UPSI Digital Repository (UDRep)
Start | FAQ | About
Menu Icon

QR Code Link :

Type :article
Subject :L Education (General)
Main Author :Mahizer Hamzah
Additional Authors :Mohammad Taufiq
Abdul Ghani
Wan Ab Aziz Wan Daud
Saipolbarin Ramli
Title :Digital game-based learning as an innovation to enhance student
Place of Production :Tanjong Malim
Publisher :Fakulti Pembangunan Manusia
Year of Publication :2019
Corporate Name :Universiti Pendidikan Sultan Idris

Abstract : Universiti Pendidikan Sultan Idris
Various studies have investigated the potential of employing digital games in education to help students’ increase their learning achievement and their academic performance. Over the years, scholar have recognised how games could become a good learning tool that can improve learner’s performance and sustain their engagement in teaching and learning activities. Therefore, the objective of this study is to explore whether mobile digital games, as a cybergogical tool, can be used to support Arabic language teaching and learning. This study is a quasi-experiment designed to determine the effectiveness of mobile digital games in supporting the learning of Arabic. This study 70 students who are taking the elementary Arabic language course in Universiti Malaysia Kelantan (UMK), Malaysia. The participants were selected through random purposive sampling. The students were divided into two groups; experimental group and control group. After the intervention of mobile digital game, the achievement scores of both groups were collected practically. The data collected were analysed using inferential quantitative analysis by using the IBM SPSS Statistics 24 software. This study reported that the adoption of mobile digital games significantly increases students’ achievement in Arabic language learning.

References

1. Alessi, S. M., Trollip, S. R. (1984). Computer-based Instruction: Methods and Development. New Jersey: NJ: Prentice-Hall.

2. Anderson, L. W. & Krathwohl, D. R. (2001). A Taxonomy for Learning, Teaching and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives. Boston: Pearson Education Group.

3. Baid, H., & Lambert, N. (2010). Enjoyable Learning: The Role of Humour, Games, and Fun Activities in Nursing and Midwifery Education. Nurse Education Today, 30(6), 548-552.

4. Belloti, F. Kapralos, B., Lee, K., Moreno-Ger, P. & Berta, R. (2013). Assessment in and of Serious Games: An Overview. Advances in Human-Computer Interaction, 1.

5. Breer, J. S. & Bente, G. (2010). Why So Serious? on The Relation of Serious Games and Learning. Journal for Computer Game Culture, 4(1), 7-24.

6. Brom, C., Preuss, M., & Klement, D. (2011). Are Educational Computer Micro-Games Engaging and Effective for Knowledge Acquisition at High School? A Quasi-Experimental Study. Computer & Education, 57(3), 1971-1988.

7. Gharawi, M. A. & Bidin, A. (2016). Computer Assisted Language Learning for Learning Arabic as a Second Language in Malaysia: Teacher Perception. International Journal of Information and Education Teachnology, 6(8), 633-637.

8. Hamizul, M. & Nik Mohd Rahimi, N. Y. (2015). Design and Development of Arabic Online Games: A Conceptual Paper. Procedia Social and Behavioral Sciences, 174, 1428-1433.

9. Harun, B. & Zawawi, I. (2014). Vocabulary Learning Strategies and Arabic Vocabulary Size among Pre-University Students in Malaysia. International Education Studies, 7(13), 219-226.

10. Huang, W. H., Huang W., Y., & Tschopp, J. (2010). Sustaining Iterative Game Playing Process in DGBL: The Relationship Between Motivational Processing and Outcome Processing. Computers & Education, 55(22), 789-797.

11. Hwang, G., -J., Wu, P. -H., & Chen, C. -C. (2012). An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities. Computers & Education, 1246-1256.

12. Ishak, S. A. & Arifin, Z. (2016). Saiz Kosa Kata Bahasa Arab dan Hubungannya Dengan Kemahiran Menulis. Seminar Antarabangsa Pengajaran Bahasa dan Sastera Arab Kepada Penutur Bukan Arab 2016 (pp. 212-218). Kelantan: Universiti Malaya.

13. Janudin, S. (2017). Learning Arabic Language via Interactive Mobile Application. International Carnival on e-Learning (pp. 361-363). Nilai: Universiti Sains Islam Malaysia.

14. Janudin, S. (2017). Learning Arabic Language Via Interactive Mobile Application. International Carnival on e-Learning 2017 (pp. 361-363). Nilai: University Sains Islam Malaysia.

15. Juul, J. (2003). The Game, The Player, The World: Looking for a Heart of Gameness. Digital Games Research Conference (p. 121). Utrecht, Holland: Utrecht University.

16. Kim, B., Park, H. & Baek, Y. (2009). Not Just Fun, But Serious Strategies: Using Meta-Cognitive Strategies in Game-Based Learning. Computers and Education, 52(4), 800-810.

17. Kirikkaya, E. B., ISERI, S., & Vurkaya, G. (2010). A Board Game About Space and Solar System for Primary School Students. The Turkish Online Journal of Educational Technology, 9(2), 1-13.

18. Lee, J. & Hammer, J. (2011). Gamification in Education: What, how, why bother? Academic Exchange Quartely, 15(2), 146.

19. Lenhart, A., Madden, M. & Hitlin, P. (2005). Teens and Technology. Washington, DC: Pew.

20. Meyad, N. A., Roslan. S. Chong, M. & Haji, B. (2014). The Relationship Between Motivation and Achievement Toward Studying Arabic Grammar in Malaysia. International Conference on Arabic Studies and Islamic Civilization iCasic, (pp. 121-127). Kuala Lumpur.

21. Muhamad Sabri, S. (2011). Analysis, Design and Development of an Online Vocabulary Game for Elementary Learners. Selangor: Universiti Teknologi Mara.

22. Nafi @ Hanafi D., Mohd Feham M. G., Muhammad Sabri S., Rusni H., Abdul Wahab Z., & Zakaria O. (2017). Prototype Development of Mobile App for Trilingual Islamic Banking and Finance Glossary of Terms via iOS and Android Based Devices. International Journal of Interactive Mobile Technologies (iJIM), 145-161.

23. Najdi, S. & Sheikh, R. E. (2012). Educational Games: Do They Make a Difference? Procedia - Social and Behavioral Sciences, 48-51.

24. Nobar, A. G., & Ahangari, S. (2012). The Impact of Computer Assisted Language Learning on Iranian EFL Learners' Task-based Listening Skill and Motivation. Journal of Academic and Applied Studies, 2(1), 39-61.

25. Noor Anida, A., Misrah Hamisah, M, & Ruhaizan, S. (2013). Enhancing Arabic Speaking Skills among Malay Students Through Group Work Activities. International Journal of Humanities and Social Science, 3(21), 212-219.

26. Norfezah, M. H. (2015). Effective Technique if Teaching and Learning Arabic Language in the Classroom: A Case Study in Selected National Religious Secondary Schools (SMKA) in Selangor. International Conference on Language, Literature, Culture and Education, (pp. 113-118).

27. Paiva, A. C. R., Flores, N. H., Barbosa, A. G., & Ribeiro, T. P. B. (2016). iLearnTest - Framework for Educational Games. Procedia - Social and Behavioral Sciences, 443-448.

28. Papastergiou, M. (2009). Digital Game-Based Learning in High School Computer Science Education: Impact on Educational Effectiveness and Student Motivation. Computers & Education, 1-12.

29. Prensky, M. (2001a). Digital Game-Based Learning. USA: Paragon House.

30. Prensky, M. (2001b). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1-6.

31. Rosni, S. (2009). Isu Pembelajaran Bahasa Arab di Malaysia. Nilai: Universiti Sains Islam Malaysia.

32. Rosni, S. (Disember, 2017). Pembelajaran Bahasa Arab Perlu Perubahan. Retrieved 31 January, 2018, from https://www.usim.edu.my/news/in-our-words/pembelajaran-bahasa-arab-perlu-perubahan/

33. Saipolbarin, R, Zarima, M. Z., Nazri, A. & Mohammad Sidik, A. (2018). Aplikasi Formula Pola Ayat Dalam Penulisan Teks Pelajar Universiti Pendidikan Sultan Idris (UPSI). Jurnal Sultan Alauddin Sulaiman Shah, 5(1), 175-184.

34. Salen, K. & Zimmerman, E. (2004). Rule of Play: Game Design Fundemantals. Cambridge: MIT Press.

35. Samah, R. (December, 2017). Pembelajaran Bahasa Arab Perlukan Perubahan. Universiti Sains Islam Malaysia. Nilai: USIM News. Retrieved from https://www.usim.edu.my/news/in-our-words/pembelajaran-bahasa-arab-perlu-perubahan/

36. Schmitt, N. (2000). Vocabulary in Language Teaching. TESOL Quaeterly, 36, 235. doi:http://doi.org/10.2307/3588334

37. Shamsuddin, S. M. & Ahmad, S. S. H. (2017). Contemporary Issues of Teaching Arabic in Southeast Asian Countries (Brunei, Malaysia and Indonesia for The Example). Journal of Research in Humanities and Social Science, 5(6), 42-51.

38. Shao, J. & Qing, Y. (2012). A Study og Multimedia Application-based Vocabulary Acquisition. English Language Teaching, 5(10).

39. Sung, H. -Y. & Hwang, G. -J. (2013). A Collaborative Game-Based Learning Approach to Improving Students' Learning Performance in Science Coueces. Computers & education, 43-51.

40. Wan Abdul Hayyi W. O., Khoirun Nisak M. S., & Majdan P. R. (2012). Masalah Pengajaran Kosa Kata Arab dan Beberapa Cadangan Penyelesaian Dinamika Pendidikan Bahasa Arab Menelusuri Inovasi Profesionalisme Keguruan. Terengganu: Universiti Sultan Zainal Abidin.

41. Yien, J. -M., Hung, C. -M., Hwang, G. -J., & Lin, Y. -C. (2011). A Game-Based Learning Approach to Improving Students' Learning Achievements in A Nutrition Course. The Turkish Online Journal of Educational Technology, 10(2).

42. Zailani, A. R., Rahman, K. A., Husaini, M. H., Elias, K. A., Samsudin. S., & Rahman, M. Z. A. (2016). Pembelajaran Kosa KataArab Berbantukan Aplikasi. Seminar Antarabangsa Akidah, Dakwah dan Syariah 2016 (IRSYAD2016) (pp. 1845-1859). Selangor: Kolej Universiti Islam Antarabangsa Selangor.

43. Zhang, D., Zhao, J. L., Zhou. L. & Nunamaker J. F. (2004). Can e-Learning Replace Classroom Learning? Communications of The ACM, 47(5), 75-79.

44. Zunita, M. M., Harun, B., Maimun, A. L., & Nurul K. Y. (2016). Teaching and Learning Arabic Vocabulary: From a Teacher’s  Experiences. Creative Education, 7, 482-490.

 


This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials.
You may use the digitized material for private study, scholarship, or research.

Back to previous page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.