Muhammad Ahsan Thoriq
Universitas Negeri Malang

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Taṣmīm Mudawwanah Al-Munāẓarah Al-Arabiyyah ‘ala Asās Al-Sam’iyyah Al-Baṣariyyah. Muhammad Ahsan Thoriq; Mohammad Ahsanuddin; Yoke Suryadarma
Jurnal Alsinatuna Vol 8 No 1 (2022): December 2022
Publisher : Arabic Education Program IAIN Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/alsinatuna.v8i1.5596

Abstract

This study aims to describe the prototype designs of the Corpus of Arabic debates. The method used is Research and Development (R&D) which purpose to produce product prototype designs. The author performs three stages of several stages of the existing method. First the analysis, second the planning, and third the development. The research data is in the form of audio-visual debates from the 'Qatardebate' account and debate technical handbooks. All data were collected in a corpus of website-based debates. The results showed that (a) the design of the debate corpus was carried out in two stages, namely the collection of needs and the design of the debate corpus, (b) to create an appropriate debate delivery structure, it must synthesize debate practices and guidelines applied, and (c) the Arabic debate corpus serves to analyze the use of corcondance and the frequency of words used by debaters.
The Development of Innovative Arabic Matriculation Learning Media Based on Google Sites to Improve The Arabic Proficiency of MAN 1 Pasuruan Students Muhammad Ahsan Thoriq; Novita Kusumadewi; Mohammad Ahsanuddin
JURNAL Al-AZHAR INDONESIA SERI HUMANIORA Vol 8, No 2 (2023): Juli 2023
Publisher : Universitas Al Azhar Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36722/sh.v8i2.1898

Abstract

The big challenge for education in the 21st century is emphasizing technology in learning. In addition, learning Arabic matriculation in the 21st century must equip students with Arabic knowledge, skills, and perspectives. It can be achieved by using audio-visual integrated digital learning media. The research aims to produce the audio-visual media e-Arabic learning integrated to enhance students' proficiency in Arabic learning materials. This media development uses ADDIE development models. The subjects used were students of class X MAN 1 Pasuruan. The data collection instruments used are a questionnaire and pretest-posttests for qualitative and quantitative data. The data analysis used was descriptive quantitative percent and normality tests and the Paired Sample T Test assisted by IBM SPSS Statistics 25 software. The results of validating material and design get a percentage score over 90%, which falls into the category of totally worthy or perfectly valid by considering the advice from the validator. Based on test results, students get an average percentage of 86%. While the result of the testing t-sample test results state that the media e-Arabic learning proved capable of increasing student language proficiency. So the media e-Arabic learning was developed to improve students' skills and is pronounced especially worthy of use for learning.Keywords - E-Arabic Learning, Google Sites, Language Proficiency.
The Effectiveness of Construct 2-Based Educational Games in Enhancing Arabic Vocabulary Acquisition and Listening Skills Among Junior High School Students Mohammad Ahsanuddin; Muhammad Ahsan Thoriq; Najma Auliya' Maulidah Ahsan; Farika Riskiyah
Insyirah: Jurnal Ilmu Bahasa Arab dan Studi Islam Vol. 8 No. 2 (2025): December 2025
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/insyirah.v8i2.13928

Abstract

Secondary-school Arabic teachers frequently report low student involvement, limited vocabulary growth, and weak listening comprehension when instruction relies mainly on lectures. To address these issues, the present study tested whether instructional games created with the Construct 2 engine could improve vocabulary and listening skills among junior-high learners. Adopting a quasi-experimental, non-equivalent control-group pretest-posttest design, the research arranged participants into three sections: an experimental group taught with Construct 2 games, a positive control group receiving enriched traditional lessons, and a negative control group exposed solely to lecture delivery. ANCOVA analysis uncovered a statistically significant group effect, F(2, 26) = 65.14, p = .021, accompanied by a large η² = 0.95. Follow-up post hoc comparisons showed that the experimental group (M = 75.6) outpaced both control sections (M = 68.9 and M = 67.2, p < .001). Overall, results indicate that game-based learning can reliably enhance receptive language abilities and warrants further adoption in Arabic classrooms. These findings speak directly to how teachers and administrators might structure courses and introduce new techniques, especially where money and materials are scarce.