Gamification and Adaptive Learning Innovations for Enhancing Students' Critical Thinking and Creativity at an Islamic Boarding School in Indonesia

Authors

  • Hendarman Hendarman Pakuan University
  • Dian Sudiantini Bhayangkara University
  • Mayadi Mayadi Bhayangkara University
  • Mira Mirnawati Pakuan University
  • Lisa Chandrasari Desianti Pakuan University
  • Yunita Abdullah Aji Universitas Islam Al-Aziziyah Indonesia (UNISAI)

DOI:

https://doi.org/10.31538/nzh.v9i2.414

Keywords:

Adaptive Learning, Critical Thinking and Creativity, Gamification, Learning Engagement, Learning Motivation

Abstract

This study aims to identify the factors influencing students’ critical thinking and creativity and to examine the role of gamification and adaptive learning in classroom learning activities at Cahaya Rancamaya Islamic Boarding School, Bogor, Indonesia. The study employed a mixed-methods approach using a sequential exploratory design. In the qualitative phase, semi-structured interviews were conducted with 30 teachers to explore instructional practices that support higher-order thinking skills across both general and Islamic education subjects. The qualitative findings identified four key variables associated with students’ critical thinking and creativity: (1) the use of gamification in interactive learning, (2) the implementation of deep learning within adaptive learning environments, (3) learning motivation, and (4) learning engagement. Based on these findings, a structured questionnaire comprising validated indicators for the four constructs was developed and administered to 109 tenth-grade students. Quantitative data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM), which is appropriate for exploratory model development and moderate sample sizes. The results demonstrated that all four variables positively influenced students’ critical thinking and creativity. Learning engagement emerged as the strongest predictor, followed by gamification, learning motivation, and adaptive learning. The measurement model satisfied the required validity and reliability criteria, confirming the robustness of the proposed framework. These findings highlight the importance of integrating gamification and adaptive learning strategies within student-centered learning environments to enhance higher-order thinking skills and creativity among secondary school students.

Downloads

Download data is not yet available.

References

Abbassyakhrin, M., Wahyudi, M. I., & Umam, K. (2024). Gamifikasi berbasis platform digital dalam meningkatkan metakognisi dan kemampuan berpikir kritis siswa. RaDEn: Jurnal Pendidikan Dasar Dan Menengah, 5(2), 101–114.

Alwi, M., & Mumtahana, L. (2023). The Principal’s Strategy in Improving the Quality of Teacher Performance in the Learning Process in Islamic Elementary Schools. Kharisma: Jurnal Administrasi Dan Manajemen Pendidikan, 2(1), 66–78. https://doi.org/10.59373/kharisma.v2i1.18

Ananda, N. P., Rahmah, F. T., & Ramdhani, A. R. (2024). Using gamification in education: Strategies and impact. Hipkin Journal of Educational Research, 1(1), 1–12. https://doi.org/10.64014/hipkin-jer.v1i1.7a

Anwar, S., Marlena, N., & Wulandari, R. (2018). Efektifitas Gamification Berbasis Blended Learning Pada Mata Kuliah Pendidikan Ekonomi. Jurnal Ekonomi Pendidikan Dan Kewirausahaan, 6(1), 5. https://doi.org/10.26740/jepk.v6n1.p5-14

Aris Triwahyu Febriansah, Syaifuddin, A., & Yerry Soepriyanto. (2024). Gamification Developments in Education. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 14(2), 177–186. https://doi.org/10.24246/j.js.2024.v14.i2.p177-186

Atmaja, P. W., & Mandyartha, E. P. (2020). Gamification of assessment test through multiple question paths to facilitate participants’ autonomy and competence. Letters in Information Technology Education (LITE), 3(1), 9. https://doi.org/10.17977/um010v3i12020p009

Boom-Cárcamo, C., Galleguillos, P. F., & Torres, P. (2024). The effect of gamification and problem-based learning on university students’ creativity and problem-solving skills. Thinking Skills and Creativity, 53, 101315. https://doi.org/10.1016/j.tsc.2024.101315

Calongne, C., & Stricker, A. (2014). Slippery Rocks and ALGAE: A multiplayer educational role-playing game and a model for adaptive learning game design. Proceedings of TCC 2014, 13–23.

Correia, A. P., & Lobo, M. C. (2024). Adaptive gamification to foster critical thinking: A case study in higher education. Jurnal Saintifik Pendidikan Dan Teknologi, 10(1), 45–57.

Dennis Mega, Ayu Saputri, J.Priyanto Widodo, & Wibowo, S. (2024). The Effect of Genially Website-Based Gamification Media on History Learning Motivation. Santhet (Jurnal Sejarah Pendidikan Dan Humaniora), 8(2), 1320–1326. https://doi.org/10.36526/santhet.v8i2.4120

Elsa Dian, Mayanti, Putra, & Kurnia, A. (2024). Pengaruh Game Based Learning Dengan Gamification Terhadap Kemampuan Berfikir Kreatif Dan Keterampilan Kolaboratif Siswa (Studi Kasus Mata Pelajaran Ips Di Smp N 2 Malang). Jurnal Ekonomi, Bisnis Dan Pendidikan, 3(9), 3. https://doi.org/10.17977/um066v3i92023p3

Evmenova, A. S., Regan, K., Mergen, R., & Hrisseh, R. (2025). Educational games and the potential of AI to transform writing across the curriculum. Education Sciences, 15(5), 567. https://doi.org/10.3390/educsci15050567

Ezeddine, G., Souissi, N., Masmoudi, L., Trabelsi, K., Puce, L., Clark, C. C. T., Bragazzi, N. L., & Mrayah, M. (2023). The problem-solving method: Efficacy for learning and motivation in the field of physical education. Frontiers in Psychology, 13, 1041252. https://doi.org/10.3389/fpsyg.2022.1041252

Fadilla, D. A., & Nurfadhilah, S. (2022). Penerapan Gamification Untuk Meningkatkan Motivasi Belajar Siswa Dalam Pembelajaran Jarak Jauh. Inovasi Kurikulum, 19(1), 33–43. https://doi.org/10.17509/jik.v19i1.42778

Férriz-Valero, A., Østerlie, O., Martínez, S. G., & García-Jaén, M. (2020). Gamification in physical education: Evaluation of impact on motivation and academic performance within higher education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465

Fitri Marisa, Tubagus Mohammad Akhiriza, Anastasia Lidya Maukar, Arie Restu Wardhani, Syahroni Wahyu Iriananda, & Mardiana Andarwati. (2022). Gamifikasi (Gamification) Konsep dan Penerapan. Journal Of Information Technology And Computer Science, 7(1), 219–228.

Fitria, D., Siregar, A. H., & Rahmawati, R. (2023). Efektivitas gamifikasi dalam meningkatkan kemampuan berpikir kritis siswa SMA. Jurnal Pendidikan Ilmu Sosial, 33(2), 189–202.

Gómez, D. R., Maestre, A. J. Á., Trujillo, A. E. P., Fuentes, C. A. P., Ortiz, D. H. B., & Alarcón, R. K. S. (2025). Determining factors for the development of critical thinking in higher education. Journal of Intelligence, 13(6), 59. https://doi.org/10.3390/jintelligence13060059

Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2021). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM) (3rd ed.). Sage.

Hasan, F. (2021). Konsep Critical Thinking Dalam Al-Quran Dan Relevansinya Dengan Pendidikan Islam. Online Thesis, 15(2), 1–49.

Indah, R. N., Toyyibah, Budhiningrum, A. S., & Afifi, N. (2022). The Research Competence, Critical Thinking Skills and Digital Literacy of Indonesian EFL Students. Journal of Language Teaching and Research, 13(2), 315–324. https://doi.org/10.17507/jltr.1302.11

Indasari, N. L. (2026). Modelling Acceptance of Artificial Intelligence Technology among Pre-service Teachers in Islamic Higher Education. At-Tadzkir: Islamic Education Journal, 5(1), 22–39. https://doi.org/10.59373/attadzkir.v5i1.241

Isma, A., Fadhilatunisa, D., Juharman, Muh., Azzahra, A. S. P., & Faruq, A. F. Al. (2024). Pengaruh Media E-Learning Berbasis Gamification Terhadap Minat Belajar Mahasiswa. Jurnal MediaTIK, 6(2), 1–7. https://doi.org/10.59562/mediatik.v6i2.1389

Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6.

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in science education: A systematic review of the literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Karimuddin, A., Misbahul, J., Ummul, A., Suryadin Hasda, Zahara Fadilla, Ns. Taqwin, M., Ketut Ngurah Ardiawan, & Meilida Eka Sari. (2022). Metodologi Penelitian Kuantitatif. Yayasan Penerbit Muhammad Zaini.

Khamcharoen, N., Kantathanawat, T., & Sukkamart, A. (2022). Developing Student Creative Problem-Solving Skills (CPSS) Using Online Digital Storytelling: A Training Course Development Method. International Journal of Emerging Technologies in Learning, 17(11), 17–34. https://doi.org/10.3991/ijet.v17i11.29931

Kim, J., Yu, S., Detrick, R., & Li, N. (2024). Exploring students’ perspectives on Generative AI-assisted academic writing. In Education and Information Technologies. https://doi.org/10.1007/s10639-024-12878-7

Kuo, Y.-K., Batool, S., Tahir, T., & Yu, J. (2024). Exploring the impact of emotionalized learning experiences on the affective domain: A comprehensive analysis. Heliyon, 10(1).

Lavieri E. D., Jr. (2014). A study of adaptive learning for educational game design. Colorado Technical University.

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549

Maf’ulah, S., Mhirda, M. J., & Haider, S. (2025). Exploring English language learning through online gaming: A case study of two children. JEES (Journal of English Educators Society), 10(1). https://doi.org/10.21070/jees.v10i1.1919

Mahalle, S., & Zailani, F. F. (2025). The impact of online gaming on psychological and social well-being among college students in Brunei Darussalam. Cakrawala Pendidikan, 44(1), 177–186. https://doi.org/10.21831/cp.v44i1.50434

Novrinda, H., Pangestuti, K., Rahardjo, A., Dong-Hun, H., Badruddin, I. A., & Bahar, A. (2025). Dental anxiety among students in Indonesia: The role of demographic, behavioral, social, and spiritual support. BMC Oral Health, 25(1). https://doi.org/10.1186/s12903-025-06287-6

Nurfazri, M., & Septi Irwansyah, F. (2024). Critical Thinking in Islam: What and How Its Practices. Gunung Djati Conference Series, 41(1), 37–47.

Nurhayati, N., & Fathurrohman, F. (2025). Gamification in School Education: A Systematic Review of Its Effectiveness in Improving Student Motivation and Academic Outcomes. AL-ISHLAH: Jurnal Pendidikan, 17(2), 2356–2368. https://doi.org/10.35445/alishlah.v17i2.6516

Nuri, B., Isnani, W., & Rizani, F. (2025). Development of Desmos application design integrated PBL assisted Liveworksheet based on mathematical literacy in AKM preparation efforts. Jurnal Penelitian Pendidikan IPA, 11(1), 265. https://doi.org/10.29303/jppipa.v11i1.9940

Prameswari, L., Aditya, B. T., & Hidayah, N. (2025). Gamifikasi dalam pembelajaran matematika: Strategi meningkatkan motivasi dan keterlibatan siswa. J-Tech: Jurnal Teknologi Pendidikan Dan Pembelajaran, 12(1), 55–67.

Pujihastuti, A., Waluyo, T., & Murtiyasa, B. (2022). Penerapan Metode Gamifikasi Dengan Pendekatan Hasthalaku Pada Pelajaran Produk Kreatif dan Kewirausahaan. Munaddhomah: Jurnal Manajemen Pendidikan Islam, 3(4), 415–424. https://doi.org/10.31538/munaddhomah.v3i4.320

Purwanto, P., Utaya, S., Handoyo, B., Bachri, S., Yulistiya, D., & Amin, S. (2021). The Spatial Thinking Ability Students on the Character of Urban and Rural Environments in Solving Population Problems. Review of International Geographical Education Online, 11(3), 636–652. https://doi.org/10.33403/rigeo.877708

Ratnaningtyas, E. M., Ramli, Syafruddin, Edi Saputra, Suliwati Desi, Bekty Taufiq Ari Nugroho, Karimuddin, Muhammad Habibullah Aminy, Nanda Saputra, Khaidir, & Jahja, A. S. (2023). Metodologi Penelitian Kualitatif. Yayasan Penerbit Muhammad Zaini.

Ridlo, R. S., Iliasu, F. S., & Ma`rufah, S. (2026). AI-Mediated Critical Thinking: A Double-Edged Sword in Indonesian Higher Education. Attaqwa: Jurnal Ilmu Pendidikan Islam, 22(2), 128–138. https://doi.org/10.54069/attaqwa.v22i2.1155

Rojas, Ó. A. C., Contero, M., & Hincapié, M. (2025). Personalized and timely feedback in online education: Enhancing learning with deep learning and large language models. Multimodal Technologies and Interaction, 9(5), 45. https://doi.org/10.3390/mti9050045

Ruíz, J., Sánchez, A. D. V, & Figueredo, Ó. R. B. (2024). Impact of gamification on school engagement: A systematic review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1466926

Sagoro, E. M., Warsono, S., Mustakini, J. H., & Handayani, W. (2025). Instructional design innovation in distance learning to improve student learning performance. Cakrawala Pendidikan, 44(2), 402–412. https://doi.org/10.21831/cp.v44i2.81356

Saputra, A., Hijriyah, U., Romlah, L. S., Susanti, A., Sunarto, & Shabira, Q. (2025). Trends and Developments in Gamification for Science Education: A Bibliometric Review from 2019 to 2023. Jurnal Penelitian Pendidikan IPA, 11(1), 30–44. https://doi.org/10.29303/jppipa.v11i1.10169

Setiyawan, M., Winarno, W. W., & Sunyoto, A. (2019). Implementasi Gamification pada Aplikasi Perkuliahan Mahasiswa dengan Metode Feature Driven Development (Studi Kasus: AMIK Cipta Darma Surakarta). Jurnal Ilmiah IT CIDA, 5(1), 16–30. https://doi.org/10.55635/jic.v5i1.87

Shaber, N., Shah, S. K., Imran, M., & Almusharraf, N. (2025). Exploring the relationship between critical thinking and creativity in university students: Gender differences and the assessment of skills. Education Sciences, 15(4), 464. https://doi.org/10.3390/educsci15040464

Smirani, L., & Yamani, H. (2024). Impact of gamification strategies on learner motivation and engagement: A structural equation modeling approach. Electronic Journal of E-Learning, 23(1), 45–62.

Suryo Buwono, G., & Dirgahayu, T. (2020). Model Aplikasi Gamification pada Smartphone untuk Pembelajaran di Kelas. Teknoin, 26(2), 96–115. https://doi.org/10.20885/teknoin.vol26.iss2.art2

Tamara, M. D., & FH, Y. (2024). Efektivias Model pembelajaran Gamification Berbantuan QR Code terhadap Motivasi Belajar. Paedagoria : Jurnal Kajian, Penelitian Dan Pengembangan Kependidikanhttp, 15(1), 73–79.

Tenório, M. M., Reinaldo, F., Góis, L. A. de, Lopes, R. P., & Santos, G. dos. (2018). Elements of gamification in virtual learning environments. In Advances in Intelligent Systems and Computing (p. 86). Springer. https://doi.org/10.1007/978-3-319-73204-6_12

Titin, M., Qomario, & Nureva. (2023). Pengaruh Model Pembelajaran RADEC (Read, Answer, Discuss, Explain and Create) terhadap Hasil Belajar. FingeR: Journal of Elementary School, 2(1), 33–40.

Vadodkar, A. R. (2022). The Impact of Gamification on Motivation. UC Merced Undergraduate Research Journal, 14(1), 47–61. https://doi.org/10.5070/m414157328

Vieriu, A. M., & Petrea, G. (2025). The Impact of Artificial Intelligence (AI) on Students’ Academic Development. Education Sciences, 15(3), 343. https://doi.org/10.3390/educsci15030343

Wale, B. D. (2024). Artificial intelligence in education: Effects of using integrative automated writing evaluation programs on honing academic writing instruction. Cakrawala Pendidikan, 43(1), 273–287. https://doi.org/10.21831/cp.v43i1.67715

Wibowo, G. A., & Saliman, S. (2025). Gamification in Online Learning: A Systematic Review of Engagement and Learning Outcomes in Digital Education. Online Learning In Educational Research (OLER), 5(2), 351–367. https://doi.org/10.58524/oler.v5i2.733

Zarkasyi, A., Firmansah, D., Rahmadias, T. M., Gontor, D., Siman, J. R., & Java, E. (2024). Development of Critical Thinking Skills in Modern Islamic Boarding School. Journal of Islamic Education, 9(2), 679–701. https://doi.org/10.52615/jie.v9i2.400

Zhao, G., Sheng, H., Wang, Y., Cai, X., & Long, T. (2025). Generative Artificial Intelligence Amplifies the Role of Critical Thinking Skills and Reduces Reliance on Prior Knowledge While Promoting In-Depth Learning. Education Sciences, 15(5), 554. https://doi.org/10.3390/educsci15050554

Downloads

Published

2026-06-11

How to Cite

Hendarman, H., Sudiantini, D., Mayadi, M., Mirnawati, M., Desianti, L. C., & Abdullah Aji, Y. (2026). Gamification and Adaptive Learning Innovations for Enhancing Students’ Critical Thinking and Creativity at an Islamic Boarding School in Indonesia. Nazhruna: Jurnal Pendidikan Islam, 9(2), 518–535. https://doi.org/10.31538/nzh.v9i2.414

Similar Articles

<< < 1 2 3 4 5 6 > >> 

You may also start an advanced similarity search for this article.