Isniyatun Niswah MZ
Universitas Hasyim Asy’ari Tebuireng Jombang

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TATHWIR AL LU’BAH “BRAIN’S ADVENTURE” LI TANMIYATI DZAKIROH QOSHIROTUL MADAY LADAY THULLAB FI TA’LIM ALAROBIYYAH Lailatul Qomariyah; Isniyatun Niswah Mz; Abdul Qodir; Mu’at Mu’at; Iva Inyatul Ilahiyah; Luthfi Hakim; Nur Kuswanti
El-Tsaqafah : Jurnal Jurusan PBA Vol. 23 No. 2 (2024): Oktober 2024
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/tsaqafah.v23i2.11312

Abstract

It turns out that the phenomenon in teaching Arabic is that students' thinking skills are still low. This phenomenon is evident in the number of students who give wrong answers to Arabic language questions that require deep thinking during Arabic language teaching. This is not consistent with the current curriculum that requires students to develop their mentality, specifically to think either critically or creatively. This phenomenon indicates that the level of thinking skills, especially in short-term memory, among students is still low. Therefore, the aim of this research is to develop the game "Brain Adventure" to develop short-term memory among students in teaching Arabic to sixth grade primary school students. The method used in this research is developmental research with the ADDIE development model. This model is implemented in several stages, namely analysis, design, development, implementation, and evaluation. The researchers focused on the first four stages. The results of this research are: the first stage of this research is the analysis of the curricula, the analysis of the materials, and the analysis of the students' memory abilities. The second stage is the design of questions and materials according to the curriculum. The third stage is the development of the game using the adventure model. The fourth stage is the implementation, which includes testing the material experts and educational media experts before implementing the developed game on small topics. As for the results of the questionnaire, the level of feasibility of the adventure game from the experts falls into the value "very good". This indicates that this game is suitable for use in teaching the Arabic language as a teaching tool to develop short-term memory in students.
Analisis Buku Ajar Bahasa Arab: Telaah Buku Arabiyyah Linnasyiin Dalam Perspektif Teori William Frances Mackey Isniyatun Niswah MZ
Muróbbî: Jurnal Ilmu Pendidikan Vol. 8 No. 2 (2024): September
Publisher : Fakultas Tarbiyah Institut Agama Islam Bani Fattah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52431/murobbi.v8i2.3097

Abstract

Interesting to study is the Arabic textbook Arabiyyah Linnasyiin This book will be further examined using William Francis Mackey's theory, which explains that a good textbook must fulfill three aspects: selection, gradation, presentation, and repetition. To achieve maximum research outcomes, this study employs a descriptive analysis method with a library research approach, where data sources are gathered from library materials such as books, journals, seminar proceedings, newspapers, and similar resources. The results of this study show that the Arabiyyah Linnasyiin textbook consists of four language skills: speaking (Muhadatsah), reading (maharah Qiroah), writing (maharah Kitabah), and grammatical analysis in the form of exercises (Ta'bir Syafahiyah). When viewed from the level of student learning, Arabiyyah li Nasyiin has six levels, consisting of Volume I, Volume II, Volume III, Volume IV, Volume V, and Volume VI. These levels are based on learning Arabic at the beginner, intermediate, and advanced levels. This book includes indicators and basic competency standards, though there is no set time limit. Secondly, in the Arabiyyah Linnasyiin textbooks, from the first to the sixth volume, the levels are categorized by themes, vocabulary, grammatical analysis, and the exercises provided. Thirdly, the Arabiyyah Linnasyiin textbook is comprehensive in terms of covering the four aspects of Arabic language skills, with content that includes maharah kalam, maharah qiroah, maharah kitabah, and grammatical analysis in the form of exercises.  In terms of procedure, the Arabiyyah Linnasyiin textbook uses a pictorial procedure, a teaching method that employs images. Fourth, regarding speaking, from Volume I to Volume VI, the speaking-related material is extensive and complete, corresponding to the levels and themes provided. For reading, the reading themes maharah qiroah in Volumes I to VI are dense and thorough, appropriate to the students' level of proficiency. In terms of writing, the writing-related material in Arabiyyah Linnasyiin is only provided in Volume I, and this is tailored to the students' proficiency level in learning Arabic.
TATHWIR AL LU’BAH “BRAIN’S ADVENTURE” LI TANMIYATI DZAKIROH QOSHIROTUL MADAY LADAY THULLAB FI TA’LIM ALAROBIYYAH Lailatul Qomariyah; Isniyatun Niswah Mz; Abdul Qodir; Mu’at Mu’at; Iva Inyatul Ilahiyah; Luthfi Hakim; Nur Kuswanti
El-Tsaqafah : Jurnal Jurusan PBA Vol. 23 No. 2 (2024): Oktober 2024
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/tsaqafah.v23i2.11312

Abstract

It turns out that the phenomenon in teaching Arabic is that students' thinking skills are still low. This phenomenon is evident in the number of students who give wrong answers to Arabic language questions that require deep thinking during Arabic language teaching. This is not consistent with the current curriculum that requires students to develop their mentality, specifically to think either critically or creatively. This phenomenon indicates that the level of thinking skills, especially in short-term memory, among students is still low. Therefore, the aim of this research is to develop the game "Brain Adventure" to develop short-term memory among students in teaching Arabic to sixth grade primary school students. The method used in this research is developmental research with the ADDIE development model. This model is implemented in several stages, namely analysis, design, development, implementation, and evaluation. The researchers focused on the first four stages. The results of this research are: the first stage of this research is the analysis of the curricula, the analysis of the materials, and the analysis of the students' memory abilities. The second stage is the design of questions and materials according to the curriculum. The third stage is the development of the game using the adventure model. The fourth stage is the implementation, which includes testing the material experts and educational media experts before implementing the developed game on small topics. As for the results of the questionnaire, the level of feasibility of the adventure game from the experts falls into the value "very good". This indicates that this game is suitable for use in teaching the Arabic language as a teaching tool to develop short-term memory in students.