Khambali Khambali
Universitas Negeri Jakarta, DKI Jakarta

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Roblox as a Creative Learning Medium for Developing Maharah al-Kalam within an Outcome-Based Education Framework / Roblox sebagai Media Pembelajaran Kreatif untuk Mengembangkan Maharah al-Kalam dalam Kerangka Outcome-Based Education Kiki Cahya Muslimah; Khambali Khambali; Lilis Suaibah
Loghat Arabi : Jurnal Bahasa Arab dan Pendidikan Bahasa Arab VOL 7, NO 2 (JULI 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.v7i2.706

Abstract

Outcome-Based Education (OBE) requires Arabic language instruction in higher education to emphasize authentic performance and learner-centred learning. This study describes the use of Roblox as a creative learning medium for maharah al-kalam instruction within an OBE framework at Universitas Muhammadiyah Surabaya. A qualitative descriptive approach was employed involving 40 undergraduate students. Data were collected through classroom observations, documentation of digital learning projects, and students' written reflections, and analyzed using the interactive model of Miles, Huberman, and Saldana. The findings show that Roblox created an authentic communicative environment in which students collaboratively designed virtual contexts, developed Arabic dialogues, and produced multimodal speaking performances through avatar interaction and voice dubbing. The study provides qualitative evidence of the pedagogical potential of Roblox to support contextual, project-based maharah al-kalam learning aligned with OBE principles in higher education.Outcome-Based Education (OBE) menuntut pembelajaran bahasa Arab di perguruan tinggi berorientasi pada capaian kinerja autentik dan pembelajaran yang berpusat pada mahasiswa. Penelitian ini bertujuan mendeskripsikan pemanfaatan Roblox sebagai media pembelajaran kreatif dalam pembelajaran maharah al-kalam berbasis OBE di Universitas Muhammadiyah Surabaya. Penelitian menggunakan pendekatan deskriptif kualitatif dengan melibatkan 40 mahasiswa. Data dikumpulkan melalui observasi pembelajaran, dokumentasi proyek pembelajaran digital, dan refleksi tertulis mahasiswa, kemudian dianalisis menggunakan model interaktif Miles, Huberman, dan Saldana. Hasil penelitian menunjukkan bahwa Roblox menciptakan lingkungan komunikasi yang autentik, di mana mahasiswa secara kolaboratif merancang konteks virtual, menyusun dialog bahasa Arab, dan menghasilkan performa berbicara multimodal melalui interaksi avatar dan voice dubbing. Temuan penelitian memberikan bukti kualitatif mengenai potensi pedagogis Roblox dalam mendukung pembelajaran maharah al-kalam yang kontekstual, berbasis proyek, dan selaras dengan prinsip Outcome-Based Education.