cover
Contact Name
Ansar
Contact Email
jdale@umi.ac.id
Phone
+6281354397912
Journal Mail Official
jdale@umi.ac.id
Editorial Address
Jalan Urip Sumoharjo KM. 05 (Kampus II), Makassar, Sulawesi Selatan
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Journal of Digital Arabic Language Education
ISSN : -     EISSN : 31105467     DOI : https://doi.org/10.33096
Core Subject : Education,
The Journal of Digital Arabic Language Education (J-DALE) is a scholarly journal focused on research and innovation in using digital technology for Arabic language learning and teaching. It serves as a platform for researchers and practitioners developing methods, media, and models of Arabic language education based on modern technology to enhance the quality of education in the digital era. This journal aims to publish high-quality articles that advance theory and practice in digital technology-based Arabic language education. J-DALE encourages collaboration among academics, educators, and technology developers to present effective and impactful innovations in Arabic language education.
Articles 10 Documents
Implementation of Augmented Reality to Improve Vocabulary Mastery at Madrasah Tsanawiyah Negeri 2 Makassar Supardi, Nur Azizah; Syahid, Akhmad; Syahrul, Muhammad; Zainal, Abdul Qahar; Wahab, Abdul
Journal of Digital Arabic Language Education Vol. 1 No. 2 (2025): December
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/6dep6105

Abstract

This study investigates the effectiveness of Augmented Reality (AR)-based learning media in improving Mufradat (vocabulary) mastery among 8th-grade students at Madrasah Tsanawiyah Negeri 2 Makassar. Titled "The Implementation of Augmented Reality (AR)-Based Learning Media to Improve Mufradat Mastery of Students in Class VIII.10 of MTsN 2 Makassar," the research aims to describe the application of AR media and its impact on students' vocabulary acquisition. The goal is to provide teachers with an innovative alternative for teaching Arabic and to help students learn Mufradat more engagingly. Employing a Classroom Action Research (CAR) approach with the Kemmis and McTaggart model, the study involves planning, action, observation, and reflection across two cycles, each with two meetings. The subjects were 34 students (17 male, 17 female) from class VIII.10 at MTsN 2 Makassar. Data was collected through observation, tests, and documentation, then analysed both quantitatively and qualitatively. The results indicate that AR-based learning significantly enhances student engagement and mastery of Mufradat. The average learning outcome scores increased from 60.91 in the pre-cycle to 74.35 in cycle I and further to 85.5 in cycle II. Learning completeness also rose from 14.71% in the pre-cycle to 47.05% in cycle I and 82.35% in cycle II. Thus, AR-based learning media proves effective in improving student learning outcomes, particularly in mastering Arabic Mufradat.
Using Quiz Whizzer as a Medium for Evaluating Arabic Vocabulary Learning in Class VII.9 Students Al Ghifary , Afif; Beddu Malla , Agussalim; Wahyudin, Wahyudin; Zainal , Abdul Qahar; Muhammad, Muhammad
Journal of Digital Arabic Language Education Vol. 1 No. 2 (2025): December
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/jdale

Abstract

This study aims to describe the implementation of QuizWhizzer as an interactive medium for evaluating Arabic vocabulary learning and to examine students’ responses to its use in Grade VII.9 at MTsN 2 Makassar. The study was motivated by the low level of students’ interest and engagement resulting from the continued use of conventional evaluation methods. Therefore, a technology-based evaluation medium was needed to create a more interactive and enjoyable learning environment. This research employed a descriptive qualitative approach involving six Grade VII.9 students of MTsN 2 Makassar as research participants. Data were collected through classroom observation, in-depth interviews, and documentation, and analyzed using the Miles and Huberman data analysis model, which includes data reduction, data display, and conclusion drawing. The findings indicate that the use of QuizWhizzer creates a more enjoyable evaluation atmosphere, enhances students’ active participation, and increases learning motivation. Students reported feeling more relaxed and interested due to the game-based features and real-time feedback, which helped them identify errors more quickly. However, limitations related to device availability and internet connectivity were identified. Overall, QuizWhizzer is effective as an interactive evaluation medium for Arabic vocabulary learning at the junior secondary school level.
Improving Arabic Vocabulary Mastery through the Drops Application among Seventh-Grade Madrasah Tsanawiyah Students Almujaddid, Abdurrahman; Zainal, Abdul Qahar; Syahid, Akhmad; Malla, Agussalim Beddu; Surani
Journal of Digital Arabic Language Education Vol. 1 No. 2 (2025): December
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/44r51m89

Abstract

This study aims to examine the implementation of the Drops application–based learning media in Arabic language learning, particularly in vocabulary (mufradat) instruction, and to determine the extent to which the application improves students’ vocabulary mastery at the seventh grade of MTsN 2 Makassar. The research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of four stages: planning, action, observation, and reflection. The study was conducted in two cycles involving 36 students of class VII.5 at MTsN 2 Makassar. Data were collected through observation, tests (pre-test and post-test), and documentation. Data analysis was carried out using qualitative and quantitative approaches, specifically comparative descriptive statistics. The results indicate that the use of the Drops application as a learning medium creates an interactive, enjoyable, and motivating learning environment, encouraging students to participate more actively in the learning process. Improvement in vocabulary mastery was evident from the students’ learning outcomes, which showed significant increases in each cycle. The percentage of students achieving mastery increased from 5.56% in the pre-cycle to 52.78% in Cycle I and reached 86.11% in Cycle II. Therefore, the use of the Drops application–based learning media is proven to be effective in improving students’ Arabic vocabulary mastery
The Use of Quizizz Application–Based Learning Media to Improve Vocabulary Mastery in Arabic Language Learning Pebriansyah, Yayan; Syahid, Akhmad; Wahab, Abdul; Ansar
Journal of Digital Arabic Language Education Vol. 1 No. 2 (2025): December
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/fmmzs470

Abstract

The low level of students’ mastery of mufrodat (vocabulary) in Arabic language learning is one of the factors hindering the achievement of learning objectives, particularly among Grade VII students at MTsN 2 Makassar. Conventional teaching methods have resulted in students being less active and less motivated to participate in the learning process. Therefore, this study aims to examine the implementation of the Quizizz application–based learning media in teaching mufrodat in Arabic language learning and to analyze its effectiveness in improving vocabulary mastery among Grade VII students of MTsN 2 Makassar. This research employed a Classroom Action Research (CAR) approach using the Kemmis and McTaggart model, which consists of four stages: planning, action implementation, observation, and reflection. The study was conducted in two cycles with 38 Grade VII students of MTsN 2 Makassar as the research subjects. Data were collected through observation, tests (pre-test and post-test), and documentation. Data analysis was carried out using qualitative and quantitative approaches with comparative descriptive statistics. The results of the study indicate that the use of the Quizizz application–based learning media can increase students’ activeness and learning outcomes in mufrodat mastery. This is evidenced by improvements in learning completeness, which increased from 5.26% in the pre-cycle stage to 52.63% in Cycle I and 86.84% in Cycle II. Thus, the Quizizz application–based learning media is proven to be effective and feasible for improving mufrodat mastery in Arabic language learning.
The Impementation of Classpoint as an Interactive Media to Increase Students’ Interest in Learning Arabic at Grade VII.4 of MTsN 2 Makassar Anugrahyarti, Nurul; Beddu Malla, Agussalim; Wahab, Abdul; Zainal, Abdul Qahar; Hasriani, Andi
Journal of Digital Arabic Language Education Vol. 1 No. 2 (2025): December
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/gknbzf63

Abstract

This study aims to determine the application of Classpoint interactive learning media in increasing the interest of VII.4 students in learing Arabic at MTsN 2 Makassar. This research employed a Classroom Action Research (CAR) design conducted in two cyles (Kemmis & McTaggart model) through the stages of planning, action, observation, and reflection. The subjects of this study consisted of 38 students. The instruments used included a learning interest questionnaire (15 items, 4-point scale), teacher implementation observation sheets, student activity observation sheets, and documentation. The results showed a significant improvement in students’ learning interest from the pre-cycle to the second cycle. In the pre-cycle, the average score was 30.58 (50.96%, low category). After the implementation of Classpoint in the first cycle, the average score increased to 43.73 (72.89%, moderate category), with 27 students (71.05%) in the high category and 11 students (28.95%) in the moderate category. In the second cycle, there was a further increase to an average of 57.34 (95.57%, high category), with all 38 students (100%) classified in the high category. Based on these findings, it can be concluded that the use of Classpoint interactive learning media is effective in increasing students’ interest in learning Arabic at grade VII.4 of MTsN 2 Makassar. It is recommended that teachers utilize Classpoint in a structured manner and provide assistance for students who are less familiar with digital devices to ensure more equitable outcomes.
Implementation of Powtoon Animation to Enhance Reading Skills of Grade IX C Students Amalia, Tazkiah; Zainal, Abdul Qahar; Syahrul, Muhammad; Syahid, Akhmad; Abna, Nurjannah
Journal of Digital Arabic Language Education Vol. 1 No. 2 (2025): December
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/d6cjzj08

Abstract

The fundamental premise of this inquiry is directed toward accelerating the competency of maharah al-qirā’ah among students of Class IX C at SMP Islam Al-Bayyinah Makassar, leveraging Powtoon animation media as a pedagogical instrument. The methodological framework adopted embraces a Classroom Action Research (CAR) design oriented toward a mixed-method approach, operationalized through two intervention cycles. Each cycle encompasses critical phases: design, action execution, observation, and reflection. Data collection techniques encompass tests, observations, and interviews. Regarding analysis, qualitative data is processed via reduction, presentation, and conclusion drawing, whereas quantitative data is processed through mean calculation and mastery percentage. Numerical data reveals a significant surge in average scores, escalating from 67.76 in the pre-test to 90.33 by the conclusion of Cycle I, and further advancing from 81.76 to 94.47 in Cycle II. Learning mastery indicators also experienced an escalation, shifting from 41.18% to 88.89% in Cycle I, and from 76.47% to 94.44% in Cycle II. In the qualitative dimension, students exhibited heightened levels of engagement, concentration, and enthusiasm throughout the learning process. This synthesis of data confirms that Powtoon animation media possesses significant efficacy in enhancing students' Arabic text reading capabilities.
Application of Spinner Media in Improving Arabic Learning Outcomes of Madrasah Tsanawiyah Students Sitti Mutmainnah Arham Arham; Agussalim Beddu Malla; Ratika Ningsih; Nurjannah
Journal of Digital Arabic Language Education Vol. 2 No. 1 (2026): June
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/e3cssg98

Abstract

This study aims to examine the effectiveness of spinner media in improving Arabic language learning outcomes of Grade VII A students at MTs Muallimin Muhammadiyah Makassar. A Classroom Action Research (CAR) design following the Kemmis and McTaggart model was employed across two cycles, each comprising four stages: planning, action, observation, and reflection. The research was motivated by low student achievement and limited motivation resulting from conventional, teacher-centered instruction. Results demonstrate consistent improvement across each phase. In the pre-cycle stage, only 22% of students met the minimum passing standard (KKM), with a class mean score of 57. Following spinner media implementation in Cycle I, the completeness rate rose to 48% with a mean of 74. In Cycle II, results surpassed the KKM of 75, reaching 85% completeness and a mean score of 85. Student activity scores improved from "sufficient" (2.4) in Cycle I to "good" (3.7) in Cycle II. The spinner media effectively enhanced student enthusiasm, active participation, and vocabulary (mufrodat) mastery. The study concludes that spinner media is an innovative and practical instructional solution for Arabic language learning in madrasah settings.
Implementation of Game-Based Learning Method Using Digital Cards to Improve Understanding of Arabic Grammar Iga kusni; Ruslan Wahab; Hasanna Lawang; Wahyudin Wahyudin; Agus Salim Beddu Malla
Journal of Digital Arabic Language Education Vol. 2 No. 1 (2026): June
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/4kqg2m21

Abstract

This study aims to improve the understanding of Arabic Grammar through a game-based learning method using digital cards for class IX Skill students at MTsN 1 Makassar City. This study was motivated by students' low learning outcomes in understanding Grammar, caused by the use of less interactive learning methods. The type of research used is Classroom Action Research (CAR) with the Kemmis and McTaggart model, carried out in two cycles, each consisting of the planning, implementation, observation, and reflection stages. The research subjects were 20 students. Data collection techniques included observation and learning outcome tests (pre-test and post-test). Data were analyzed quantitatively and qualitatively. The results showed that implementing the Game-Based Learning method using digital cards significantly improved student learning outcomes. In the pre-cycle stage, the average student score was 53.8 with a 10% completion rate. In the first cycle, the average score increased to 79.25 with a 60% completion rate. Furthermore, in cycle II, improvement continued, with an average score of 88.35 and a completion rate of 95%. Furthermore, student activity and participation in learning increased, as indicated by greater involvement in discussions, group work, and educational games. Therefore, it can be concluded that the game-based learning method using digital cards is effective in improving understanding of Arabic grammar and creating more interactive and enjoyable learning. This method is recommended as an alternative innovative learning strategy.
Digital Transformation in Arabic Language Learning: Enhancing Vocabulary Acquisition through H5P Interactive Video Baiq Raudatussolihah; Ali Fathurrahman
Journal of Digital Arabic Language Education Vol. 2 No. 1 (2026): June
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/jdale.v2i1.76

Abstract

The rapid growth of digital technology has significantly transformed language education, including Arabic language learning in both formal and non-formal educational institutions. One of the most challenging aspects in Arabic learning is vocabulary acquisition because students often experience difficulties in memorizing, understanding, and applying vocabulary in authentic communication contexts. This study explores the role of H5P Interactive Video as an innovative digital learning medium in enhancing Arabic vocabulary acquisition among students. The research employs a qualitative library research design supported by recent empirical studies related to educational technology, interactive multimedia, and Arabic language pedagogy. Data were collected from scholarly journals, books, and recent studies published between 2020 and 2025. The findings reveal that H5P Interactive Video contributes positively to vocabulary mastery through interactive quizzes, immediate feedback, audiovisual stimulation, contextual learning experiences, and learner-centered activities. Furthermore, the integration of H5P promotes students’ motivation, engagement, autonomy, and retention of Arabic vocabulary. Interactive digital learning environments also support constructivist and multimedia learning theories by combining visual, auditory, and kinesthetic elements in one platform. Despite several challenges such as technological readiness, internet accessibility, and teacher digital literacy, H5P Interactive Video remains a promising innovation in Arabic language education. This study concludes that digital transformation through H5P Interactive Video can significantly enhance vocabulary acquisition and create more meaningful Arabic learning experiences in the twenty-first century educational environment.
Penerapan Media Interaktif Berbasis Canva untuk Meningkatkan Maharah Al-Kalam Siswa Kelas VIII.12 MTsN 2 Makassar Anisapitri; Wahyudin Wahyudin; Abdul Qahar Zainal; Agus Salim Beddu Malla; Subaedah Subaedah
Journal of Digital Arabic Language Education Vol. 2 No. 1 (2026): June
Publisher : Program Studi Pendidikan Bahasa Arab, Fakultas Agama Islam, Universitas Muslim Indonesia

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

Abstract

This study aims to improve the Maharah Al-Kalam (speaking skills) of eighth-grade students in class VIII.12 at MTsN 2 Makassar through the implementation of Canva-based interactive media.The research is motivated by the students' low speaking proficiency, as observed in pronunciation, fluency, confidence, and their ability to express ideas in Arabic, coupled with the use of conventional teaching methods. The research employed Classroom Action Research (CAR) conducted over two cycles. The subjects were students of class VIII.12 at MTsN 2 Makassar.Data collection techniques included observation, tests, and documentation. The data were analyzed descriptively using both quantitative and qualitative approaches. The results indicate that the application of Canva-based interactive media effectively improved students' Maharah Al-Kalam. Teacher activity increased from 62.5% in Cycle I to 100% in Cycle II, while student activity also rose from 62.5% to 100%. The average Maharah Al-Kalam score increased from 56 in the pre-cycle stage to 72.8 in Cycle I and 82.8 in Cycle II, with the classical learning completeness percentage reaching 90.9% in Cycle II. Therefore, it can be concluded that Canva-based interactive media is effective in enhancing students' speaking skills and creating a more engaging and interactive Arabic learning environment.  

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