Proceeding International Conference on Education
Volume 03, Agustus Tahun 2025: International Conference on Education

The Use of Gamification in Arabic Vocabulary Learning: A Literature Study

Aza, Fahema Hadia (Unknown)
Renata, Yessica Tiara (Unknown)
Faiqoh, Putri Kholida (Unknown)



Article Info

Publish Date
22 Nov 2025

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.

Copyrights © 2025






Journal Info

Abbrev

proceedings

Publisher

Subject

Religion Education Social Sciences Other

Description

Education in the digitalized era: Navigating trends and innovations for future education Sub-themes: 1. Innovative Technologies in Education 2. Digital Learning Platforms and Tools 3. Pedagogical Methods and Innovations in Islamic Education 4. Teaching and Learning 5. Digital Literacy and Skills ...