GAMIFICATION OF THE TUROTS BOOK AS AN INTERACTIVE INTERACTIVE LEARNING ACCESS BASED ON ANIMATION 2D AND 3D
Keywords:
gamification, Education innovation, 2D and 3D animation, PAI learningAbstract
The traditional approach in learning Islamic Religious Education (PAI) is often considered monotonous by the younger generation, thus creating challenges in conveying Islamic teachings in an interesting way. This research aims to develop gamification based on 2D and 3D animation as an interactive learning method to increase the accessibility and attractiveness of the Book of Turots. Using the ADDIE model Research and Development (R&D) method, this research includes the stages of analysis, design, development, implementation, and evaluation. The results show that gamification elements, such as points, rankings, missions, and interactive narratives, are able to increase students' motivation to learn and understand the Book of Turots. This technology provides a more visual and flexible learning experience, allowing students to learn anytime and anywhere. Despite the constraints on educator resources and adaptation, gamification offers a great opportunity to revolutionize PAI learning, making it more relevant to the needs of the digital generation. This approach is expected to preserve Islamic intellectual values while forming a generation of Muslims who are intelligent and characterful.