Wahab, Ruslan
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Implementation of Game-Based Learning Method Using Digital Cards to Improve Understanding of Arabic Grammar kusni, iga; Wahab, Ruslan; Lawang, Hasanna; Wahyudin, Wahyudin; Malla, Agus Salim Beddu
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 the implementation of Game based Learning method using digital cards for class IX Skill students at MTsN 1 Makassar. This study was motivated by the low learning outcomes of students in understanding Grammar caused by the use learning methods that are less interactive. The type of research used is Classroom Action Research with the Kemmis and Mc Taggart model which was carried out in two cycles, each consisting of planning, implementation, observation, and reflection stages. The research subjects were 20 sudents. Data collection techniques were carried out through observation, and learning outcome test (pre test and post test). Data were analyzed quantitatively and qualitatively. The result showed that the implementation of the Game Based Learning method using digital cards was able to improve student learning outcomes significantly. In the pre cycle stage, the average student score was 58.3 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, further improvement occured, with an average score reaching 88.35 and a completion rate 95%. Furthermore, student activity and participation in learning also increased, as indicated by increased student 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 improve understanding of Arabic grammar and creating more interactive and enjoyable learning. This method is recommended as an alternative inovative learning strategy.