The Influence of Online Game on the Learners’ Arabic Vocabulary Achievement

Helmi Kamal

Abstract


Online game is suggested as a medium that can encourage learners' acquisition of Arabic vocabulary. This research aimed to find out the learners’ vocabulary achievement before applying online game to the learners and to describe the usage of online game in improving learners’ vocabulary achievement effectively. This research used Classroom Action Research. There were 30 learners involved. Teaching processes consisted of two-cycle. Interviews, observation, tests, and documentation were the instruments of this research. The results of the tests were analyzed by using SPSS 20; the results of the interview and observation were analyzed qualitatively. The author found that online game improves learners’ vocabulary. The average score in cycle I was better than the average score in cycle II. The Pretest results in cycle I showed the greatest score obtained by the learners was 76. While in the Post test of the cycle I, the greatest score obtained by the learner was 90. Whereas in cycle II, the greatest score obtained by the learners was 100. Based on the observation, the learners were more excited on studying and focus on finishing their task; the learners could understand well the subject was given, and the learners were more enthusiastic in memorizing vocabulary. The author had successfully provided a new experience for learners who always learn conventionally by involving into the appealing and interactive online game-based learning atmosphere. The author hoped this research could be guidance for the effectuality of the next Arabic language learning through the online game in the class.

Keywords


Classroom Action Research; Online Game; Learners’ Vocabulary Mastery; Teaching Arabic Vocabulary

Full Text:

PDF

References


Albantani, Azkia Muharom and Imam Fitri Rahmadi. “Mobile Devices for Arabic Learning in Junior High Schools: The Teachers’ Perspective.” Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab, 12.2: (2020): 191-207.

Alasraj, Abdallah and Hael Alharbi, “The Effectiveness of Blended Learning in Teaching Arabic as a Second Language.” International Journal of Research in Humanities and Social Studies, 1.1 (2014): 13-17.

Alpala, Carol Anne Ochoa and Eliana Edith Roberto Flórez. “Blended Learning in the Teaching of English as a Foreign Language: An Educational Challenge”. HOW Journal, 18.1 (2011): 154-168.

Al-Bulussi, Ali and Ali S.M. Al-Issa. “Playing with the Language: Investigating the Role of Communicative Games in an Arab Language Teaching System.” International Journal of Instruction, 10.102 (2017): 179-198.

Ashraf, Hamid, Fateme Ghanei Motlagh., and Maryam Salami. “The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners.” Procedia - Social and Behavioral Sciences, 9 (2014): 286-291.

Azizi, Annas Nur and Subiyanto. “Digital Game-Based Learning in Arabic Language Learning and its effects on Students’ Academic Performance.” Paper presented at International Conference on Indonesian Technical Vocational Education and Association, 2018.

Belkhouche, Boumediene, Nafla Saeed Al Darei, et.al. “Learning Arabic with Games.” Paper presented at Computer Games Multimedia and Allied Technology Conference, Singapore, 2014.

Burguillo, Juan C. “Using Game Theory and Competition-Based Learning to Stimulate Learner Motivation and Performance.” Computers & Education, 55.2 (2010): 566-575.

Camilleri, Mark Anthony and Adriana Camilleri. “The Students' Perceptions of Digital Game-Based Learning.” Proceedings of the 11th European Conference on Games Based Learning, FH Joanneum University of Applied Science, Graz, Austria, 2017.

Çelik, Serkan and Veli Toptaş. “Vocabulary Learning Strategy Use of Turkish EFL Learners.” Procedia Social and Behavioral Sciences, 3, (2010): 62–71.

Chen, M. H., Tseng, W. T., & Hsiao, T. Y. (2018). The effectiveness of digital game‐based

vocabulary learning: A framework‐based view of meta‐analysis. British Journal of

Educational Technology, 49(1), 69-77.

Chen, M. H., Tseng, W. T., & Hsiao, T. Y. (2018). The effectiveness of digital game‐based

vocabulary learning: A framework‐based view of meta‐analysis. British Journal of

Educational Technology, 49(1), 69-77.

Chen, Menghua. Wen-Ta Tseng, and Tsung-Yuan Hsiao. “The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework‐Based View of Meta-Analysis.” British Journal of Educational Technology, 49.1 (2016): 69-77.

Creswell, John W. Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research. 4th ed. (Boston: Pearson Education, 2012).

Darfilal, Ilhem. The Effectiveness of Using Language Games in Teaching Vocabulary the Case of Third Year Middle School Learners. Accessed 23 April, 2020. http://pdfs.semanticscholar.org/9779/d73cf5485bdd952faaa9795edc5b66fa177f.pdf, 2017.

Diamond, Linda and Linda Guthohn. Teaching Vocabulary. Accessed 25 June, 2020. http://www.readingrockets.org/teaching vocabulary, 2006.

Dickey, Michele. “Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game Based Learning Environment.” British Journal of Educational Technology 42.3 (2010): 456-469.

Donal, Andri. “Improving the ESP Learners’ Vocabulary by Using Pictures in Agribusiness Study Program of the University of Pasir Pengaraian.” Edu Research: Jurnal Pendidikan, 1.1 (2012): 77-95.

Ebner, Martin and Andreas Holzinger. “Successful Implementation of User-Centered Game Based Learning in Higher Education: An Example from Civil Engineering.” Computers & Education, 49.3 (2007): 873-890.

Hakim, Luqman Muhammad, Akhyar, and Asrowi. "Pemanfaatan Media Pembelajaran Game Interaktif dalam Pembelajaran Kosakata Bahasa Arab." Arabi: Journal of Arabic Studies, 2.2 (2017): 156-162.

Hamizul, M and Nik Mohd Rahimi. “Design and Development of Arabic Online Games – A Conceptual Paper.” Procedia - Social and Behavioral Sciences, 174, (2015).

Harris, Kristen and Denise T. Reid. “The Influence of Virtual Reality Play on Children's Motivation.” Canadian Journal of Occupational Therapy, 72.1 (2005): 21-30.

Hidayat, Nur. “Improving Learners’ Vocabulary Achievement through Word Game.” Journal of Educators Society, 1.2 (2016): 95-104.

John, Alex. Vocabulary Learning in Digital-Game Based Learning Using Sega Genesis Video Games. Paper presented at ICTTE FKIP, UNS, 2015, 837.

Kapur, Shikha. Teaching Aids: Non-Conventional and Modern. Accessed 10 July, 2020. http://www.researchgate.net/publication/327971438_Teaching_Aids_Nonconventional_and_Modern.

Kayaaltı, Mahmut. ”A Literature Review on the Impact of Online Games in Learning Vocabulary. International Journal of Scientific and Research Publications, 8.2 (2018): 312-317.

Malone, Thomas W. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Dissertation Abstracts International, 41.5-B (1980): 1955.

Masita, Maya. “Teaching Vocabulary Using Blended Learning Method.” Ethical Lingua: Journal of Language Teaching and Literature, 7.1 (2020): 128-135.

Masrop, Noor Azli Mohamed, Hafawati Ishak, Ghazali Zainuddin, Siti Rosilawati Ramlan, Muhammad Sabri Sahrir, Harwati Hashim. "Digital Games Based Language Learning for Arabic Literacy Remedial". Creative Education, 10.12 (2019): 3213-3222. https://doi.org/10.4236/ce.2019.1012245.

Miller, Leslie M, C.-I. Chang, Shu Wang, Margaret E. Beier and Yvonne Klisch. “Learning and Motivational Impacts of a Multimedia Science Game.” Computers & Education, 57.1 (2011), 1425-1433.

Mohd, Khairun Nisaa, Airil Haimi Mohd Adnan, Ahmad Ariffuddin Yusof, Muhamad Khairul Ahmad. Teaching Arabic Language to Malaysian University Learners using Education Technologies based on Education 4.0 Principles. Paper presented at International Invention, Innovative & Creative (InIIC) Conference, Series 2 at Palace of the Golden Horses, Kuala Lumpur, Malaysia, 2019, 38-51.

Muharom, Albantani Azkia and Imam Fitri Rahmadi. “Mobile Devices for Arabic Learning in Junior High Schools: The Teachers’ Perspective.” Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab, 12.2 (2020): 191-207.

Nur Saputra, Firman. Aplikasi Game Scrabble sebagai Media Pembelajaran Bahasa Arab Menggunakan Metode Finite State. (Malang: UIN Maulana Malik Ibrahim Malang, 2015).

Oxford, Rebecca L. Language Learning Strategies. What Every Teacher Should Know. (Boston, MA: Heinle & Publishers, 1990).

Prensky, Marc. Digital Game-Based Learning. (New York: Paragon House, 2001).

Sahhusyeinoglu, Derya. “Educational Games for Developing Critical Thinking Skills: Pre-Service English Language Teachers' Views”. ERIC, 32 (2007): 266-273.

Sahrir, Muhammad Sabri and Ghazali Yusri. “Online Games for Teaching and Learning Arabic.” Gema Online Journal of Language Studies, 12.3 (2012): 961-977.

Sahrir, Muhammad Sabri and Nor Aziah Alias. “Study on Malaysian Language Learners’ Perception towards Learning Arabic via Online Games.” GEMA Online™ Journal of Language Studies, 11.3 (2011).

Sahrir, Muhammad Sabri and Nurkhamimi Zainuddin. Online Games For Teaching And Learning Arabic: Theories And Practice: The Design and Development of Online Digital Games in Language Teaching and Learning. (London, UK: LAP LAMBERT Academic Publishing, 2016).

Sun, Susan Y.H. “Learner Perspectives on Fully Online Language Learning.” Distance Education, 35.1 (2014): 18–42.

Takač, Visnja Pavičić. Vocabulary Learning Strategies and Foreign Language Acquisition. (Clevedon, UK: Multilingual Matters, 2008), 12-13.

UNICEF. Children in a Digital World. (New York: Division of Communication, 2017).

Vadhillah, Syukra, Alimin, and Suharman. “Problematika Pembelajaran Bahasa Arab Di Madrasah Aliyah Negeri (MAN) Batu Mandi Tilatang Kamang.” Arabia: Jurnal Pendidikan Bahasa Arab, 8.1 (2016): 47-69.

Vasalou, Asimina, Rilla Khaled, Wayne Holmes, and Daniel Gooch. "Digital Games-Based Learning for Children with Dyslexia: A Social Constructivist Perspective on Engagement and Learning during Group Game-Play." Computers & Education, 114 (2017): 175-192.

Vasbieva, Dinara G, Irina I. Klimova, Elena L. Agibalova, Natalya V. Karzhanova, and Jana Bírová. “Enhancement of Learners' Vocabulary Learning through a Blended Learning Approach.” IEJME — Mathematics Education Journal, 11.5 (2016): 1195-1203.

Victoria. 10 Benefits to Playing Games in the Classroom. Accessed 30 July, 2020. https://www.teachstarter.com/au/blog/10-benefits-playing-games-classroom.

Wu and Lin-Fang. “A Study of Factors Affecting College Learners’ Use of ESL Vocabulary Learning Strategies.” International Journal of Humanities and Social Science, 3.19 (2013): 202-208.

Youxin, Zhang. Using Games to Motivate Chinese College Learners’ Interest in Learning English. Seminar paper presented to the Graduate Faculty; University of Wisconsin-Platteville, 2010, 1-24.

Zou, Di, Yan Huang, and Haoran Xie, “Digital Game-Based Vocabulary Learning: Where Are We and Where Are We Going?” Computer Assisted Language Learning, 32 (2019), 1–27.




DOI: http://dx.doi.org/10.24042/albayan.v13i1.7339

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab

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

Editorial Office:

Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab, Arabic Education Study Program, Faculty of Education and Teachers Training, Unversitas Islam Negeri Raden Intan Lampung

Jl. Endro Suratmin 1 Sukarame, Bandar Lampung 35131-Indonesia

e-mail: jurnalalbayan@radenintan.ac.id
http://ejournal.radenintan.ac.id/index.php/albayan/index

Creative Commons License

Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. p-ISSN 2086-9282 | e-ISSN 2549-1229

View My Stats