Arabic language learning in elementary schools is still predominantly characterized by conventional methods oriented toward lectures and memorization, which are less effective in fostering students’ learning interest. This condition becomes more complex in tahfizh-based schools, where students have already participated in memorization activities before academic learning begins, potentially leading to learning fatigue. Although Game-Based Learning has been widely studied across various subjects, empirical evidence regarding its effectiveness in increasing students’ interest in learning Arabic in tahfizh-based elementary schools remains limited. This study aims to analyze the effect of Game-Based Learning on Arabic language learning interest among first-grade students at Sekolah Tahfizh Attamam Sepakat and to provide empirical evidence regarding its implementation in the context of tahfizh-based schools. The study employed a quantitative approach using a quasi-experimental method with a Pretest–Posttest Control Group Design. The sampling technique was purposive sampling, with the research subjects divided into two groups: an experimental group consisting of 22 students who received game-based instruction and a control group consisting of 23 students who received conventional instruction. Data were collected through learning interest questionnaires, observations, and documentation, and were analyzed using descriptive statistics, normality tests, homogeneity tests, an independent-samples t-test, and an N-Gain test. The results showed that the implementation of Game-Based Learning had a positive and significant effect on increasing students’ interest in learning Arabic compared with conventional instruction. These findings indicate that Game-Based Learning can serve as an innovative learning strategy that supports more active, interactive, and enjoyable Arabic language learning in tahfizh-based elementary schools. ABSTRAK Pembelajaran bahasa Arab di sekolah dasar masih didominasi oleh metode konvensional yang berorientasi pada ceramah dan hafalan, sehingga kurang mampu membangun minat belajar siswa. Kondisi tersebut menjadi semakin kompleks pada sekolah berbasis tahfizh karena siswa telah mengikuti aktivitas menghafal sebelum pembelajaran akademik dimulai, sehingga berpotensi menimbulkan kejenuhan belajar. Meskipun Game-Based Learning telah banyak diteliti pada berbagai mata pelajaran, bukti empiris mengenai efektivitasnya dalam meningkatkan minat belajar bahasa Arab pada siswa sekolah dasar berbasis tahfizh masih terbatas. Penelitian ini bertujuan menganalisis pengaruh Game-Based Learning terhadap minat belajar bahasa Arab pada siswa kelas I Sekolah Tahfizh Attamam Sepakat sekaligus memberikan bukti empiris mengenai penerapannya dalam konteks sekolah tahfizh. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi experiment melalui desain Pretest–Posttest Control Group Design. Teknik pengambilan sampel menggunakan purposive sampling, di mana subjek penelitian dibagi menjadi dua kelompok, yaitu kelompok eksperimen (22 siswa) yang memperoleh pembelajaran berbasis permainan dan kelompok kontrol (23 siswa) yang menggunakan pembelajaran konvensional. Data dikumpulkan melalui angket minat belajar, observasi, dan dokumentasi, kemudian dianalisis menggunakan statistik deskriptif, uji normalitas, uji homogenitas, independent sample t-test, dan uji N-Gain. Hasil penelitian menunjukkan bahwa penerapan Game-Based Learning memberikan pengaruh positif dan signifikan terhadap peningkatan minat belajar bahasa Arab dibandingkan dengan pembelajaran konvensional. Temuan ini menunjukkan bahwa Game-Based Learning dapat menjadi strategi pembelajaran inovatif yang mendukung terciptanya pembelajaran bahasa Arab yang lebih aktif, interaktif, dan menyenangkan pada sekolah dasar berbasis tahfizh.
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