Variations In Interactive Media Development To Improve Mastery Of Arabic Vocabulary/ Variasi Pengembangan Media Interaktif Untuk ‎Peningkatan Penguasaan Kosakata Bahasa Arab

Muchamad Kharis As'ad, Izzun Nadzifah, Amrina Rosyada, Resgi Widati Tria Lis Utami

Abstract


This study aims to determine the feasibility of the game "Gudang Kata'' and to determine the increase in students' vocabulary mastery towards the use of this game in learning Arabic. This research is the R&D model research with six stages, namely potentials and problems, data collection, product design, product revision, design validation, and product trials. This product was reviewed by supervising lecturers, material experts, and media experts and responded to by 30 Classes. Product quality results are determined by calculating the average score of the quantitative data and then describing the qualitative data from the questionnaire results. As for the test of increasing students' vocabulary mastery, it is obtained from the results of the pretest and posttest and gains normality. The results of this development research game, "Gudang Kata," received a percentage from material experts for the suitability of the material, namely 100% in the "Very Good" category. According to media experts, the quality of the media obtained a percentage of 88.57% in the "Very Good" category. At the same time, the results of the responses of 30 students got a rate of 85.19% in the "Very Good" class. Then, the results of the analysis test for increasing students' Arabic vocabulary mastery increased by 0.7 in the "High'' category based on the acquisition of an average pretest score of 86.33 and an average posttest of 96.00.

Keywords


Arabic; Development Research; Games; Vocabulary

Full Text:

PDF

References


Arsyad, A. (2011). Media Pembelajaran. Jakarta: PT. Grafindo Persada.

Baroroh, R. U., & Mardliyyah, A. (2019). Development of the Ladder Snake Game Media in Arabic Learning/ Pengembangan Media Permainan Ular Tangga Dalam Pembelajaran Bahasa Arab. Ijaz Arabi Journal of Arabic Learning, 2(1), 64–76. https://doi.org/10.18860/ijazarabi.v2i1.5445

Dony Novaliendry. (2013). Aplikasi Game Geografi Berbasis Multimedia Interaktif ( Studi Kasus Siswa Kelas IX SMPN 1 RAO ). Jurnal Teknologi Dan Pendidikan, 6(2), 106–118.

Erlina. (2017). PENGEMBANGAN BAHAN AJAR QIRA’AH TERPADU BAGI MAHASISWA PROGRAM STUDI PENDIDIKAN BAHASA ARAB. Jurnal Al Bayan, 9(2).

Fahrurrozi, A. (2014). Pembelajaran Bahasa Arab : Problematika Dan Solusinya. ARABIYAT: Jurnal Pendidikan Bahasa Arab Dan Kebahasaaraban, 1(2). https://doi.org/10.15408/a.v1i2.1137

Hakim, M. L. (2017). PEMANFAATAN MEDIA PEMBELAJARAN GAME INTERAKTIF DALAM PEMBELAJARAN KOSAKATA BAHASA ARAB Arabi : Journal of Arabic Studies. Arabi : Journal of Arabic Studies, 2(2), 156–162.

Henry Guntur Tarigan. (2017). Menyimak Sebagai Suatu Keterampilan Berbahasa. Bandung: Angkasa.

Huda, N., Al Fariz, T. Z., & Handayani, E. U. (2021). Pengembangan E-Book Bahasa Arab Dengan Aplikasi Kvisoft Flipbook Maker Pada Siswa Kelas Xi Keagamaan Man 1 Sleman. Ijaz Arabi Journal of Arabic Learning, 4(3), 765–778. https://doi.org/10.18860/ijazarabi.v4i3.12101

Iskandarwassid dan Dadang Sunendar. (2011). Strategi Pembelajaran Bahasa. Bandung: Remaja Rosdakarya.

Kemenag. (2014). Keputusan Menteri Agama Republik Indonesia Nomor 117.

N. Simbolon, I.K. Suartama, & L.P.P. Mahadewi. (2021). Pengembangan Media Pembelajaran Interaktif Mata Pelajaran Prakarya Untuk Siswa Smp Kelas Viii. Jurnal Teknologi Pembelajaran Indonesia, 11(1), 40–50. https://doi.org/10.23887/jurnal_tp.v11i1.634

Risa, H. (2016). Peningkatan Aspek Sikap Literasi Sains Siswa SMP Melalui Penerapan Model Problem Based Learning Pada Pembelajaran IPA Terpadu. EDUSains, 8(1), 90–97.

Ritonga, M., Ritonga, A. W., & Wahyuni, S. (2022). Language Game As An Alternative Model To Improve Arabic Vocabulary Ability. Ijaz Arabi: Journal of Arabic Learning, 5(3), 599–607.

Robertus Angkowo dan A. Kosasih. (2007). Optimalisasi Media Pembelajaran: Mempengaruhi Motivasi, Hasil Belajar Dan Kepribadian. Jakarta: Grasindo.

Rohman, H. (2018). Pengembangan Media Construct 2 Dalam Pembelajaran Al-Qira’ah Di MTsN 1 Yogyakarta Tahun Akademik 2017/2018. UIN Sunan Kalijaga.

Saleh, M., Arifin, Z., & Hanefarezan, L. (2022). Language Games In Learning Arabic Rhetoric For Non- Arab. 5(3), 671–689.

Sugiyono. (2018). Metode Penelitian Pendidikan, Pendekatan Kuantitatif, Kualitatif, Dan R&D. Bandung: Alfabeta.

Sukardjo. (2008). Kumpulan Materi Evaluasi Pembelajaran (UNY, Ed.). Yogyakarta: Prodi Teknologi Pembelajaran.

Syamsudin. (2014). Media Pembelajaran. Jakarta: Rajawali Pers.

Walimatul Fara, E., Kholisin, K., & Maziyah, L. (2021). Developing Lectora Based-Mind Mapping Interactive Media For Learning Arabic Nouns And Verbs/ تطوير وسائل الإعلام التفاعلية القائمة على الخرائط الذهنية المستندة إلى Lectora لتعليم الأسماء والأفعال. Ijaz Arabi Journal of Arabic Learning, 4(3), 649–666. https://doi.org/10.18860/ijazarabi.v4i3.13332




DOI: https://doi.org/10.18860/ijazarabi.v6i3.21739

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Muchamad Kharis As'ad, Izzun Nadzifah, Amrina Rosyada, Resgi Widati Tria Lis Utami

License URL: https://creativecommons.org/licenses/by-sa/4.0/