Gamifikasi dalam Pembelajaran Bahasa Arab di Lembaga Pendidikan Indonesia

Authors

  • Rizka Utami Institut Agama Islam Negeri Takengon

DOI:

https://doi.org/10.56633/nun.v4i2.1634

Keywords:

gamification, arabic learning, platform, educational game

Abstract

This study aims to map the media or platforms used in gamified learning, the skills taught, the educational levels involved, and the benefits and challenges associated with implementing gamification in Arabic language instruction. The study employs a Systematic Literature Review (SLR) methodology, adhering to the PRISMA flowchart protocol. Articles were screened via Google Scholar using "Publish or Perish" (PoP) software, covering the period from 2021 to 2025. Nine articles regarding the implementation of gamification in Arabic language learning in Indonesia were selected for analysis. The findings indicate that the media or platforms used to support gamified Arabic learning include Baamboozle, Quizizz, Quizlet, Quizalize, Froggy Jumps, web-based applications, and classroom-based games. Gamification has been implemented at the Madrasah Tsanawiyah (MTs) and Madrasah Aliyah (MA)/Senior High School (SMA) levels, and is beginning to expand into higher education institutions and Islamic boarding schools. Gamification fosters a more interactive and enjoyable Arabic learning experience; it enhances student interest, motivation, and engagement, while also improving learning outcomes and among university students higher order thinking skills. Challenges associated with implementation include limited infrastructure and technological access, teacher competence, and the alignment of game elements with learning objectives.

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Published

2024-12-31