MODUL AJAR PENDIDIKAN AGAMA KATOLIK BERBASIS GAMIFIKASI DENGAN INTEGRASI DEEP LEARNING PADA MATERI KARYA PASTORAL GEREJA

Mo'a, Anastasya Cintiya (2026) MODUL AJAR PENDIDIKAN AGAMA KATOLIK BERBASIS GAMIFIKASI DENGAN INTEGRASI DEEP LEARNING PADA MATERI KARYA PASTORAL GEREJA. Diploma thesis, STKIP Widya Yuwana.

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Abstract

ABSTRAK
Anastasya Cintia Mo’a : “Modul Ajar Pendidikan Agama Katolik Berbasis Gamifikasi dengan Integrasi Deep Learning Pada Materi Karya Pastoral Gereja untuk Meningkatkan Keterlibatan Siswa”

Penelitian ini dilatarbelakangi oleh masih rendahnya keterlibatan aktif siswa dalam pembelajaran Pendidikan Agama Katolik (PAK) di era digital, serta belum optimalnya pemanfaatan media pembelajaran inovatif oleh guru sehingga siswa cenderung pasif dalam mengikuti proses belajar.Berbagai Penelitian menunjukkan Gamifikasi dan pendekatan deep Learning bila digunakan secara terpisah, dapat meningkatkan keterlibatan siswa. Namun, penelitian yang menggabungkan kedua pendekatan ini dalam pengajaran pendidikan agama katolik pada Tingkat sekolah menengah pertama masih terbatas. Penelitian ini bertujuan mengembangkan modul ajar Pendidikan Agama Katolik berbasis Gamifikasi dengan integrasi deep learning pada materi Karya Pastoral Gereja untuk meningkatkan keterlibatan siswa kelas VIII SMPK St. Yusuf Madiun.
Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Pengumpulan data dilakukan melalui angket analisis kebutuhan, validasi ahli materi, validasi ahli desain pembelajaran, angket respons siswa, lembar observasi, dan wawancara guru.
Hasil penelitian menunjukkan bahwa modul ajar yang dikembangkan dinyatakan sangat layak digunakan, dengan hasil validasi ahli materi memperoleh persentase kelayakan 90,83% dan validasi ahli desain pembelajaran memperoleh persentase 97,89% Pada uji coba lapangan yang melibatkan 18 siswa, rata-rata respons siswa mencapai 89,3% dengan kategori sangat baik, meliputi aspek pengalaman belajar (91,9%), integrasi deep learning (87,6%), Gamifikasi (89,3%), kerja sama tim (92,2%), pemahaman materi (84,8%), dan refleksi (91,1%). Hasil evaluasi kogniti f menunjukkan rata-rata jawaban benar siswa sebesar 80,0% dengan kategori baik. Temuan ini menunjukkan bahwa modul ajar berbasis Gamifikasi dengan integrasi deep learning afektif meningkatkan keterlibatan dan pemahaman siswa dalam pembelajaran Pendidikan Agama Katolik.

Kata Kunci: Deep Learning, Gamifikasi, Keterlibatan Siswa, Modul Ajar, Pendidikan Agama Katolik

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ABSTRACT
Anastasya Cintia Mo’a : “A Gamification-Based Catholic Religious Education Teaching Module Integrating Deep Learning into the Church’s Pastoral Work Curriculum to Enhance Student Engagement”

This study was motivated by the still-low level of active student engagement in Catholic Religious Education (PAK) in the digital age, as well as the suboptimal use of innovative learning media by teachers, which results in students tending to be passive during the learning process. Various studies have shown that gamification and the deep learning approach, when used separately, can increase student engagement. However, research combining these two approaches in Catholic Religious Education instruction at the junior high school level remains limited. This study aims to develop a gamification-based Catholic Religious Education teaching module that integrates deep learning into the “Pastoral Work of the Church” curriculum to increase student engagement among eighth-grade students at St. Yusuf Catholic Junior High School in Madiun.
The method used was research and development (R&D) based on the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. Data collection was conducted through a needs analysis questionnaire, subject matter expert validation, instructional design expert validation, a student response questionnaire, observation sheets, and teacher interviews.
The results of the study indicate that the developed teaching module is deemed highly suitable for use, with the subject matter expert validation yielding a suitability percentage of 90.83% and the instructional design expert validation yielding a percentage of 97,89% In a field trial involving 18 students, the average student response rate reached 89.3%, falling into the “very good” category, covering the aspects of learning experience (91.9%), deep learning integration (87.6%), gamification (89.3%), teamwork (92.2%), understanding of the material (84.8%), and reflection (91.1%). The results of the cognitive evaluation showed an average correct answer rate of 80.0%, categorized as “good.” These findings indicate that gamification-based teaching modules with deep learning integration are effective in enhancing student engagement and understanding in Catholic Religious Education.

Keywords: Catholic Religious Education, Deep Learning, Gamification, Student Engagement, Teaching Module

Item Type: Thesis (Diploma)
Subjects: B Philosophy. Psychology. Religion > BV Practical Theology > BV1460 Religious Education
L Education > LCR Catholism Religion Education
Divisions: Faculty of Religious Education > Ilmu Pendidikan Teologi
Depositing User: Anastasya Cintia Mo'a
Date Deposited: 08 Aug 2026 05:59
Last Modified: 08 Aug 2026 05:59
URI: https://eprints.widyayuwana.ac.id/id/eprint/1121

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