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Journal : Proceeding International Conference on Education

Digital Flipbook: An Innovative Medium for Arabic Vocabulary Learning Farida; Faiqoh, Putri Kholida; Faruq, Umar
Proceeding International Conference on Education Volume 03, Agustus Tahun 2025: International Conference on Education
Publisher : Faculty of Tarbiyah, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

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Abstract

This research is based on issue in Arabic language learning at MTsN 1 Kediri, especially the lack of use of technology in developing materials from UKBM books. Students get bored quickly and have difficulty understanding the material, while they are more enthusiastic when learning with digital media. The main focus of Arabic language learning is mastery of vocabulary, so researchers develop learning media in the form of flipbook-based digital books to support mastery of vocabulary. This book is designed according to students who are familiar with technology. The purpose of this study was to determine the development process and effectiveness of using flipbook digital books in learning Arabic vocabulary at MTsN 1 Kediri. This study uses the R&D method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Validation by media and material experts obtained an average of 92.31% from media experts and 90% from material experts which is included in the very feasible category. The effectiveness of the media was tested using the N-Gain test, with an average result of 0.76 is include in the high category and effective, indicating a significant increase in mastery of vocabulary after using flipbook digital books.
Developing Interactive Arabic Teaching Materials Based on Heyzine Flipbook for Junior High School Students 'Aini, Putri Nur; Faiqoh, Putri Kholida; Sholihuddin, Ahmad
Proceeding International Conference on Education Volume 03, Agustus Tahun 2025: International Conference on Education
Publisher : Faculty of Tarbiyah, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

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Abstract

This research was conducted in response to the limited availability of effective and engaging Arabic language teaching materials at MTs. Raudlatut Thalabah. The existing instructional resources primarily consisted of student worksheets (LKS), with minimal use of multimedia tools, leading to low student engagement and difficulty in understanding the material, particularly the topic of at-ta’aruf. The purpose of this research was to develop Arabic teaching materials using Heyzine Flipbook and to evaluate their strengths and weaknesses. The research employed a Research and Development (R&D) approach using the ADDIE instructional design model, which includes the stages of Analyze, Design, Development, Implementation, and Evaluation. Data collection methods involved observation, interviews, documentation, questionnaires, and tests. The final product was an interactive flipbook enriched with audio, video, and quizzes. Validation results indicated that the material was highly valid in terms of content (90.5%) and media (82.7%). Feedback from teachers and students was also very positive, with response rates of 85.6% and 89.2%, respectively. Additionally, the effectiveness of the material was demonstrated by an normalized gain (N-gain) score of 76.5%, categorized as effective. The advantages of the developed material include its digital format, online accessibility, multimedia support, and interactive quizzes with automatic scoring. However, limitations remain, such as the material’s focus on a single topic (at-ta’aruf) and its reliance on an internet connection, which restricts offline accessibility.
The Use of Gamification in Arabic Vocabulary Learning: A Literature Study Aza, Fahema Hadia; Renata, Yessica Tiara; Faiqoh, Putri Kholida
Proceeding International Conference on Education Volume 03, Agustus Tahun 2025: International Conference on Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, Universitas Islam Negeri (UIN) Syekh Wasil Kediri, Indonesia

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Abstract

In the digital era, teachers are required to integrate technology optimally in learning. One of the methods used in learning Arabic vocabulary is gamification. The approach in this research uses a literature study. Literature study is conducted by collecting references consisting of several previous studies, then compiled to draw conclusions. To maintain the accuracy of the content, the researcher will re-read carefully the collected literature. The purpose of this study is to describe the use of gamification in learning Arabic vocabulary and identify digital platforms that support it. The results obtained from several game platforms, including Kahoot!, Wayground, Wordwall, and Educaplay, can be used as media for learning Arabic vocabulary. However, there are challenges in implementing gamification methods, such as limited tools and teacher skills in utilising the platform. Therefore, some actions are needed, such as digital integrated learning training and training in memorizing Arabic vocabulary, so that gamification-based learning can be applied optimally.