Gamifikasi Bahasa Arab dengan Model Blended Learning
Abstract
Arabic learning in Indonesia is entering a new phase during the pandemic. Students are allowed to join limited face-to-face meetings with reduced class hours. In response to this, a blended learning model is applied by combining face-to-face learning models in class and at other times conducting online learning outside the classroom or at home. To help students achieve the objectives of learning Arabic, gamification of learning is needed by utilizing online or android-based games. This study aims to describe how educators apply gamification in blended learning. The method used in writing this article is descriptive analysis or literature review which produces descriptive data from various research results on teacher experiences of gamification in blended learning. The results of this study indicate that students can practice with the educational games provided. This provides easy access and efficiency and enhances student interest.
References
Al Munawaroh, Nisa Tazkiya. (2021). “The Use of Quizizz Online Software in the Evaluation of Arabic Learning.†ALSUNIYAT: Jurnal Penelitian Bahasa, Sastra, dan Budaya Arab 4, no. 1: 29–46.
Al Saud, AlJohara Fahad. (2021). “The Effect of Blended Learning on Children’s Arabic Reading during Covid-19 Quarantine.†International Journal of Innovation, Creativity and Change 14, no. 1.
Basri, Hasan, Lely Fathiyatus Sa’diyah, Siti Nur Khasanah, dan Danial Hilmi. (2020). “Efektivitas Pemanfaatan Media Online Dalam Pembelajaran Di Masa Pandemi Covid-19.†Tarbiyatuna: Jurnal Pendidikan Ilmiah 5, no. 2: 145–58.
Bersin, Josh. (2004). The blended learning book: Best practices, proven methodologies, and lessons learned. San Francisco: John Wiley & Sons.
Cleveland-Innes, Martha, dan Dan Wilton. (2018). Guide to blended learning. British Columbia: Commonwealth of Learning Press.
Dicheva, Darina, Christo Dichev, Gennady Agre, dan Galia Angelova. (2015). “Gamification in education: A systematic mapping study.†Journal of Educational Technology & Society 18, no. 3: 75–88.
Hayati, Nur, dan Mualim Wijaya. (2018). “Pengelolaan Pembelajaran Melalui Blanded Learning Dalam Meningkatkan Receptive Skill Peserta Didik di Pondok Pesantren.†Palapa 6, no. 2: 1–18.
Kapp, Karl M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: John Wiley & Sons.
Majid, Haritsa Taqiyya, dan Sheila Nurul Huda. (2020). “Gamifikasi Pembelajaran Huruf Hijaiyah dan Bahasa Arab: Studi Kasus PAUD Terpadu Mutiara Yogyakarta.†AUTOMATA 1, no. 2.
Mei, Suo Yan, Suo Yan Ju, dan Zalika Adam. (2018). “Implementing Quizizz as game based learning in the Arabic classroom.†European Journal of Social Science Education and Research.
Mukharomah, Nafi’. “Penggunaan Aplikasi Quizizz sebagai Media Penilaian Berbasis Daring di MI Al Muqorrobiyah.†Jurnal WANIAMNEY: Journal of Islamic Education E-ISSN 2, no. 1 (2021).
Prawiradilaga, Dewi Salma. (2014). Wawasan teknologi pendidikan. Jakarta: Kencana Prenada Media Group.
Putri, Annindita Hartono, Fira Eka Permatasari, Athiyah Laila Hijriyah, dan Lailatul Mauludiyah. (2021). “Arabic Quizzes Game to Improve Arabic Vocabulary.†Tanwir Arabiyyah: Arabic As Foreign Language Journal 1, no. 1.
Rafiqah, Rafiqah. (2013). Pengembangan Perangkat Pembelajaran Berbasis Konstruktivisme. Makassar: Alaudin University Press.
Rahmatullah, Nova Ardhiansyah, Aulia Paramita, dan Herlinda Herlinda. (2021). “Perancangan Aplikasi Pembelajaran Bahasa Arab Berbasis Android.†Dalam Semnas Ristek (Seminar Nasional Riset dan Inovasi Teknologi), Vol. 5.
Ramdani, Nurfadilah. (2018). “Pengaruh Game Online Terhadap Minat Belajar Siswa kelas VI SDN Bawakaraeng 1 Kota Makassar.†Skripsi, Universitas Muhammadiyah Makassar.
Ramlan, Siti Rosilawati. (2018). “Gamifikasi untuk Pembelajaran Bahasa.: Tinjauan Literatur Linguisti.†Dalam Prosiding Seminar Kebangsaan Pendidikan. Kuala Lumpur: Univesiti Sultan Zainal Abidin.
Sani, Dian Ahkam. (2017). “Efektifitas Aturan Main Untuk Game Edukasi Kosakata Bahasa Arab Berbasis Mobile.†Dissertation, Institut Teknologi Sepuluh Nopember.
Saputra, Muhammad Genantan. (2021). “Catat Durasi Waktu Belajar Tatap Muka Untuk PAUD, SD Hingga SMA Di Jakarta.†merdeka.com, 29 Agustus 2021. https://www.merdeka.com/jakarta/catat-durasi-waktu-belajar-tatap-muka-untuk-paud-sd-hingga-sma-di-jakarta.html.
Suyanto, Muhammad. (2003). Multimedia alat untuk meningkatkan keunggulan bersaing. Penerbit Andi.