Ruslan Wahab
Universitas Muslim Indonesia

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Implementation of Game-Based Learning Method Using Digital Cards to Improve Understanding of Arabic Grammar Iga kusni; Ruslan Wahab; Hasanna Lawang; Wahyudin Wahyudin; Agus Salim Beddu Malla
Journal of Digital Arabic Language Education Vol. 2 No. 1 (2026): June
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/4kqg2m21

Abstract

This study aims to improve the understanding of Arabic Grammar through a game-based learning method using digital cards for class IX Skill students at MTsN 1 Makassar City. This study was motivated by students' low learning outcomes in understanding Grammar, caused by the use of less interactive learning methods. The type of research used is Classroom Action Research (CAR) with the Kemmis and McTaggart model, carried out in two cycles, each consisting of the planning, implementation, observation, and reflection stages. The research subjects were 20 students. Data collection techniques included observation and learning outcome tests (pre-test and post-test). Data were analyzed quantitatively and qualitatively. The results showed that implementing the Game-Based Learning method using digital cards significantly improved student learning outcomes. In the pre-cycle stage, the average student score was 53.8 with a 10% completion rate. In the first cycle, the average score increased to 79.25 with a 60% completion rate. Furthermore, in cycle II, improvement continued, with an average score of 88.35 and a completion rate of 95%. Furthermore, student activity and participation in learning increased, as indicated by greater involvement in discussions, group work, and educational games. Therefore, it can be concluded that the game-based learning method using digital cards is effective in improving understanding of Arabic grammar and creating more interactive and enjoyable learning. This method is recommended as an alternative innovative learning strategy.