Journal Screenshot

International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

Experimental Study of The Effectiveness of Gamification Module for Arabic Language in Primary School

Mohd Nazmi bin Jaafar, Nik Mohd Rahimi Nik Yusoff

http://dx.doi.org/10.6007/IJARBSS/v12-i6/14220

Open access

The teaching and learning of Arabic in primary schools was officially introduced in the Malaysian education system through the j-QAF program (Jawi, al-Quran, Arabic, and fardhu ain) beginning in 2005. Therefore, teachers need to use a centralized approach and strategy. Gamification is an alternative approach to strengthening students' knowledge, cultivating attitudes, increasing motivation as well as improving their achievement and language skills. The implementation of gamification can be through online applications, card games, board games, or even hands-on without using technology. This Gamification Modelling in Arabic Language Learning (MGdPBA) module was guided by GaML (Gamification Modelling Language) elements and applied hands-on in the classroom. The design of this study uses quasi-experimental and SPSS software for quantitative data analysis. The t-test was used to evaluate the effectiveness of MGdPBA between the control and treatment groups involving 60 students through pre-and post-tests. The results of the study showed a positive impact between the achievement of students in the treatment group and the control group. It is hoped that this study will be a motivation for teachers to use a hand on gamification in teaching and learning sessions in the classroom.

Abdullah, F., & Razak, K. A. (2021). Tahap minat dan penerimaan pelajar terhadap gamifikasi dalam bidang sirah: Level of interest and acceptance of students towards gamification in Islamic history. Journal of Quran Sunnah Education & Special Needs, 5(1), 27-38.
Adrian, S.-R., & Elena, P.-G. M. (2019). Active methodologies in health. Scientific production on gamification in health sciences. Science for Education Today, 9(3).
Ahmad, S., & Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1), 1-16.
Almarshedi, A., Wanick, V., & Wills, G. B. (2017). Gamification and Behaviour. Dlm. Gamification: More Than Just Games! Using Game Elements in Serious Contexts. t.tp.: Springer.
Annindita, H. P., Fira, E. P., Athiyah. L. H., Lailatul, M. (2021). Arabic quizzes game to improve arabic vocabulary. Tanwir Arabiyyah: Arabic as Foreign Language Journal, 1(1): 45-54.
Azizan, M. T., Mellon, N., Ramli, R. M., & Yusup, S. (2018). Improving teamwork skills and enhancing deep learning via development of board game using cooperative learning method in Reaction Engineering course. Education for Chemical Engineers, 22, 1-13.
Bahagian Pembangunan Kurikulum (BPK). (2018). Dokumen Standard Kurikulum Dan Pentaksiran Bahasa Arab tahun 4.
Bali, M. M. E. I., & Musrifah, M. (2020). The problems of application of online learning in the affective and psychomotor domains during the Covid-19 pandemic. Jurnal Pendidikan Agama Islam, 17(2), 137-154.
Barata, G., Gama, S., Fonseca, M. J., & Gonçalves, D. (2013). Improving student creativity with gamification and virtual worlds. Proceedings of the First International Conference on Gameful Design, Research, and Applications, 95–98.
Bassanelli, S., Vasta, N., Bucchiarone, A., & Marconi, A. (2022). Gamification for behavior change: A Scientometric Review.
Belkhouche, B., Al Darei, N. S., Ali, S. A. S., Al Mandhari, S. H., & Al Mehairi, M. A. (2014, January). Learning Arabic with games. Computer Games Multimedia and Allied Technology Conference, Singapore.
Dian, A. S. (2017). Efektifitas Aturan Main Untuk Game Edukasi Kosa kata Bahasa Arab Berbasis Mobile. Dissertation, Institut Teknologi Sepuluh Nopember. 32–50.
Furdu, I., Tomozei, C., & Kose, U. (2017). Pros and cons gamification and gaming in classroom. arXiv preprint arXiv:1708.09337.
Hamizul, M., & Rahimi, N. M. (2015). Design and development of Arabic online games–a conceptual paper. Procedia-Social and Behavioral Sciences, 174, 1428-1433.
Hussain, F., Yusoff, N. M. R. N., & Lubis, M. A. (2019). Funnun Taqdim Al-Arabi Technique in Teaching Grammar for Integrated Dini Curriculum. Creative Education, 10(12), 2769-2774.
Iberahim, M. F., & Noor, N. M. (2019). Amalan Gamifikasi dalam Pengajaran dan Pemudahcaraan Guru-Guru Sekolah Rendah di Negeri Johor (Gamification Practices in Teaching and Learning among Primary School Teachers in Johor). Innovative Teaching and Learning Journal, 3(2) : 8–14.
Ismail, M. E., Sa’Adan, N., Samsudin, M. A., Hamzah, N., Razali, N., & Mahazir, I. I. (2018). Implementation of the gamification concept using KAHOOT! among TVET Students: An observation. Journal of Physics: Conference Science.
Jasni, S. R., Zailani, S., & Zainal, H. (2019). Pendekatan gamifikasi dalam pembelajaran bahasa Arab. Journal of Fatwa Management and Research. 358-367. https://10.33102/jfatwa.vol13no1.165
Jaramillo, S. G. (2014). Werbach, K.; Hunter, D. (2012). For the Win. How Game Thinking Can Revolutionize your Business. USA, Wharton Digital Press, 149 p.
Kannamah, M. (2019). Kesan Kg (Kineasthetic, Gamification) Terhadap Tingkah Laku Disruptif Dalam Kalangan Kanak-Kanak (Add/Adhd) Sekolah Rendah Masalah Pembelajaran Muallim. Journal of Social Science and Humanities 3( 4) :398 – 405.
Kapp, K. (2012). The Gamification of Learning and Instruction. San Francisco, CA: Pfeiffer.
Kesuma, M. E. K., Kesuma, G. C., & Saputra, D. (2021). Rancangan Media Pembelajaran Kosa Kata (Mufrodat) Bahasa Arab Berbasis Game Android. Sienna, 2(1), 32-42.
Majid, M. R. B. A, & Ismail, Z. (2017). Kreativiti Pengajaran Guru Bahasa Arab Di Malaysia. JuPiDi: Jurnal Kepimpinan Pendidikan, 4(4):27-38.
Mohamad, C. K. N. A. B. C. K., Hassan, A. R. B., Mohamad, A. H., & Mustafa, N. F. (2020). Effect of Gamification Approach towards Mastery of AlcAdad wa al-Macd?d among Secondary School Students. International Journal of Academic Research in Business and Social Sciences, 10(10), 360-376.
Mohamad, M., Arif, F. K. M., Alias, B. S., & Yunus, M. M. (2020). Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz. International Journal of Scientific and Technology Research, 9(4).
Mohd Hadafi, S., & Ahmad Zamil, A. K. (2017). Mohd. Amir, MS, Muhammad Syahir, AW, & Rahaiza, MR (2017). Gamification in Accounting Education: A Literature Review. In International conference on accounting studies (ICAS).
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of Education: A Review of Literature. In International Conference on HCI in Business (pp. 401-409). Springer International Publishing.
Oktavia, D. M., Bali, M. M. E. I., Rahman, H. F., Umar, U., Syakroni, A., & Widat, F. (2019). Exploration of Fine Motor Skills through the Application of Paint. Proceedings of 1st Workshop on Environmental Science, Society, and Technology, WESTECH 2 Medan, Indonesia.1-6.
Omar, M., Ali, D. F., Adam, N. A. I. M., Adnan, M., & Saari, M. A. Gamification in vocational teaching and learning: Perception and readiness among lecturers.International Journal of Education 14(1):140-152. http://dx.doi.org/10.5296/ije.v14i1.19507
Ramli, S., Ghani, M. T. A., & Hamad, M. Z. A. (2020). A-Smart Lu’bah Model to Enhance Arabic Language Skill for Non-Native Speaker in Malaysia. In 3rd International Conference On Language, Education And Culture (ICLEC) (p. 78).
Rohaila, M. R., & Fariza, K. (2017). Gamifikasi : Konsep dan Implikasi dalam Pendidikan. In M. R. Rohaila, R. Nabila Atika, & J. Nur Atikah (Ed.), Pembelajaran Abad ke-21: Trend Integrasi Teknologi: 144–154.
Roy, R., & Zaman, B. (2018). Need-Supporting Gamification in Education: An Assessment of Motivational Effects Over Time. Computers & Education, 127: 283-297.
Sun, J. C. Y., & Hsieh, P. H. (2018). Application of a Gamified Interactive Response System to Enhance the Intrinsic and Extrinsic Motivation, Student Engagement, and Attention of English Learners. Journal of Educational Technology & Society 21(3):104-116.
Zainuddin, Z., & Keumala, C.M. (2021). Gamification concept without digital platforms: a strategy for parents on motivating children study at home during Covid-19 pandemic. Pedagogik Jurnal Pendidikan. 8(1):123-155. https://doi.org/10.33650/pjp.v8i1.2174
Zin, M. F. M., Abd Wahid, N., Yusoff, A. S. M., Yusoff, S. H. M., & Yusoff, Z. J. M. (2022). Relationship between gamification implementation and student motivation in learning and facilitation jawi in Terengganu. International Journal of Islamic Products and Malay Civilization, 1(1), 17-28.

In-Text Citation: (Jaafar & Yusoff, 2022)
To Cite this Article: Jaafar, M. N. bin., & Yusoff, N.M. R. N. (2022). Experimental Study of The Effectiveness of Gamification Module for Arabic Language in Primary School. International Journal of Academic Research in Business and Social Sciences. 12(6), 2102 – 2117.