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Enhancing the Use of ChatGPT for Self-Talk Practice: Integrating Gamification and Artificial Intelligence into Arabic Language Education Muhammad Hafidz; Amrini Shofiyani; Muhammad Yasin Fatchul Barry
Journal of Educational Studies Vol. 3 No. 3 (2025): Desember
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/jes.v3i3.3505

Abstract

Conversation skills often pose a major obstacle for self-directed learners of Arabic due to the limited availability of conversation partners and authentic practice environments. The emergence of artificial intelligence, such as ChatGPT, presents new opportunities; however, its use for conversational practice remains suboptimal due to the absence of structured pedagogical approaches, including gamification elements that could enhance motivation. The main research question is: How can the use of ChatGPT as a virtual conversation partner for self-directed conversational practice be improved by integrating principles of gamification and artificial intelligence to effectively enhance Arabic speaking skills?. This research aims to: (1) design a model for self-directed conversational practice based on ChatGPT and integrated with gamification elements (points, levels, challenges, immediate feedback); (2) test the effectiveness of this model in improving speaking fluency, vocabulary mastery, and learner self-confidence; (3) identify the strengths and limitations of ChatGPT as a conversational agent in the context of Arabic language teaching. The research adopts a design-based research methodology and consists of three phases: needs analysis, model development, and a limited-scale experiment. Participants are 30 self-directed learners of Arabic at the basic and intermediate levels. Instruments include oral tests (pre- and post-), an observation form for interactions with ChatGPT, a motivation questionnaire, and semi-structured interviews. Quantitative data will be analyzed using paired-samples t-tests, while qualitative data will be analyzed using thematic analysis. The research is expected to provide: (1) a structured protocol for self-directed conversational practice using ChatGPT with gamified scenarios (e.g., daily tasks, conversation challenges, a point system); (2) empirical evidence of significant improvement in speaking fluency (with a minimum target of 25%) and learning motivation compared to traditional methods; (3) practical recommendations on how to formulate effective prompts for ChatGPT to generate responses appropriate to learners' proficiency levels and to support topic-based conversational practice. Optimizing the use of ChatGPT for self-directed conversational practice requires pedagogical design that not only relies on AI capabilities alone but also incorporates gamification principles to maintain engagement and sustainability in learning. The findings of this research are expected to serve as a reference for developers of Arabic teaching materials and for self-directed learners in using AI effectively. Further research is recommended to test this model over a longer period and with a broader population
INOVASI MEDIA DIGITAL STORY BOOK UNTUK MENINGKATKAN MAHARAH QIRA’AH BAHASA ARAB KELAS VII MTSN 3 JOMBANG Mamluk Ahtul Hidayah; Amrini Shofiyani; Rina Dian Rahmawati; Zaki Ahmad Fauzan
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 3 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i3.2563

Abstract

This study aims to develop an interactive Digital Story Book learning media to significantly enhance Arabic reading skills (maharah qirā’ah) among seventh-grade students at MTsN 3 Jombang. Reading skills play a crucial role but are often hindered by low interest and monotonous media. The research employed a Research and Development (R&D) method utilizing the comprehensive 4D model (Define, Design, Develop, and Disseminate). Data were systematically collected through initial observations, in-depth interviews, questionnaires, pre-tests, and post-tests to measure skill improvements. The results of the material expert validation obtained an outstanding feasibility score of 90.59%, while the media expert validation reached 96.00%, both categorized as highly feasible for implementation. Field trials indicated an overwhelmingly positive student response with a score of 97.53%, proving that the media is highly engaging, user-friendly, and effective. The paired sample t-test revealed a significant difference between pre-test (average 37.23) and post-test (average 89.97) results with a p-value < 0.05, confirming that the interactive Digital Story Book effectively improves Arabic reading skills.
Pesantren Kilat dalam Pembinaan Karakter Islami melalui Sinergi TPQ Desa Plosokerep Dyah Ayu Sri Hartanti; Amrini Shofiyani; Fajar Mohammad Izzuddin; Ririn Fitriyani; Erna Dwi Widiya Ningrum; Abdun Nafi’ Mustajab; Tirto Sembiring; Bani Maftuh; M. Ahya Assyukri; Zuhroh Kamilatul; Indra Bayu Sadewo
Jumat Keagamaan: Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2026): April
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimasagama.v7i1.6246

Abstract

This community service program aimed to strengthen Islamic character education among children in Plosokerep village through a collaborative pesantren kilat involving nine TPQs. The main issue addressed was the limited variation and integration of learning materials in TPQs, which tended to focus only on reading iqra’ and memorizing short surahs. Using the Participatory Action Research (PAR) and Asset Based Community Development (ABCD) approaches, the program engaged 29 students as direct beneficiaries. Activities were conducted in TPQ Al-Madinah and integrated four main subjects: basic fiqh, akhlak, Arabic language, and Qur’an recitation (tahsin). Results show that more than 80% of participants improved their understanding and practice, particularly in Qur’an recitation and Islamic manners. A pesantren kilat module was produced as the main output, serving as a practical guide for TPQs to continue the program independently. The collaboration successfully fostered stronger networks among TPQs, increased social interaction, and contributed to the sustainable development of Islamic education in the community.
Pengembangan Buku Ajar Bahasa Arab Berbasis Muhadatsah untuk Maharah Kalam Siswa Kelas X Madrasah Aliyah: PengeDevelopment of Arabic Language Textbooks Based on Muhadatsah for Maharah Kalam of Grade X Students of Madrasah Aliyahmbangan Buku Ajar Bahasa Arab Berbasis Muhadatsah untuk Maharah Kalam Siswa Kelas X Madrasah Aliyah Lastry Retnasary; Nurul Hidayah; Amrini Shofiyani
Jurnal Pendidikan Sains dan Komputer Vol. 6 No. 01 (2026): Artikel Riset, February 2026
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/jpsk.v6i01.8033

Abstract

This research is motivated by the low mastery of Arabic speaking skills of students at MA Al-Ihsan Kalijaring Jombang, which has an impact on decreasing student interest and learning outcomes. This condition occurs because the learning process is still conventional, so that students tend to be passive and easily feel bored in following Arabic language learning. Therefore, this research aims to develop a Muhadatsah-based Arabic language textbook as a solution to overcome the low mastery of Arabic speaking skills of students. The method used in this research is Research and Development (R&D) by adopting the ADDIE model. The subjects of this research were 20 students of class X IPA and IPS MA Al-Ihsan Kalijaring Jombang. The data collection instruments used included questionnaires and tests. The types of data analyzed produced qualitative and quantitative data, which showed that: (1) teaching materials have been successfully developed in the form of Muhadatsah-based Arabic language textbooks; (2) based on the validity test, the developed textbooks reached a valid feasibility level with an average of 79.33% from material experts and 78.33% from media experts; and (3) the level of effectiveness of the textbook is classified as very effective, which is shown by comparing the pre-test scores with an average of 30% and the post-test with an average of 90%.
Implementasi Pembelajaran Maharoh Kitabah dengan Media Interaktif Microsite S.ID untuk Meningkatkan Motivasi Siswa Aty Mahfudzah; Amrini Shofiyani; Aufia Aisa
Al-Lahjah : Jurnal Pendidikan, Bahasa Arab, dan Kajian Linguistik Arab Vol. 8 No. 2 (2025): Juli
Publisher : LPPM Universitas KH.A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/lahjah.v8i2.6171

Abstract

Penelitian ini bertujuan untuk menerapkan bahan ajar Maharah Kitabah (Imla') yang dikembangkan dengan media interaktif berbasis platform S.ID Microsite, guna meningkatkan motivasi belajar siswa pada mata pelajaran bahasa Arab di kelas X MA Unggulan KH. Abd Wahab Hasbulloh Jombang. Masalah utama yang teridentifikasi adalah rendahnya minat dan motivasi siswa dalam pembelajaran keterampilan menulis bahasa Arab (imla') dengan metode tradisional. Dengan pendekatan deskriptif kualitatif, data diperoleh melalui observasi, wawancara, dan dokumentasi yang melibatkan guru dan siswa. Hasil penelitian menunjukkan bahwa penggunaan S.ID Microsite dapat menciptakan pembelajaran yang lebih interaktif, menarik, dan menyenangkan. Materi Imla' disajikan dalam format teks, video, kuis, dan permainan edukatif yang dapat diakses secara fleksibel melalui perangkat digital. Pendekatan ini mendorong peningkatan partisipasi, kolaborasi, dan retensi materi siswa. Meskipun terdapat kendala seperti risiko penyalahgunaan perangkat digital dan proses pembuatan konten yang memakan waktu, manfaat penerapan media berbasis teknologi ini jauh lebih menonjol. Kesimpulannya, inovasi pembelajaran imla' melalui S.ID Microsite efektif dalam meningkatkan motivasi belajar sekaligus menjadi alternatif pengajaran yang relevan bagi generasi digital saat ini.
Upaya Pengenalan Media Pembelajaran Ular Tangga 3D Amrini Shofiyani; Nurul Hidayah; Muhammad Yasin Fatchul Barry; Dzikrul Hakim Al-Ghozali; Hafif Azizah; Nur Herlina; Zayyana Fajar Febriana Nur; Muhammad Romadhon; Muslimin Muslimin
Al-Tafani: Jurnal Inovasi dan Pengabdian Kepada Masyarakat Vol. 2 No. 1 (2024): Maret
Publisher : Lembaga Einstein College

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63987/AL-TAFANI.v2i1.47

Abstract

This academic article explores the implementation of a 3D Snake and Ladder as an innovative learning medium in the context of community empowerment in education. Authored by Amrini Shofiyani and team from Universitas KH. A. Wahab Hasbullah, the study addresses the prevalent issue of a lack of engaging learning media faced by students, particularly in Desa Kauman, Kecamatan Mojoagung, Kabupaten Jombang, Provinsi Jawa Timur. The article introduces the concept of 3D Snake and Ladder as a game-based learning tool, aiming to enhance students' interest, teamwork, and cognitive skills. The Game Based Learning approach is employed as a method for the training program, conducted with students from MI Sulaimaniyah. The results indicate a high level of practicality, with an average percentage of 89.7% based on students' responses to the 3D Snake and Ladder learning medium. The study contributes to providing an engaging and effective learning experience for students, fostering motivation and curiosity.