Abstract

The teaching and learning of Arabic in primary schools was officially introduced in the Malaysian education system through the j-QAF program (Jawi, al-Quran, Arabic, and fardhu ain) beginning in 2005. Therefore, teachers need to use a centralized approach and strategy. Gamification is an alternative approach to strengthening students' knowledge, cultivating attitudes, increasing motivation as well as improving their achievement and language skills. The implementation of gamification can be through online applications, card games, board games, or even hands-on without using technology. This Gamification Modelling in Arabic Language Learning (MGdPBA) module was guided by GaML (Gamification Modelling Language) elements and applied hands-on in the classroom. The design of this study uses quasi-experimental and SPSS software for quantitative data analysis. The t-test was used to evaluate the effectiveness of MGdPBA between the control and treatment groups involving 60 students through pre-and post-tests. The results of the study showed a positive impact between the achievement of students in the treatment group and the control group. It is hoped that this study will be a motivation for teachers to use a hand on gamification in teaching and learning sessions in the classroom.

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