ISSN: 2226-6348
Open access
In response to the global disruption caused by the COVID-19 pandemic, digital gaming applications have gained substantial traction within the realm of education. These applications serve not only as valuable tools for educators to integrate into their classroom pedagogy but also as independent self-learning resources for students. This transformative trend extends to the domain of Arabic vocabulary acquisition, where a variety of digital gaming platforms, including Quizizz, Kahoot, Quizlet, and Wordwall, are being harnessed.
Despite the growing prominence of digital gaming applications in language learning, there exists a paucity of discourse concerning the specific content and structure of Arabic vocabulary instruction via these platforms. Consequently, this research endeavours to fill this void by identifying prevalent themes in Arabic vocabulary learning facilitated by digital applications. It simultaneously conducts an in-depth analysis of the content, encompassing thematic categories, question formats, and gaming elements. The study employs a qualitative research approach, integrating content analysis and literature review methodologies to explore previously accumulated data. The ensuing discussion elucidates three principal themes: the selection of vocabulary learning topics within gaming applications, the diverse formats of questions incorporated, and the gamification elements integrated into these applications. Notably, the analysis reveals that the majority of gaming applications align their content with topics derived from secondary school standard curriculum textbooks (KSSM). Furthermore, the study identifies prevalent question formats, with true or false inquiries, fill-in-the-blank exercises, and multiple-choice questions being the most pervasive. The research underscores the pronounced presence of audio elements and interactive gameplay as distinctive characteristics within these digital gaming applications.
Ab. Rahman, A., & Ab Ghani, N. A. (2019). Penggunaan Aplikasi Permainan Mudah Alih Global Zakat Game (GZG) dalam Pengajaran dan Pembelajaran. Journal of Fatwa Management and Research, 17 (2), 26-36.
Al-Jahwari, H. S., & Abusham, E. E. (2019). A theoretical framework for designing educational website based on scientific standards to non-native Arabic speakers. International Journal of Engineering Business Management. 11, 1-9.
Al-Srami A. (2013). Evaluation of educational websites for nonnative Arabic speakers on World Wide Web in the light of linguistic skills. Master Thesis, Imam Muhammad ibn Saud Islamic University, Saudi Arabia.
Al-Youbi, K. (2017). Effectiveness of websites in teaching Arabic to non-native speakers. Al-Athar Academic J2017; (29), 57–68.
Amiruddin, A. Z., Abdul Ghani, K., Hassan, A. T., Abdul Rahman, A., Abdul Rahman, N., Abdul, H. A., & Berhanuddin, Q. F. (2015). Aplikasi E-Pembelajaran Untuk Proses Pembelajaran dan Pengajaran Bahasa: Fungsi dan Kelebihan. Seminar Antarabangsa Pendidikan dan Keusahawanan Sosial Islam (ICIESE 2015) Resort World, Langkawi, 12-14 Oktober 2015.
Amiruddin, A. Z., Hassan, A. T., Abdul Rahman, A., Abdul Rahman, N., & Abu, B, M. S. (2014). Penggunaan Aplikasi atas Talian dalam Proses Pengajaran dan Pembelajaran Bahasa Ketiga: Pengenalan Kepada Quizlet.Com. Prosiding Seminar Antarabangsa Kelestarian Ihsan 2014 (INSAN2014) Batu Pahat, Johor, 9 – 10 April 2014, hlm. 1-16.
ArXiv, abs/1708.0933
Asyhari, A., Sagala, R., & Kendedes, I. (2017). Respon pondok pesantren diniyyah putri terhadap modernisasi pendidikan islam. TADRIS: Jurnal Pendidikan Islam, 12(2), 232– 242.
Ayun, N., & Rahmawati, I. (2018). Pengembangan Media Interaktif Si Pontar Berbasis Aplikasi Android Materi Kpk Dan Fpb Mata Pelajaran Matematika Kelas Iv Sekolah Dasar. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 6(2), 254773.
Baharudin, H., & Ismail, Z. (2014). Vocabulary learning strategies and arabic vocabulary size among pre-university students in malaysia. International Education Studies, 7(13), 219-226.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification ’13, hlm. 10–17.
Brinton, D. M., Snow, M. A., & Wesche, M. (2003). Content-Based Second Language Instruction. Ann Argor Mich: University of Michigan Press.
Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper.
Daif, S. (2003). Al-Mu’jamu al-Wasith. Kairo: Maktabah al-Syuruq al-Dauliyyah.
Elega. (2009). Teaching Arabic language by internet for nonnative Arabic speakers (basis & standards). Sci Magaz Arabic Langu Institu Int Univ Africa 2009; (8), 181–184.
Fakhruddin, A. A., Firdaus, M., & Mauludiyah, L. (2021). Wordwall Application as a Media to Improve Arabic Vocabulary Mastery of Junior High School Students. Arabiyatuna: Jurnal Bahasa Arab 5 (2), 217-234.
Fang, Z. (2019). Using quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37-43.
Farber, M. (2015). Gamify your Classroom: a field guide to game-based learning. Peter Lang, hlm. 1-255.
Furdu, I., Tomozei, C., & Kose, U. (2017). Pros and cons gamification and gaming in classroom.
Hijriyah, U. (2018)u. Analisis pembelajaran mufrodat dan struktur bahasa Arab di Madrasah Ibtidaiyah. CV. GEMILANG.
Hoe, T. W. (2018). Gamifikasi dalam pendidikan: pembelajaran berasaskan permainan (3rd ed.). Perak: Penerbit Universiti Pendidikan Sultan Idris.
https://doi.org/10.2304/elea.2010.7.3.198
https://doi.org/10.37134/pendeta.vol
Ibrahim, F., & Mat Teh, K. S. (2015). Kaedah permainan bahasa dalam pengajaran dan pembelajaran bahasa Arab sekolah rendah. Prosiding Persidangan Kebangsaan Bahasa Arab (NCAL2015), hlm. 306-318.
Institut Pendidikan Guru Malaysia. (2018). Modul Pendidikan Awal Kanak-Kanak. Institut Pendidikan Guru Malaysia, Kementerian Pendidikan Malaysia.
Izzah, N., Mauludiyah, L., & Roziqi, M. A. (2021). Aplication arabic quiz and vocab (Arabic Q & V) as media for mutholaah arabic vocabularies. Al-Ta’rib: Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab, 9(2), 173-186.
Jad, F. A. M. (2013). Tasmim barnamij mahusub li-ta'lim maharat al-lughah al-'arabiyyah li-al-mubtadiin min al-natiqin bi-ghayriha.
Jamar, A., & Che Noh, M. A. (2020). Gamifikasi Aplikasi Kahoot dalam Pembelajaran dan Pemudahcaraan (PDPC) Pendidikan Islam. Seminar Antarabangsa Isu-Isu Pendidikan. Kolej Universiti Islam Antarabangsa Selangor (KUIS), hlm. 269-280.
Jasni, S. R., Zailani, S., & Zainal, H. (2018). Pendekatan gamifikasi dalam pembelajaran bahasa Arab. Jfatwa: Journal of Fatwa Management and Research, 358-367.
Jeeva, A., & Prakash, M. (2022). Working mechanism of kahoot : a game based online learning application for students and teachers. Emperor International Journal of Library and Information Technology Research, 2(1), 1-8.
Jonker, L., Elferink-Gemser, M. T., & Visscher, C. (2009). Talented athletes and academic achievements: a comparison over 14 years. High Ability Studies, 20 (1), 55-64.
Kalantzis, M., & Cope, B. (2010). Learning by Design. E-Learning and Digital Media, 7(3), 198-199.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: John Wiley & Sons.
Kementerian Pelajaran Malaysia. (2002a). Sukatan pelajaran Bahasa Arab Komunikasi. Kuala Lumpur: Jabatan Pendidikan Islam dan Moral.
Kementerian Pelajaran Malaysia. (2002b). Sukatan pelajaran Bahasa Arab Tinggi KBSM. Kuala Lumpur: Jabatan Pendidikan Islam dan Moral.
Kesuma, M. E., Kesuma, G. C., & Saputra, D. (2021). Rancangan media pembelajaran kosa kata (mufrodat) bahasa Arab berbasis game android. Jurnal SIENNA, 2(1), 32-42.
Salleh, M. N., Ghazali, K., & Mohd, N, M. (2017). Penceritaan digital dalam pemerolehan leksikal Bahasa Jepun. GEMA Online Journal of Language Studies, 17(1), 55-75.
Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: the effects of points and meaning on user motivation and performance. CHI EA ‘13: CHI ’13 Extended Abstracts on Human Factors in Computing Systems, 1137-1142.
Mohamad, A. M. (2020). Quizizz sebagai E-Penilaian Norma Baharu terhadap Penutur Antarabangsa dalam kursus Bahasa Melayu. PENDETA Journal of Malay Language, Education and Literature, 11, 80-92.
Mohd, S. M. L. I. H., Nokman, A. Z., Yusoff, M. S. A., Mahpol, S., & Ahamad, M. (2017). Penggunaan aplikasi Kahoot! dalam pembelajaran bahasa Arab: satu tinjauan. Seminar Kebangsaan Bahasa dan Kesusasteraan Arab 2017, hlm. 741-751
Mufida, B. (2016). Implementas Metode A* (A-STAR) Untuk NPC Musuh pada Game 3D Pembelajaran Kosa Kata Bahasa Arab. Tesis Sarjana Komputer. Fakulti Sains dan Teknologi: Universitas Islam Negeri Maulana Malik Ibrahim Malang.
Mukharomah, N. (2021). Penggunaan aplikasi Quizizz sebagai media penilaian berbasis daring di mi al Muqqorrobiyah. Jurnal of Islamic Education, 2(1), 12-20.
Prensky, M. (2007). Digital game-based learning. New York: Paragon House.
Rahimi, N. M., Hussin, Z., & Normeza, W. (2014). Pembelajaran Kosa kata bahasa Arab secara aturan Kluster semantik dan aturan kluster bebas. Jurnal Teknologi, 67 (1), 33-38.
Razali. N., Nasir, N. A., Ismail, M. E., Sari, N. M., & Salleh, K. M. (2020). Gamification elements in quizizz applications: evaluating the impact on instrinsic and extrinsic student’s motivation. International Conference on Technology, Engineering and Sciences (ICTES) 2020, hlm. 1-10.
Sahrir, M. S., & Alias, N. A. (2011). A study on Malaysian language learners perception towards learning Arabic via online games. GEMA Online Journal of Language Studies, 11 (3),129-145.
Sahrir, M. S., & Yusri, G. (2012). Online vocabulary games for teaching and learning Arabic. Gema Online Journal of Language Studies, 12 (3), 961-977.
Sunarwan, A. (2014). The Effectiveness of Content-Based Instruction to Teach Speaking Viewed from Students’ Creativity. PREMISE: Journal of English Education and Applied Linguistics 3 (1), 83-92.
Tu’aimah & Ahmad, R. (1986). Al-Marja’ fi Ta’lim al-Lughah al- ‘Arabiyyah li al-Nathiqin bi Lughat Ukhra, Mekkah: Umm al-Qura University.
Yahaya, M. F., Sahrir, M. S., & Nasir, M. S. (2013). Pembangunan laman web EZ-Arabic sebagai alternatif pembelajaran maya bahasa Arab bagi pelajar sekolah menengah rendah malaysia. Jurnal Teknologi (Social sciences), 61 (1), 11-18.
N/A
Copyright: © 2023 The Author(s)
Published by HRMARS (www.hrmars.com)
This article is published under the Creative Commons Attribution (CC BY 4.0) license. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this license may be seen at: http://creativecommons.org/licences/by/4.0/legalcode