Optimizing Students' Interest in Learning and Mastery of Arabic Vocabulary Through the Use of Interactive Games Gimkit

https://doi.org/10.30605/onoma.v11i1.5375

Authors

  • Assyfa Dwi Utami Universitas Islam Negeri Walisongo Semarang
  • Ahmad Maghfurin Universitas Islam Negeri Walisongo Semarang

Keywords:

arabic language learning, classroom action research, gimkit, interactive learning, motivation, vocabulary mastery

Abstract

This study investigates the effectiveness of Gimkit, an innovative gamified learning platform, in enhancing students’ interest and vocabulary mastery in Arabic at MTs Sadamiyyah Jepara. The purpose of this study is to see the impact of Gimkit on students' interest and mastery of vocabulary in Arabic at MTs Sadamiyyah Jepara. The research employs a classroom action research (CAR) approach, conducted in two cycles, with data gathered through observation, questionnaires, interviews, and vocabulary tests. Findings indicate that Gimkit significantly boosted student engagement, motivation, and vocabulary retention by transforming traditional Arabic learning into an interactive and enjoyable experience. The platform’s unique features, such as real-time quizzes, competitive games, and reward systems, created a dynamic learning environment that addressed common challenges, including low motivation and difficulty in memorizing vocabulary. Adjustments made during the intervention, such as customizing vocabulary sets and incorporating collaborative activities, further optimized student performance. This study underscores the potential of gamification as a transformative tool in Arabic language education, offering practical insights into how technology can foster greater participation, improve linguistic competence, and promote positive learning attitudes in Islamic educational settings.

 

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Suroso, A., Hendriarto, P., Mr, G., Pattiasina, P., & Aslan, A. (2021). Challenges and opportunities towards islamic cultured generation: socio-cultural analysis. Linguistics and Culture Review, 5(1), 180-194. https://doi.org/10.21744/lingcure.v5n1.1203 DOI: https://doi.org/10.21744/lingcure.v5n1.1203

Utami, O., Setiawati, K., Dina, E., Hafida, M., & Salsabila, U. (2023). Perkembangan teknologi informasi dan komunikasi dalam pembelajaran pendidikan agama islam. Jurnal Pendidikan Islam, 9(1), 46-54. https://doi.org/10.37286/ojs.v9i1.218 DOI: https://doi.org/10.37286/ojs.v9i1.218

Zhang, S. and Hasim, Z. (2023). Gamification in efl/esl instruction: a systematic review of empirical research. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1030790 DOI: https://doi.org/10.3389/fpsyg.2022.1030790

Zubairi, Z., Nurdin, N., & Solihin, R. (2022). Islamic education in the industrial revolution 4.0. Scaffolding Jurnal Pendidikan Islam Dan Multikulturalisme, 4(3), 359-371. https://doi.org/10.37680/scaffolding.v4i3.2118 DOI: https://doi.org/10.37680/scaffolding.v4i3.2118

Published

2025-02-10

How to Cite

Assyfa Dwi Utami, & Ahmad Maghfurin. (2025). Optimizing Students’ Interest in Learning and Mastery of Arabic Vocabulary Through the Use of Interactive Games Gimkit. Jurnal Onoma: Pendidikan, Bahasa, Dan Sastra, 11(1), 1047–1058. https://doi.org/10.30605/onoma.v11i1.5375

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