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Arabic Orthography: Development of Kahoot and Gamification Website-Based Writing Materials to Improve Understanding of Writing Rules Miolo, Mukhtar I.; Hula, Ibnu Rawandhy N.; Laiya, Fidya Fadila Safriana
Arabiyat : Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban Vol 12, No 1 (2025)
Publisher : Syarif Hidayatullah State Islamic University of Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to design and develop Arabic orthography instructional materials using the Kahoot platform integrated with gamification to enhance students’ understanding of Arabic writing rules. The research employed a Research and Development (R&D) approach using the ADDIE model, involving 60 students from MAN 1 Boalemo. The development process included needs analysis, content design, material digitization, validation, implementation, and evaluation. Expert validation confirmed high feasibility with ratings of 88% (media expert), 83% (content expert), and 92% (language expert). Trial implementation showed strong acceptance from both teachers (89%) and students (80%). Learning effectiveness was measured through pretest and posttest, with mean scores improving from 58.85 to 84.20. Paired sample t-tests indicated statistically significant improvement (p < 0.05), while normality tests confirmed data distribution was normal. The results suggest that gamified instructional design using Kahoot effectively boosts student motivation, engagement, and mastery of Arabic orthography. This work contributes to the field by offering an engaging, scalable, and pedagogically sound solution for Arabic language learning in digital environments.
Design and Implementation of Gamification-Based Arabic Language Learning Materials through the Quizizz Application to Enhance Students’ Motivation and Interactivity Laiya, Fidya Fadila Safriana
Albariq: Jurnal Pendidikan Bahasa Arab Vol. 6 No. 1 (2025): Albariq
Publisher : Program Studi Pendidikan Bahasa Arab (PBA), Universitas Islam Negeri Datokarama Palu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24239/albariq.v6i1.118

Abstract

This research aims to design and implement Arabic language learning materials incorporating gamification through the Quizizz application to enhance students’ motivation and interactivity. Grounded in the ADDIE model, this R&D study involved 60 students of MTs Al-Huda Gorontalo and one Arabic teacher, with expert validations from media, language, and content specialists. The needs analysis indicated that 89% of students perceived gamification as essential to overcoming boredom and passive engagement in Arabic learning. The developed media was validated as highly feasible by three experts: media (88%), content (89%), and language (92%). Implementation results showed a very positive response from students (83%) and the teacher (93%). The evaluation phase included a pretest-posttest analysis using SPSS 27. Descriptive statistics revealed a significant improvement: the average pretest score was 63.98 (CI 95%: 60.76–67.19), and the posttest score rose to 84.40 (CI 95%: 81.18–87.62). Normality tests indicated that the data did not fully meet the assumption of normality based on the Shapiro-Wilk test (pretest Sig. = 0.013; posttest Sig. = 0.001), although the Kolmogorov-Smirnov test for pretest was acceptable (Sig. = 0.200), allowing for parametric testing. The paired samples t-test confirmed a statistically significant difference (t = -12.677, df = 59, Sig. 0.000) with a mean difference between -23.639 and -17.194. These findings affirm that gamified learning materials significantly enhance student performance and engagement in Arabic instruction.
Arabic Orthography: Development of Kahoot and Gamification Website-Based Writing Materials to Improve Understanding of Writing Rules Miolo, Mukhtar I.; Hula, Ibnu Rawandhy N.; Laiya, Fidya Fadila Safriana
Arabiyat : Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban Vol. 12 No. 1 (2025)
Publisher : Syarif Hidayatullah State Islamic University of Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/a.v12i1.47225

Abstract

This study aims to design and develop Arabic orthography instructional materials using the Kahoot platform integrated with gamification to enhance students’ understanding of Arabic writing rules. The research employed a Research and Development (R&D) approach using the ADDIE model, involving 60 students from MAN 1 Boalemo. The development process included needs analysis, content design, material digitization, validation, implementation, and evaluation. Expert validation confirmed high feasibility with ratings of 88% (media expert), 83% (content expert), and 92% (language expert). Trial implementation showed strong acceptance from both teachers (89%) and students (80%). Learning effectiveness was measured through pretest and posttest, with mean scores improving from 58.85 to 84.20. Paired sample t-tests indicated statistically significant improvement (p < 0.05), while normality tests confirmed data distribution was normal. The results suggest that gamified instructional design using Kahoot effectively boosts student motivation, engagement, and mastery of Arabic orthography. This work contributes to the field by offering an engaging, scalable, and pedagogically sound solution for Arabic language learning in digital environments.