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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.
Penerapan Bi’Ah Arabiyah Untuk Meningkatkan Maharah Kalam Santriwati Pondok Pesantren Riyadlul Qur’An Arifah Liqo’ Robbani; Mu’at Mu’at
JURNAL ILMIAH NUSANTARA Vol. 3 No. 2 (2026): Jurnal Ilmiah Nusantara Maret 2026
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jinu.v3i2.8657

Abstract

Arabic Language EnvironmentArabic language education in Indonesia plays a very important role, especially In Islamic educational institutions such as pesantren. Riyadlul Qur'an Islamic Boarding School in Mojokerto, which focuses primarily on teaching the Qur'an through memorization, has implemented a policy of using Arabic in the daily lives of its students. The uniqueness of this boarding school lies in its ability to integrate Quranic education with an Arabic-language environment. The study employs a qualitative methodology with a case study approach. Data were gathered through multiple methods such as direct observation, detailed interviews, and document analysis involving the caregivers, teachers, mudabbiroh, and female students as the main sources of information. Meanwhile, The data analysis techniques used are data reduction, data presentation, and conclusion drawing. The research findings presented by the researcher are as follows: (1) The Arabic-language environment at the Riyadhul Qur’an Islamic Boarding School in Mojokerto has proven to be highly significant in improving the speaking skills of female students. This environment is created through mandatory Arabic language policies, daily vocabulary practice (mufrodat), a language monitoring system (jasus), and the active role of teachers and mudabbiroh as mentors who encourage the use of Arabic in daily life. (2) Supporting factors identified in this study include consistent policies from the boarding school, teacher involvement, and adequate facilities. On the other hand, inhibiting factors include the students' lack of Arabic language foundation, the use of local dialects in daily communication, and fear of speaking due to concerns about making mistakes. This study concludes that a well-structured Arabic-language environment can enhance female students' speaking ability, as evidenced by their continued use of Arabic in communication even after graduating from the boarding school.
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.