Damanhuri
Universitas Islam Negeri Raden Intan Lampung

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Integrating Active Learning within an AI-Supported Gamified Environment through Zep Quiz to Improve Arabic Language Achievement Ahmad Sucipto Mulyo Utomo; Robiyah Nur; Damanhuri; Erni Zuliana
Alibbaa': Jurnal Pendidikan Bahasa Arab Special Issue 2026 Vol. 01 | Artificial Intelligence in Arabic Language Education: Pedagogy, Media,
Publisher : Universitas Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ajpba.vi.24896

Abstract

This study investigates the integration of Active Learning into an AI-supported gamified environment through Zep Quiz to improve Arabic language achievement among seventh-grade students at MTs Negeri 1 Bandar Lampung. The study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of two cycles involving 32 students. Data were collected through classroom observations, learning achievement tests, and documentation. Quantitative data were analyzed using mean scores, classical mastery percentages, and N-Gain, while qualitative data were analyzed through observations of student engagement during the learning process. The findings reveal that the integration of Active Learning and Zep Quiz successfully enhanced both student engagement and Arabic language achievement. The average score increased from 52.38 in the pre-cycle stage to 78.13 in Cycle I and 87.50 in Cycle II. Similarly, classical mastery improved from 28.13% to 65.63% and eventually reached 90.63%, exceeding the predetermined success criterion of 85%. The N-Gain score of 0.74 indicates a high level of improvement. These findings suggest that AI-supported gamified learning environments can effectively support Active Learning and foster meaningful improvements in Arabic language learning outcomes.
Penerapan squid game edukasi untuk meningkatkan penguasaan kosakata bahasa arab Hariansyah Muhammad Siddik; Dedy Irawan; Umi Hijriyah; Damanhuri
TADRIS AL-ARABIYAT: Jurnal Kajian Ilmu Pendidikan Bahasa Arab Vol. 6 No. 2 (2026): JULI
Publisher : Universitas KH. Mukhtar Syafaat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/arabiyat.v6i2.4997

Abstract

Vocabulary mastery is one of the key factors in the success of Arabic language learning. However, the learning process, which is still dominated by conventional methods in class VIII T2 at MTs Muhammadiyah Sukarame Bandar Lampung, has caused some students to be unable to understand and use Arabic vocabulary optimally. This study aims to improve students’ mastery of Arabic vocabulary through the implementation of the interactive learning media Educational Squid Game (Honeycomb) in the learning process.This study employed the Classroom Action Research (CAR) method conducted in two cycles. The data collection techniques included observation, documentation, pre-tests, and post-tests. The results of the study showed an improvement in the students’ average scores and learning completeness from Cycle I to Cycle II. The average score increased from 79.46 in the pre-test to 84.75 in Cycle I, and reached 91.87 in the post-test of Cycle II. Classical learning completeness also increased significantly from 31% (pre-test) to 69% (Cycle I), and reached 91% at the end of Cycle II.In addition, the implementation of the interactive media Educational Squid Game (Honeycomb) was able to enhance students’ motivation, activeness, and engagement during the learning process. Therefore, the interactive media Educational Squid Game (Honeycomb) can be used as an effective, innovative, and enjoyable learning alternative to improve Arabic vocabulary mastery.