PENGARUH PEMBELAJARAN BERBASIS GAMIFIKASI TERHADAP PENGUASAAN MUFRADAT DAN SELF-EFFICACY DALAM PEMBELAJARAN BAHASA ARAB PADA SISWA KELAS III MI

Authors

  • Syarifah Rana Aulia Institut Agama Islam Imam Syafii Indonesia
  • Muhammad Azhar Institut Agama Islam Imam Syafii Indonesia

DOI:

https://doi.org/10.51878/educational.v6i4.13082

Keywords:

Gamifikasi, Penguasaan Kosakata, Pembelajaran Bahasa Arab, Self-Efficacy

Abstract

Research that simultaneously examines the effect of gamification on vocabulary mastery and Arabic self-efficacy at the elementary school level, particularly in the tahfidz boarding school environment, is still very limited. This study aims to fill this gap by concurrently analyzing the vocabulary mastery and self-efficacy of third-grade MI students in gamification-based Arabic learning—an approach that has not been widely applied in the context of elementary-level tahfidz boarding schools. The study employs a quantitative approach with a one-group pretest-posttest experimental design, using total sampling technique on 32 third-grade students of Pondok Pesantren Tahfidz Al-Manshurah. Vocabulary mastery data were obtained through tests, while self-efficacy data were collected through questionnaires. Data analysis used the Shapiro-Wilk normality test, Paired Samples t-Test, and effect size calculation (Cohen’s d and Hedges’ g). The results showed that all data were normally distributed, and there was a significant increase in both vocabulary mastery and self-efficacy among students, in both female and male groups, with a very large effect category. It is concluded that gamification is proven effective in improving vocabulary mastery while also strengthening students' self-efficacy, thus having the potential to become an innovative learning strategy in boarding schools and Islamic educational institutions.

ABSTRAK

Penelitian yang secara simultan mengkaji pengaruh gamifikasi terhadap penguasaan mufradat dan self-efficacy bahasa Arab pada jenjang sekolah dasar, khususnya di lingkungan pesantren tahfidz, masih sangat terbatas. Penelitian ini hadir untuk mengisi kesenjangan tersebut dengan menganalisis secara bersamaan penguasaan mufradat dan self-efficacy siswa kelas III MI dalam pembelajaran bahasa Arab berbasis gamifikasi—sebuah pendekatan yang belum banyak diterapkan dalam konteks pesantren tahfidz tingkat dasar. Penelitian menggunakan pendekatan kuantitatif dengan desain eksperimen one-group pretest-posttest melalui teknik total sampling erhadap siswa kelas III Pondok Pesantren Tahfidz Al-Manshurah yang berjumlah 32 siswa. Data penguasaan kosakata diperoleh melalui tes, sedangkan data self-efficacy dikumpulkan melalui angket. Analisis data menggunakan uji normalitas Shapiro-Wilk, Paired Samples t-Test, serta perhitungan effect size (Cohen’s d dan Hedges’ g). Hasil penelitian menunjukkan bahwa seluruh data berdistribusi normal serta terjadi peningkatan yang signifikan pada penguasaan kosakata maupun self-efficacy siswa, baik pada kelompok perempuan maupun laki-laki, dengan kategori pengaruh yang sangat besar. Disimpulkan bahwa gamifikasi terbukti efektif meningkatkan penguasaan kosakata sekaligus memperkuat self-efficacy siswa, sehingga berpotensi menjadi strategi pembelajaran inovatif di lingkungan pesantren dan lembaga pendidikan Islam.

Downloads

Download data is not yet available.

References

Abror, S., Arwani, W., & Aedi, K. (2020). Pengaruh penggunaan metode magic story terhadap penguasaan mufrodat siswa kelas VIIB MTs Darul Masholeh Cirebon. El-Ibtikar: Jurnal Pendidikan Bahasa Arab, 9(1), 68–86. https://doi.org/10.24235/ibtikar.v9i1.6465

Ahsanuddin, M., Ainin, M., Fauzan, M., Hassan, A., Thoriq, M., Riskiyah, F., ... & Pratama, A. (2025). The effectiveness gamification as an assessment method to enhance arabic language learning competency in indonesian junior high schools. forum for linguistic studies. In Forum for Linguistic Studies (Vol. 7, No. 8, pp. 764-775). https://doi.org/10.30564/fls.v7i8.10417

Ajizah, R. U. N., Jauhari, I., Qomariyah, D. L., & Yusuf, A. (2025). The use of gamification in arabic and english learning to enhance motivation and outcomes. Quantum Journal of Social Sciences and Humanities, 6(SI2), 206-215. https://doi.org/10.55197/qjssh.v6si2.1007

Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in teaching and learning languages: A systematic literature review. Revista Româneasc? pentru Educa?ie Multidimensional?, 13(2), 559–577. https://doi.org/10.18662/rrem/13.2/436

Amnouychokanant, V. (2025). Reducing anxiety among EFL learners through gamification: An empirical study of instructional impact. International Journal of Learning, Teaching and Educational Research, 24(9), 80–104. https://doi.org/10.26803/ijlter.24.9.5

Anjani, S., Subhi, M. R., & Anekasari, R. (2025). Analisis integrasi metode pembelajaran konvensional dan modern. Menara Ilmu: Jurnal Penelitian dan Kajian Ilmiah, 19(1), 657–666. https://jurnal.umsb.ac.id/index.php/menarailmu/article/view/6837/pdf

Arif, U. Q. (2025). The influence of gamification on English vocabulary retention in online learning platforms. Jurnal Pendidikan dan Pembelajaran Indonesia, 5(2), 1044–1053. https://doi.org/10.53299/jppi.v5i2.1468

Febrianti, D. T., & Taufiq, W. (2025). The Wordwall-Based Gamification in Teaching English Vocabulary. Jurnal Metaedukasi: Jurnal Ilmiah Pendidikan, 7(1), 31-40. https://doi.org/10.37058/metaedukasi.v7i1.16225

Hanifansyah, N., & Mahmudah, M. (2024). Enhancing Arabic vocabulary mastery through communicative strategies: Evidence from Malaysia. Al-Ta'rib: Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab, 12(2), 263–278. https://doi.org/10.23971/altarib.v12i2.9082

Hayati, R., Karim, A., & Kartika, Y. (2025). Belajar Asyik dan Bermakna: Integrasi Gamifikasi dalam Pembelajaran Kontekstual di Sekolah Dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(02), 23-37. https://doi.org/10.23969/jp.v10i02.24199

Jannah, V. M., Latifah, I. A., Ridlo, U., & Maswani. (2025). Integrasi ranah afektif, kognitif, dan psikomotorik dalam pembelajaran bahasa Arab di MAN 1 Kota Serang: Analisis berdasarkan Kurikulum Merdeka. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(4). https://journal.unpas.ac.id/index.php/pendas/article/view/38166

Luo, Z. (2023). The effectiveness of gamified tools for foreign language learning (FLL): A systematic review. Behavioral Sciences, 13(4), 331. https://doi.org/10.3390/bs13040331

Lutfiyatun, E. (2021). Gamifikasi bahasa Arab dengan model blended learning. Tarbiyatuna: Jurnal Pendidikan Ilmiah, 6(2), 117–128. https://doi.org/10.55187/tarjpi.v6i2.4534

Milati, H. I., & Addurrunnafisa, B. (2025). Peningkatan penguasaan kosakata bahasa Arab melalui media flashcard dan permainan benar-salah pada siswa kelas I SD. Jurnal Aplikasi Pendidikan dan Sosial Budaya, 2(3), 148–154. https://doi.org/10.58466/1xt4t558

Mustafa, N. C. (2025). Gamification and self-determination theory in foreign language acquisition: A conceptual exploration. International Journal of Research and Innovation in Social Science (IJRISS), 9(24), 747–751. https://doi.org/10.47772/IJRISS.2025.924ILEIID0080

Nafi'ah, L. M., & Wijaya, M. (2025). Implementation of spaced repetition technique using flashcards to improve Arabic vocabulary retention. Studi Arab, 16(1), 51–64. https://doi.org/10.35891/sa.v16.i1.6333

Nathan, L. S., & Hashim, H. (2023). A systematic review on gamified learning for improving language skills in ESL classrooms. International Journal of Academic Research in Business and Social Sciences, 13(4), 481–493. https://doi.org/10.6007/IJARBSS/v13-i4/16873

Osadhi, S. Y. (2024). The effects of vocabulary learning gamification on students’ vocabulary development. Retain: Journal of Research in English Language Teaching, 12(03), 21-29. https://doi.org/10.26740/rt.v12i03.63362

Purnawan, N. A., Padmadewi, N. N., & Budiarta, L. G. R. (2022). The effect of online gamification quiz application on vocabulary mastery for young English learners. JINOTEP (Jurnal Inovasi Teknologi Pembelajaran), 9(1), 33–43. https://doi.org/10.17977/um031v9i12022p033

Rababah, L. M., Alqaryouti, M. H., Huwari, I. F., Alruzzi, K., & Al-Khasawneh, F. M. (2025). The impact of gamification on motivating middle-aged EFL students and enhancing vocabulary acquisition in Jordan. Forum for Linguistic Studies, 7(1), 684–696. https://doi.org/10.30564/fls.v7i1.7538

Ritonga, M., Ritonga, A. W., Wahyuni, S., & Julhadi. (2022). Language game as an alternative model to improve Arabic vocabulary ability. IJAZ ARABI: Journal of Arabic Learning, 5(3), 599–607. https://doi.org/10.18860/ijazarabi.v5i3.17123

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

Saputra, A. M., & Sultoni, M. I. (2025). Modeling, Reinforcement, Dan Self-Efficacy Dalam Proses Pembelajaran Dan Penggunaan Bahasa: Sebuah Tinjauan Kuantitatif Deskriptif. Jurnal Koulutus, 8(1), 77-94. https://doi.org/10.51158/1ajhhg51

Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60, 101832. https://doi.org/10.1016/j.cedpsych.2019.101832

Selvira, & Albina, M. (2025). Model penelitian eksperimental dalam pendidikan: Jenis, tujuan, dan aplikasinya. Jurnal Media Akademik (JMA), 3(6). https://doi.org/10.62281/v3i6.2365

Shofiah, & Ammar, F. M. (2024). Boosting Arabic vocabulary mastery: Quantitative analysis of media image. Comparative Linguistics, Translation and Literary Studies, 1(2), 116–124. https://doi.org/10.70036/cltls.v1i2.28

Shofiana, K. L., & Maemanah, A. (2025). Exploring the use of Kahoot as a game-based learning tool in vocabulary teaching to senior high school students: A systematic review. Jurnal Penelitian Ilmu Pendidikan Indonesia, 4(2), 893–901. https://doi.org/10.31004/jpion.v4i2.419

Sholehah, S., Zainullah, A., & Muzammil, A. (2025). Ta’s?r istikhd?m ta?b?q Quizizz f? ta?s?n nat?’ij ta‘l?m al-lughah al-‘Arabiyyah f? al-madrasah al-‘?liyyah al-?uk?miyyah II f? Probolinggo. FASHOHAH: Jurnal Ilmiah Pendidikan Bahasa Arab, 5(2), 87-100. https://doi.org/10.33474/fsh.v5i2.23767

Sukamto, I., Syarif, I., Huda, T. A., & Buhari, G. (2025). Advancing learning through gamification in primary schools: A systematic literature review. Edumaspul: Jurnal Pendidikan, 9(2), 1492–1501. https://doi.org/10.33487/edumaspul.v9i1

Ulya, E. Z., Ma'mun, N., & Dewi, N. M. (2025). Students' perceptions of vocabulary recall and engagement in Wordwall-based gamified learning. Celtic: A Journal of Culture, English Language Teaching, Literature and Linguistics, 12(2), 972–989. https://doi.org/10.22219/celtic.v12i2.42806

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790

Downloads

Published

2026-09-02

How to Cite

Aulia, S. R., & Azhar, M. (2026). PENGARUH PEMBELAJARAN BERBASIS GAMIFIKASI TERHADAP PENGUASAAN MUFRADAT DAN SELF-EFFICACY DALAM PEMBELAJARAN BAHASA ARAB PADA SISWA KELAS III MI. EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran , 6(4), 2964–2974. https://doi.org/10.51878/educational.v6i4.13082

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.