Feasibility of Web-based Digital Arabic Gamification Media for Islamic Junior High School Students

Authors

  • Jamaluddin Shiddiq Institut Agama Islam Negeri Ponorogo, Indonesia
  • Ahmad Zubaidi Institut Agama Islam Negeri Ponorogo, Indonesia
  • Muhammad Nur Kholis Universitas Islam Negeri Raden Mas Said Surakarta, Indonesia
  • Rokhani Rokhani Universitas Islam Negeri Walisongo Semarang, Indonesia

DOI:

https://doi.org/10.29240/jba.v8i1.8946

Keywords:

Arabic media, digital gamification, web based media

Abstract

This research aimed to determine the feasibility of web-based digital Arabic language gamification media from experts and users. Specifically, the research investigated the feasibility analysis of web media with the URL: https://belajararabonline14.wordpress.com/ containing Plotagon, Wordwalls, and Genially apps in learning Arabic at the Junior High School level. Generally, Arabic language instruction remains conventional and lacks interactivity. Consequently, students may experience boredom and reduced motivation to learn. Creating interactive materials using gaming principles could be one approach to solving this issue. This research was a type of quantitative descriptive research. This research involved 37 users and 4 validators. Data collection was carried out by distributing questionnaires to validators and users of this media and was analysed using descriptive statistics. The findings showed that web-based digital Arabic language gamification media received very valid responses from experts and users with details: a score of 4.53 from material experts, a score of 4.41 from media experts, a score of 4.93 from teacher responses, and a score of 4.06 from students. These findings suggest to Arabic teachers the potential benefit of incorporating this media as an auxiliary resource in Junior High School-level Arabic language instruction.

Downloads

Download data is not yet available.

References

Aldalur, Iñigo, and Alain Perez. “Gamification and Discovery Learning: Motivating and Involving Students in the Learning Process.†Heliyon 9, no. 1 (2023): e13135. https://doi.org/https://doi.org/10.1016/j.heliyon.2023.e13135.

Amrulloh, Rizqi. “Kelayakan Teoritis Media Pembelajaran Multimedia Interaktif Materi Mutasi Untuk SMA.†Berkala Ilmiah Pendidikan Biologi (BioEdu) 2, no. 2 (2013): 134–36.

Arifin, Ahmad. “Peranan Permainan Bahasa Dalam Proses Kegiatan Belajar Mengajar Mata Pelajaran Bahasa Arab.†An Nabighoh 19, no. 2 (2017): 302–18.

Banerjee, Ameet Kumar, Ahmet Sensoy, John W Goodell, and Biplab Mahapatra. “Impact of Media Hype and Fake News on Commodity Futures Prices: A Deep Learning Approach over the COVID-19 Period.†Finance Research Letters 59 (2024): 104658. https://doi.org/https://doi.org/10.1016/j.frl.2023.104658.

Behl, Abhishek, Nirma Jayawardena, Vijay Pereira, Nazrul Islam, Manlio Del Giudice, and Jyoti Choudrie. “Gamification and E-Learning for Young Learners: A Systematic Literature Review, Bibliometric Analysis, and Future Research Agenda.†Technological Forecasting and Social Change 176 (2022): 121445. https://doi.org/https://doi.org/10.1016/j.techfore.2021.121445.

Degner, Miriam, Stephanie Moser, and Doris Lewalter. “Digital Media in Institutional Informal Learning Places: A Systematic Literature Review.†Computers and Education Open 3 (2022): 100068. https://doi.org/https://doi.org/10.1016/j.caeo.2021.100068.

Fakhruddin, Abdul Aziz, Mochammad Firdaus, and Lailatul Mauludiyah. “Wordwall Application as a Media to Improve Arabic Vocabulary Mastery of Junior High School Students.†Arabiyatuna: Jurnal Bahasa Arab 5, no. 2 (2021): 217.

Handayani, Ni Nyoman Lisna. “Peningkatan Literasi Digital Dan Karakter Peserta Didik Melalui Implementasi Kurikulum Merdeka.†Lampuhyang 14, no. 2 (2023): 144–59.

Hastuti, Khafiizh, Pulung Nurtantio Andono, and Arry Maulana Syarif. “Gamifikasi Berbasis Board Game Untuk Mendukung Pembelajaran Bahasa Arab.†ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6, no. 2 (2023): 554–60.

Hong, Yujia, Nadira Saab, and Wilfried Admiraal. “Approaches and Game Elements Used to Tailor Digital Gamification for Learning: A Systematic Literature Review.†Computers & Education 212 (2024): 105000. https://doi.org/https://doi.org/10.1016/j.compedu.2024.105000.

Iswanto, Rahmat. “Pembelajaran Bahasa Arab Dengan Pemanfaatan Teknologi.†Arabiyatuna: Jurnal Bahasa Arab 1, no. 2 December (2017): 139–52.

Jasni, Siti Rohani, Suhaila Zailani, and Hakim Zainal. “Pendekatan Gamifikasi Dalam Pembelajaran Bahasa Arab: Gamification Approach in Learning Arabic Language.†Journal of Fatwa Management and Research SeFPIA 201, no. (Special Issue) (2018): 358–67.

Jubaidah, Siti. “Peningkatan Kompetensi Mahasiswa Melalui Pembelajaran Masdar Dan Isim Masdar Berbasis Pendekatan Gamifikasi.†Darmacitya: Jurnal Pengabdian Kepada Masyarakat 1, no. 1 (2021): 66–70.

Kedah, Zulkarnain. “Inovasi Penerapan Teknik Gamifikasi Terhadap Pembelajaran Kampus Merdeka.†Jurnal MENTARI: Manajemen, Pendidikan Dan Teknologi Informasi 1, no. 2 (2023): 133–43.

Krath, Jeanine, Linda Schürmann, and Harald F O von Korflesch. “Revealing the Theoretical Basis of Gamification: A Systematic Review and Analysis of Theory in Research on Gamification, Serious Games and Game-Based Learning.†Computers in Human Behavior 125 (2021): 106963. https://doi.org/https://doi.org/10.1016/j.chb.2021.106963.

Lilian, Anthonysamy. “Motivational Beliefs, an Important Contrivance in Elevating Digital Literacy among University Students.†Heliyon 8, no. 12 (2022): e11913. https://doi.org/https://doi.org/10.1016/j.heliyon.2022.e11913.

Liu, Sixia, Gang Ma, Promise Tewogbola, Xieting Gu, Peng Gao, Bin Dong, Dantong He, Weiguo Lai, and Yihua Wu. “Game Principle: Enhancing Learner Engagement with Gamification to Improve Learning Outcomes.†Journal of Workplace Learning 35, no. 5 (2023): 450–62. https://doi.org/https://doi.org/10.1108/JWL-11-2022-0160.

Meilana, Septi Fitri. “Development Professionalism Strategy in Lecturers Improve the Competitiveness of the Nation through the Development of Science and Technology.†ADI J. Recent Innov 2, no. 1 (2020): 66.

Mizan, Ahmad Nur, Muhammad Aridan, Muhammad Akmansyah, Sefti Adelia, Intan Nur Asiyah, and Lisa Mar’atus Sholikha. “The Development of Arabic Learning Media Based on Android for Senior High School Students.†LISANIA: Journal of Arabic Education and Literature 6, no. 2 (2022): 178–89.

Mohamed, Yuslina, Sulaiman Ismail, Mesbahul Hoque, Nurhasma Md Saad, and Nazariah Mohd Zaidi. “Persepsi Pelajar Terhadap Permainan Tatabahasa Arab ‘Gamifikasi Ana Sibawayh,’†2020.

Muid, Abdul, Rosita Ilhami, and Suci Ramadhanti Febriani. “MBKM (Merdeka Belajar Kampus Merdeka) Under Jambi University’s Arabic Education Program during the Industrial Revolution: Implementation, Supporting and Inhibiting Factors (Version 4.0).†Arabiyatuna: Jurnal Bahasa Arab 8, no. 9 (2018).

Musonif, Mohammad Zaelani, and Hanik Mahliatussikah. “Teachers’ and Students’ Perceptions of the Arabic Language E-Learning Platform.†Arabiyatuna: Jurnal Bahasa Arab 7, no. 2 November (2023): 437–56.

Ndukwe, Ifeanyi G, Sherlock A Licorish, Amjed Tahir, and Stephen G MacDonell. “How Have Views on Software Quality Differed over Time? Research and Practice Viewpoints.†Journal of Systems and Software 195 (2023): 111524. https://doi.org/https://doi.org/10.1016/j.jss.2022.111524.

Ogunyemi, Abiodun Afolayan, James Sunney Quaicoe, and Merja Bauters. “Indicators for Enhancing Learners’ Engagement in Massive Open Online Courses: A Systematic Review.†Computers and Education Open 3 (2022): 100088. https://doi.org/https://doi.org/10.1016/j.caeo.2022.100088.

Papastergiou, Marina. “Exploring the Potential of Computer and Video Games for Health & Physical Education: A Literature Review.†Computers & Education 53, no. 3 (2009): 603–22.

Purnama, Sigit, Maulidya Ulfah, Imam Machali, Agus Wibowo, and Bagus Shandy Narmaditya. “Does Digital Literacy Influence Students’ Online Risk? Evidence from Covid-19.†Heliyon 7, no. 6 (2021): e07406. https://doi.org/https://doi.org/10.1016/j.heliyon.2021.e07406.

Putri, Aga Apsari. “Ta'tsir al-Tsa'lib (Gamification) Dawafi' Nahw al-Shaf fi Idarah .†UIN Sunan Ampel Surabaya, 2017.

Rini, Rini, Muhammad Arif Mustofa, and Kurnia Kurnia. “Using the Plotagon Application on Arabic Language Learning Media Design.†Arabiyatuna: Jurnal Bahasa Arab 7, no. 2 November (2023): 637–54.

Riwanda, Agus, Muhammad Ridha, and M Irfan Islamy. “Increasing Arabic Vocabulary Mastery Through Gamification; Is Kahoot! Effective?†Lisania: Journal of Arabic Education and Literature 5, no. 1 (2021): 19–35.

Rochma, Siti Nikmatul, Umi Mahmudah, and Yuangga Kurnia Yahya. “Utilizing Technology in Arabic Teaching: Implementation of Media ‘Learning Aljazeera. Net’ on Listening Skill Teaching at University of Darussalam Gontor.†Arabiyatuna: Jurnal Bahasa Arab 5, no. 2 (2021): 197–216.

Rosalinda, Rosalinda. “Pengaruh Permainan Bahasa Terhadap Pembelajaran Bahasa Arab Di Sekolah Dasar Negeri 09 Dewantara.†Serambi Konstruktivis 3, no. 2 (2021).

Shiddiq, Jamaluddin. “Inovasi Pemanfaatan Word-Wall Sebagai Media Game-Based Learning Untuk Bahasa Arab.†JALIE; Journal of Applied Linguistics and Islamic Education 5, no. 1 (2021): 151–69.

Susilana, Rudi, and Cepi Riyana. Media Pembelajaran: Hakikat, Pengembangan, Pemanfaatan, Dan Penilaian. CV. Wacana Prima, 2008.

Tahir, Saidna Zulfiqar Azwar B I N. “Pengembangan Materi Multibahasa Untuk Siswa Pesantren.†Pascasarjana, 2017.

Uliyah, Asnul, and Zakiyah Isnawati. “Metode Permainan Edukatif Dalam Pembelajaran Bahasa Arab.†Jurnal Shaut Al-Arabiyah 7, no. 1 (2019): 31–43.

Ulya, Nur Maziyah. “Pengaruh Metode Pembelajaran Dan Tipe Kepribadian Terhadap Hasil Belajar Bahasa Arab (Studi Eksperimen Pada MAN 1 Semarang).†Nadwa: Jurnal Pendidikan Islam 10, no. 1 (2017): 1–25.

Wahono, Romi Satria. Aspek Rekayasa Perangkat Lunak Dalam Media Pembelajaran. Vol. 2, 2006.

Winatha, Komang Redy, and Kadek Ayu Ariningsih. “Persepsi Mahasiswa Terhadap Penerapan Gamifikasi Dalam Pembelajaran.†Jurnal Pendidikan Teknologi Dan Kejuruan 17, no. 2 (2020): 265–74.

Wirani, Yekti, Tifanny Nabarian, and Muh Syaiful Romadhon. “Evaluation of Continued Use on Kahoot! As a Gamification-Based Learning Platform from the Perspective of Indonesia Students.†Procedia Computer Science 197 (2022): 545–56. https://doi.org/https://doi.org/10.1016/j.procs.2021.12.172.

Yahaya, Hazrati, Hanis Najwa Shaharuddin, Fudzla Suraiyya Abdul Raup, Nor Zahidah Ahmad, and Muhammad Hatta Shafri. “Persepsi Pelajar Terhadap Pemanfaatan Gamifikasi Dalam Pembelajaran Bahasa Arab.†Journal of Modern Language and Applied Linguistics 6, no. 2 (2022): 1–13.

Downloads

Published

27-05-2024

How to Cite

Shiddiq, J., Zubaidi, A., Nur Kholis, M., & Rokhani, R. (2024). Feasibility of Web-based Digital Arabic Gamification Media for Islamic Junior High School Students. Arabiyatuna: Jurnal Bahasa Arab, 8(1 May), 169–186. https://doi.org/10.29240/jba.v8i1.8946

Issue

Section

Articles

Citation Check