Hamsa Hamsa
Institut Agama Islam Negeri Parepare, Sulawesi Selatan

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Gamifying Arabic Vocabulary Learning through the Development of a Canva-Based Digital Word Guessing Game/Gamifikasi Pembelajaran Mufradat Melalui Pengembangan Permainan Tebak Kata Digital Berbasis Canva Nismawati Nismawati; Saepudin Saepudin; Hamsa Hamsa; Darmawati Darmawati; Kaharuddin Kaharuddin
Loghat Arabi : Jurnal Bahasa Arab dan Pendidikan Bahasa Arab VOL 7, NO 1 (MARET 2026): LOGHAT ARABI
Publisher : Universitas Islam DDI AGH Abdurrahman Ambo Dalle Polewali Mandar, Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36915/la.v7i1.854

Abstract

This study aimed to develop a Canva-based digital word guessing game as a gamification medium for Arabic vocabulary learning and to evaluate its validity, practicality, and effectiveness. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through interviews, questionnaires, documentation, and learning achievement tests. The developed product integrates gamification elements such as challenges, rewards, feedback, progress indicators, and leaderboards. Validation results showed scores of 97.14% from the material expert and 77.20% from the media expert. Practicality testing yielded scores of 94% from teachers and 92.92% from students. The effectiveness test revealed an increase in the mean score from 47.02 in the pretest to 79.84 in the posttest, with an N-Gain score of 0.62, indicating an effective level of improvement. These findings demonstrate that the Canva-based digital word guessing game is valid, highly practical, and effective in improving students’ Arabic vocabulary mastery.Penelitian ini bertujuan mengembangkan permainan tebak kata digital berbasis Canva sebagai media gamifikasi pembelajaran mufradat serta menguji validitas, kepraktisan, dan efektivitasnya. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Data dikumpulkan melalui wawancara, angket, dokumentasi, dan tes hasil belajar. Produk yang dikembangkan mengintegrasikan unsur gamifikasi berupa tantangan, penghargaan, umpan balik, indikator progres, dan papan peringkat. Hasil validasi menunjukkan persentase 97,14% dari ahli materi dan 77,20% dari ahli media. Hasil uji kepraktisan memperoleh persentase 94% dari guru dan 92,92% dari peserta didik. Uji efektivitas menunjukkan peningkatan nilai rata-rata dari 47,02 pada pretest menjadi 79,84 pada posttest dengan nilai N-Gain sebesar 0,62 yang termasuk kategori efektif. Temuan ini menunjukkan bahwa permainan tebak kata digital berbasis Canva valid, sangat praktis, dan efektif untuk meningkatkan penguasaan mufradat peserta didik.