Islam Negeri Palopo
  • Different organisations
  • Same organisation
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Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2541-0717/works, first harvested 29 Okt 2026, last seen 29 Okt 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Digital Scavenger Hunt with LearningApps: A Strategy to Enhance Student Interest and Learning Outcomes in Islamic Religious Education</dc:title><dc:creator>Muslikha, Al</dc:creator><dc:creator>Muhaemin</dc:creator><dc:creator>Muhammad Zuljalal Al Hamdany</dc:creator><dc:description>&lt;jats:p&gt;The low level of students’ interest and academic outcomes in the subject of Islamic Religious Education and Character Education highlights the need for more interactive learning innovations. This study aims to improve student engagement, interest, and academic outcomes through the implementation of a LearningApps-based
 Digital Scavenger Hunt. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles involving 27 students of Class IX.5 at SMPN 1 Bone-Bone, South Sulawesi, Indonesia. Data were collected through observation, learning interest questionnaires, and learning outcome tests, and were analyzed using descriptive quantitative methods. The results showed improvements in teacher and student activities, reaching the very good category in Cycle II. Students’ learning interest increased from 76.85% to 82.09%, while learning outcomes improved from an average score of 76.67 with 59.25% classical mastery to 85.55 with 92.59% classical mastery. These findings suggest that the implementation of a LearningApps-based Digital Scavenger Hunt contributed to improvements in students' engagement and academic outcomes. This study implies that Islamic Religious Education teachers can adopt gamification-based digital strategies, particularly for abstract topics such as the Hereafter, to foster active participation and deeper conceptual understanding. Furthermore, the findings offer practical guidance for integrating game-based learning platforms into character education curricula.&lt;/jats:p&gt;</dc:description><dc:publisher>Institut Agama Islam Negeri Kendari</dc:publisher><dc:date>2026-05-31</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.31332/ai.vi.13927</dc:identifier><dc:identifier>10.31332/ai.vi.13927</dc:identifier><dc:source>Al-Izzah: Jurnal Hasil-Hasil Penelitian; (2026); 14-23</dc:source><dc:source>2541-0717</dc:source><dc:source>1978-9726</dc:source><dc:relation>https://ejournal.iainkendari.ac.id/index.php/al-izzah/article/download/13927/4067</dc:relation><dc:rights>http://creativecommons.org/licenses/by/4.0</dc:rights></oai_dc:dc>