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Type :article
Subject :L Education (General)
Main Author :Tg Ainul Farha Tg Abdul Rahman
Additional Authors :Hasnul Fikri Ahmad Sukri
Hirzi Irsyad Hipni
Mohamad Harith Mohd Tarmizi
Mohd Redza Riquelme Nisham
Muhammad Arif Hannan Mohamed
Muhammad Asyraf Yusoff
Muhammad Habib Adnin
Muhammad Najmi Mohd Fauzi
Title :Modified monopoly deal game for learning the declension of Arabic words
Place of Production :Tanjong Malim
Publisher :Fakulti Pembangunan Manusia
Year of Publication :2021
Corporate Name :Universiti Pendidikan Sultan Idris

Abstract : Universiti Pendidikan Sultan Idris
Declension is one of the basic principles of Arabic Syntax that must be mastered by students. However, learning the declension requires students to be familiar with a variety of rules and routines. Thus, it is essential to provide interactive and fun learning activities. Since the teenagers prefer to play card games as one of the tools for language learning, modified Monopoly Deal card game has a high chance of being utilized as a learning tool. This study aimed to (1) explore the steps and procedures in developing modified Monopoly Deal card game for learning the declension of Arabic words and (2) investigate the usability test level of using Arabic - Inovatif - Fun (ArIF) card game among secondary school students in Kolej GENIUS Insan, Universiti Sains Islam Malaysia. The design and development of this card game started with an analysis of three theories relating to the Revised Bloom’s Taxonomy (Krathwohl & Anderson, 2009), Grammar Learning Strategies (Pawlak, 2009), Game-based Learning (Gee, 2003). ADDIE model was chosen as a model research framework in this study by running different phases of analysis, design, development, implementation, and evaluation. A set of questionnaires with both open and closed-ended questions were distributed among 60 students who were purposively sampled. This study contributed experiences on the design and development of an educational card game in learning Arabic Syntax. Findings from the evaluation process showed that ArIF card game scored highly since the card game promotes learning interactively, encourages ease of use, enhances learning, and increases communication skills. 16 closed ended questions of the usability testing questionnaire show that the mean score is above 3.5, which reflect reflects a high level of agreement, by referring to Oxford classification. Analysis of the open-ended questions also indicated students' agreement on the usability, practicality and effectiveness of this card games. Suggestions and comments from different students were synthesized and incorporated with the findings to guide further improvement of the card game and recommendations for future research. This interesting card game will help students in mastering the topic and assist teachers to perform active teaching and to learn in the classroom atmosphere.

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