Educational Game in Learning Arabic Language for Modern Islamic Boarding School (original) (raw)

Teaching Arabic to Native Speakers - Educational Games in a New Curriculum

Proceedings of the 8th International Conference on Computer Supported Education, 2016

This paper presents nine educational games and activities for learning the Arabic language. The games are developed for Arabiyyatii project, a three-year endeavor that involves re-conceptualization of the curriculum of standard Arabic as a first language in kindergarten. The applications presented in this paper are developed on tabletop surface computers that support a collaborative and interactive learning environment. These applications focus on speaking drills, word production, and sentence recognition of Modern Standard Arabic. This work incorporates an interdisciplinary research framework exploiting best practices used from related disciplines namely: computer-supported collaborative learning, language learning, teaching and learning pedagogy, instructional design and scaffolding.

Game Technique Applications in Teaching Arabic Words as a Foreign Language to Children

Education Quarterly Reviews, 2022

In this study, games were prepared that will contribute to improving the vocabulary of children learning Arabic. Considering the target audience, it is known that game techniques and word teaching offer a fun and lively course environment and increase the motivation of the student. In this study, qualitative research methods were used. Document analysis technique was used in the collection of data. The findings were analyzed by the method of exponence analysis and a systematic framework was established for the study. The analysis of the documents according to the gains in the 2-8th grade Arabic curriculum prepared by the Ministry of National Education was carried out by a linguist and it was aimed to increase the reliability of the study. Three language experts were consulted for the scope validity of the games associated with the achievements and the games were rearranged in line with the incoming feedback. A total of 13 games were presented at this stage. Care has been taken to en...

E-Mufradat: A Digital Game Application for Learning Arabic Vocabulary among Non-native Arabic Speakers

International Journal of Academic Research in Progressive Education and Development

A good educational digital game should be error free and engaging to ensure it can increase students' learning motivation. While there is an abundant of educational digital games available in the market, many seem to not fulfil players' need and some contain technical or content errors, which will defy their purpose as education games. Thus, this study aims to validate e-Mufradat which is an educational digital-game application for learning Arabic vocabulary. This study is a qualitative study and the data were collected through semi-structured interviews with nine experts in instructional design and technology and Arabic as a second language. The subject matter experts were selected purposively from various universities in Malaysia. The finding indicates that e-Mufradat is aligned with multimedia learning theory and embedded digital game-based learning principles.

An online Arabic vocabulary learning games prototype in IIUM

2010

This is an online Arabic vocabulary learning games prototype which is specifically designed for elementary learners at preuniversity level at Centre for Foundation Studies (CFS), International Islamic University Malaysia (IIUM). The design and development of games prototype are based on the methods and approaches of design and development research (Richey & Klein, 2007), which was formerly known as developmental research (Richey, Klein & Nelson, 2004). This method is also known as designed case (Reigeluth & Frick, 1999), designbased research (Reeves, 2006 & Herrington, et. al, 2007), formative research (Nieveen, 2007), design research (Bannan-Ritland, 2003; Van der Akker, 2007). It begun with the analysis of 3 theories from literature based on the work of Nation (2003), Prensky (2001) and Mayer (2001). This game-based learning prototype allows the lecturers and students to use it as an additional learning aid to learn Arabic language in a gaming application, in addition to traditional learning methods.

Implementing Quizizz as Game Based Learning in the Arabic Classroom

European Journal of Social Sciences Education and Research, 2018

Quizizz is an online assessment tool as a fun multiplayer classroom activity that allows all students to practice together with their computer, Smartphone and I Pad. The main purpose of this research is evaluating the effectively interesting of students for Arabic class by implement of Quizizz as a game based learning in the Arabic classroom of Sultan Idris Education University Malaysia. The researchers tested 85 students for 3 sections during Arabic course titled "Arabic skill". And created 20 questions relevant to the topics which are students already learned before by using Quizizz as games based learning for 20 minutes before finishing Arabic class once the students feel very tired, sleeping and bored for their Arabic class. And a set of questioners was distributed to those students regarding to their opinion of implementing Quizizz during the Arabic class. According to testing the implementing of Quizizz by researcher during the Arabic skill classroom, found that all students were very active to answer the questions which provided by researches, and more concentrated on the topic. And the results of the questioners shows that the students displayed the position attitude for quizizz as a online teaching and assessment tool during the Arabic class.

The development of fun Arabic in learning arabic for secondary schools students

2013

Learning by using Internet is no longer foreign in the education system in Malaysia especially for the important subjects such as Mathematics, English Language and Science. However, it is still foreign to some subjects such as Arabic. Hence, an Arabic language learning website called FunArabic was built to attract students to learn Arabic. This study was done to see the development of Funarabic website and how it can attract the student with the interfaces and informations included. The website of FunArabic contents of learning Arabic for the basic level. The development of FunArabic as a medium in learning Arabic in a more aspect of gam and relaxing. This site was built in the Malay language to attract students to be more inclined to learn Arabic. This website is built using free software that webnode.com. Notes, exercises and activities in this software are applying the principle of constructivism.

The Effect of Arabic-Supported Educational Game on the Success of 9th-Grade Syrian Students in the Symbolic Language of Chemistry: Example of Turkey

2021

This study was carried out with a total of 75 students attending 9th grade in two high schools affiliated to the Ministry of National Education in Reyhanlı district, which hosted many Syrian refugees in Hatay province in the spring semester of 2018-2019 academic years and lasted for three weeks. A total of 75 students, 43 from two different 9th grade classes taught by the same teacher from the first high school, and 32 from the other high school, participated in the study. Two of these classes were assigned as the control group and one as the experimental group. While the symbolic language of chemistry was taught with the traditional teaching method in the control groups, an educational game with Arabic support was used in the experimental group based on the constructive learning approach. Prior knowledge, attitude-perception towards chemistry, and chemistry achievement tests were applied to all three groups before the implementation in order to control their prior knowledge and att...

Digital Game-Based Learning in Arabic Language Learning and its effects on Studentsr Academic Performance

Proceedings of the International Conference on Indonesian Technical Vocational Education and Association (APTEKINDO 2018), 2018

Arabic, since 1971, has been an official language of the United Nations alongside English, French, Spanish, Russian, and Chinese. Students' motivation and achievement in Arabic learning as second language learning is decreasing with age. This paper presents the effectiveness of Digital Game-Based Learning as media towards students' academic performance in Arabic learning. DGBL was designed by ADDIE model. Quasi experimental Design was used as the method for the implementation phase. The method was focused on the students' reading skill in Arabic learning. The object of this study was 72 students of the first grade of junior high school. They were divided into two groups of 36. Group A (the experimental group) was treated with DGBL method and Group B (the control group) treated with Non-DGBL method. The method of collecting data used pretest and posttest. The results of the two groups indicate that Group A performed significantly higher in the posttest than Group B because the result of t table is smaller than the result of t-Test value (1,67 < 3,244). The results suggest that digital game-based learning can be used in education as a tool to increase student's academic performance in Arabic learning for high school students.

The Use of Scrabble as A Learning Media in Arabic Learning

Proceedings of the Sixth International Conference on Language, Literature, Culture, and Education (ICOLLITE 2022), 2022

Learning media has an important role as a learning tool and one of the components of the learning process. Scrabble is a learning media used to make learning Arabic more innovative, interactive, and fun. This study aims to explain the urgency of using Scrabble as learning media in Arabic learning. This study uses a descriptive method with a qualitative approach. The participants in this study were students in the third semesters in Arabic education study program in Universitas Pendidikan Indonesia. Data were collected through observations and interviews. The results showed that learning media can improve students' motivation, interest, and passion in learning Arabic, improve students understanding of the materials learned, and create an innovative, interactive, and fun learning atmosphere.

Arabic Speakers as Croatian Language Learners Electronic Educational Games as a Support for Learning

INFuture 2019: Knowledge in the Digital Age

In the last decade, Croatia has been the transit or receiving country for many refugees who come from the Middle East and Africa and who mostly speak Arabic as their mother tongue. Native speakers of Arabic are faced with many difficulties in the process of learning Croatian. Croatian is written from left to right, and Arabic from right to left. Phonological inventories of Croatian and Arabic are very different, vowels are generally not written in Arabic (or more precisely they are not written with graphemes), grammar is very different, etc. All this demotivates students at the initial stage of learning. Based on the experience of one of the authors with teaching Croatian to asylees and asylum seekers who mostly came to Croatia from the war-ridden Middle East and African countries in the last few years and who are mainly speakers of Arabic, the authors started developing educational games which could facilitate their initial steps in learning Croatian. Games focus on the acquisition of the Latin script and the Croatian phonological inventory (games in which the player writes the pronounced sound, hangman with or without the picture of the required word, etc.). As the difference between capital and small letters does not exist in Arabic, games that tackle certain orthographic issues are also developed. All games have explanations in Arabic that prevent ambiguity and show differences between Croatian and Arabic. The learning material also emphasizes the difference between the phonemes p and b and introduces as many vowel games as possible. The goal is to reduce the beginner's fear of language learning and motivate the learners.