Research Article
The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary Level
More Detail
1 Universiti Pendidikan Sultan Idris, Malaysia2 Universiti Malaysia Kelantan, Malaysia* Corresponding Author
Contemporary Educational Technology, 14(1), January 2022, ep344, https://doi.org/10.30935/cedtech/11480
Published: 03 January 2022
OPEN ACCESS 2382 Views 1898 Downloads
ABSTRACT
In the 21st century, the advancement of technology has changed how people, especially the younger generation communicate and socialise with each other, as well as how they learn, acquire and process information. Therefore, this study aims to explore the impact on the employment of digital game-based learning in Arabic class at the tertiary level. This study is a qualitative study and data obtained through semi-structured interview sessions with 16 students at tertiary level, who exposed to the mobile digital game in learning the Arabic language. The students were chosen purposively based on several determining characteristics. The major findings indicated that the mobile digital game produces a significant effect on their learning achievement and enhances their Arabic vocabulary acquisition. Besides, the digital game-based learning also promotes a student-centred and interactive learning, while additionally creates an enjoyable environment for learning that could encourage student participation in class activities, sustain their learning engagement, and improve their motivation. This study explored opportunities for Arabic language lecturers to practice digital game-based learning as it promotes student-centred learning, which would enhance student’s participation in language activities and provide them with a joyful, fun, and active learning environment.
CITATION (APA)
Abdul Ghani, M. T., Hamzah, M., Wan Daud, W. A. A., & Muhamad Romli, T. R. (2022). The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary Level. Contemporary Educational Technology, 14(1), ep344. https://doi.org/10.30935/cedtech/11480
REFERENCES
- Abdul Razif, Z., & Mohd Zaki, A. R. (2017). Arabic language vocabulary size and its relation with speaking skills. Jurnal Sultan Alauddin Sulaiman Shah, 4(1), 220-228.
- Abdul Razif, Z., Saifulah, S., Khairil Ashraf, E., Mohd Zaki, A. R., Khirulnizam, A. R., Muhammad Haron, H., & Naqibah, M. (2016). Pembelajaran kosa kata Arab berbantukan aplikasi [Application-assisted Arabic vocabulary learning]. IRSYAD2016, Selangor, Malaysia.
- Abu Riya, M. (2001). The impact of using computerized games in the sixth grade students in acquiring the four arithmetic algorithms. Studies of Educational Sciences, 164-176.
- Akbar, B. (2020). Mainstream theoretical trends and future directions of L2 motivation studies in classroom and CALL contexts. CALL_EJ, 2(1), 1-28.
- Alessi, S. M., & Trollip, S. R. (1984). Computer-based instruction: Methods and development (2nd ed.). Prentice-Hall.
- Alhashemi, A., & Mahmoud, A. (2012). Vocabulary learning strategies used by learners of Arabic as a foreign language in the University of Islamic Sciences in Malaysia and their beliefs about vocabulary. Journal of Educational Sciences, 8(2), 105-117.
- Amna, K., Farzana, H. A., & Muhammad Muddasir, M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22, 2767-2808. https://doi.org/10.1007/s10639-017-9622-1
- Ashinida, A. (2016). A need analysis for the course materials design of the Arabic language course. International Journal of Social Science and Humanity, 6, 423-426. https://doi.org/10.7763/IJSSH.2016.V6.684
- Azman, A. R., Muhammad Sabri, S., Nurkhamimi, Z., & Khafidz, A. H. (2018). An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia. Educational Research and Reviews, 13(5), 166-172. https://doi.org/10.5897/ERR2018.3487
- 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. https://doi.org/10.1016/j.nedt.2009.11.007
- Bamrara, A. (2018). Applying ADDIE model to evaluate faculty development program. Issues and Ideas in Education, 6(1), 11-28. https://doi.org/10.15415/iie.2018.61001
- Braun, V., & Clarke, V. (2013). Successful qualitative research: A practical guide for beginners (1st ed.). SAGE.
- Cardenas-Moncada, C., Veliz-Campos, M., & Veliz, L. (2020). Game-based student response system: The impact of Kahoot in a Chilean vocational higher education EFL classroom. CALL_EJ, 2(1), 64-78.
- Cardinot, A. (2019). Game-based learning to engage students with Physics and Astronomy using a board game. International Journal of Gmae-Based Learning, 9(1), 42-57. https://doi.org/10.4018/IJGBL.2019010104
- Chang, Y. -H., Hwang, J. -H., & Fang, R. J. (2017). A kinetict-and game-based interactive learning system. EURASIA Journal of Mathematics Science and Technology Education, 13(2), 4897-4914. https://doi.org/10.12973/eurasia.2017.00972a
- Charmaz, K. (2006). Constructing grounded theory (2nd ed.). SAGE. https://doi.org/10.1002/9781405165518.wbeosg070
- Chu, H.-C., & Hung, C.-M. (2015). Effects of the digital game-development approach on elementary school student’s learning motivation, problem solving, and learning achievement. International Journal of Distance Education Technologies, 13(1), 87-102. https://doi.org/10.4018/ijdet.2015010105
- Chu, M.-W., & Fowler, T. A. (2020). Gamification of formative feedback in language arts and mathematics classrooms: Application of the Learning Error and Formative Feedback (LEAFF) model. International Journal of Game-Based Learning, 10(1), 1-18. https://doi.org/10.4018/IJGBL.2020010101
- Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE.
- Fugard, A. J. B., & Potts, H. W. W. (2015). Supporting thinking on sample sizes for thematic analyses: A quantitative tool. International Journal of Social Research Methodology, 18(6), 669-684. https://doi.org/10.1080/13645579.2015.1005453
- Gebauer, S. K., Zaunbauer, A. C., & Moller, J. (2013). Cross-language transfer in English immersion programs in Germany: Reading comprehension and reading fluency. Contemporary Educational Psychology, 38(1), 64-74. https://doi.org/10.1016/j.cedpsych.2012.09.002
- Ghazali, Z., Siti Rosilawati, R., Noor Azli, M. M., Muhammad Sabri, S., & Effendi, A. (2021). Teachers’ perspective on digital game-based language learning for Arabic language in Malaysian primary schools. Advances in Social Science, Education and Humanities Research, 518, 436-441. https://doi.org/10.2991/assehr.k.210120.157
- Gibbs, G. R. (2007). Analyzing qualitative data. In U. Flick (Ed.), The SAGE qualitative research kit. SAGE. https://doi.org/10.4135/9781849208574
- Gonulal, T. (2019). The use of Instagram as a mobile-assisted language learning tool. Contemporary Educational Technology, 10(3), 309-323. https://doi.org/10.30935/cet.590108
- Guest, G., Bunce, A., & Johnson, L. (2006). How many interviews are enough?: An experiment with data saturation and variability. Field Methods, 18(1), 59-82. https://doi.org/10.1177/1525822X05279903
- Hamadallah, M. S. K., Nik Mohd Rahimi, N. Y., Noor Saazai, M. S., Hazlina, A., & Ashwaq, M. S. K. (2019). The effect of language games on smartphones in developing Arabic speaking skills among non-native speakers. Creative Education, 10, 972-979. https://doi.org/10.4236/ce.2019.105073
- 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. https://doi.org/10.1016/j.sbspro.2015.01.771
- Han, Y. S., & Gwo, J. H. (2013). A collaborative game-based learning approach to improving students’ learning performance in science courses. Computer & Education, 63, 43-51. https://doi.org/10.1016/j.compedu.2012.11.019
- Hao, K.-C., & Lee, L.-C. (2019). The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: An analysis of learning. Interactive Learning Environments, 29(7), 1101-1114. https://doi.org/10.1080/10494820.2019.1619590
- Hasnurol, H. (2010). Penguasaan kosa kata Arab program j-QAF dalam kalangan murid sekolah rendah [Arabic vocabulary mastery of the j-QAF program among primary school students] [Unpublished master thesis, Universiti Putra Malaysia].
- Hou, X., Nguyen, H. A., Richey, J. E., & McLaren, B. M. (2020). Exploring gender and enjoyment impact learning in a digital learning game. Artificial Intelligence in Education, 12163, 255-268. https://doi.org/10.1007/978-3-030-52237-7_21
- Huang, W. D., & Oh, E. G. (2018). Motivational support from Digital Game-Based Learning Environments (DGBLEs) for scientific topics designed by novice end users. Educational Media International, 55(2), 123-136. https://doi.org/10.1080/09523987.2018.1484043
- 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. https://doi.org/10.1016/j.compedu.2012.05.009
- Ibrahim, R., Masrom, S., Yusoff, R. M. C., Zainuddin, N. M. M., & Rizman, Z. I. (2017). Student acceptance of educational games in higher education. Journal of Fundamental and Applied Sciences, 9(3S), 809-829. https://doi.org/10.4314/jfas.v9i3s.62
- Insorio, A. O. (2021). Technological and operational mobile learning readiness of secondary teachers. International Journal of Pedagogical Development and Lifelong Learning, 2(1), ep2103. https://doi.org/10.30935/ijpdll/9362
- Izzah Syakirah, M., & Rosni, S. (2020). Arabic vocabulary translation skills level among Malaysian Higher Islamic Religious Certificate (STAM) students. Al-Qanatir International Journal of Islamic Studies, 72-85.
- Janudin, S. (2017). Learning Arabic language via interactive mobile application. In International Carnival on e-Learning (pp. 361-363). Nilai, Malaysia.
- Kalyuga, M., Mantai, L., & Marrone, M. (2013). Efficient vocabulary learning through online activities. Procedia Social and Behavioral Sciences, 83, 35-38. https://doi.org/10.1016/j.sbspro.2013.06.007
- Kayaoglu, M. N. (2013). Poor and good learner’s language belief and their influence on their language learning strategy use. Novitas-ROYAL, 7(1), 36-54.
- 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.
- Kuen, Y. L. (2010). English learning strategies used by form six students in secondary schools [Unpublished master thesis, Universiti Kebangsaan Malaysia].
- Lawrence, C. (2016). Using the ADDIE model of instructional design to teach chest radiograph interpretation. Journal of Biomedical Education, 2016, 9502572. https://doi.org/10.1155/2016/9502572
- Lazaruk, W. (2007). Linguistic, academic, and cognitive benefitsof French immersion. Canadian Modern Language Review, 63(5), 605-627. https://doi.org/10.3138/cmlr.63.5.605
- Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quartely, 15(2), 146.
- Lee, L. -C., & Hao, K. -C. (2015). Designing and evaluating digital game-based learning with the ARCS motivation model, humor, and animation. International Journal of Technology and Human Interaction, 11(2), 80-95. https://doi.org/10.4018/ijthi.2015040105
- Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V. (2014). Designing game-based learning environment for elementary science education: A narrative-centered learning perspective. Information Sciences, 264, 4-18. https://doi.org/10.1016/j.ins.2013.09.005
- Li, M. -C., & Tsai, C. -C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877-898. https://doi.org/10.1007/s10956-013-9436-x
- Lin, C. -H., Huang, S. -H., Shih, J. -L., Alexandra, C., & Gheorghita, G. (2017, July 3-7). Game-based learning effectiveness and motivation study between competitive and cooperative modes [Paper presentation]. 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), Timisoara, Romania. https://doi.org/10.1109/ICALT.2017.34
- Lu, S. -J., Liu, Y. -C., Chen, P. -J., & Hsieh, M. -R. (2018). Evaluation of AR embedded physical game on students’ learning achievement and motivation on elementary natural science. Interactive Learning Environments, 28(4), 451-463. https://doi.org/10.1080/10494820.2018.1541908
- Mayer, R. E. (2021). Multimedia learning (2nd ed.). Cambridge University.
- Merilainen, M. (2019). First-timer learning experiences in global game jam. International Journal of Game-Based Learning, 9(1), 30-41. https://doi.org/10.4018/IJGBL.2019010103
- Mohamad Khaidir, S., Arifin, M., & Mohamad Azrien, M. A. (2020). Vocabulary learning strategies between learners of Arabic major and non-Arabic major at a Malaysia public university. GESJ: Education Science and Psychology, 91-106.
- Muhammad Sabri, S. (2011). Analysis, design and development of an online vocabulary game for Arabic elementary learners [PhD Thesis, Universiti Teknologi MARA].
- Muhideen, S., Chu, J., Rufai, O. H., Shahani, R., & Amosun, T. S. (2021). Rethinking communication and crowdsourced technology: Mediating role of mobile-learning tie to broadband. European Journal of Interactive Multimedia and Education, 2(1), e02106. https://doi.org/10.30935/ejimed/9703
- Nadhilah, A. P., & Kamarul Shukri M. T. (2018). Perbezaan jantina dalam penggunaan strategi pembelajaran kemahiran berbahasa Arab [Gender differences in the use of Arabic language skills learning strategies]. Journal of Nusantara Studies, 3(1), 143-153. https://doi.org/10.24200/jonus.vol3iss1pp143-153
- Najdi, S., & Sheikh, R. E. (2012). Educational games: Do they make a difference? Procedia - Social And Behavioral Sciences, 47, 48-51. https://doi.org/10.1016/j.sbspro.2012.06.612
- Nation, I. S. (2001). Learning vocabulary in another language. Cambridge University Press. https://doi.org/10.1017/CBO9781139524759
- Nik Hanan, N. M., & Rabiatul Aribah, M. I. (2014). Arabic vocabulary learning strategies among non-native speakers: A case of IIUM. Global Journal of Al Thaqafah, 4(2), 125-133. https://doi.org/10.7187/GJAT722014.04.02
- Noor Azli, M. M., Hafawati, I., Ghazali, Z., Siti Rosilawati, R., Muhammad Sabri, S., & Harwati, H. (2019). Digital games based language learning for arabic literacy remedial. Creative Education, 10, 3213-3222. https://doi.org/10.4236/ce.2019.1012245
- Norfaezah, M. H. (2019). Challenges in teaching and learning Arabic language in secondary school: Students’, teachers’, and parents’ view. e-Bangi, 1-14.
- Nur Naimah Akmar, K., & Harun, B. (2017). Strategi pembelajaran kosa kata dan penguasaan pengetahuan kosa kata Arab dalam kalangan pelajar STAM [Vocabulary learning strategies and mastery of Arabic vocabulary knowledge among STAM students]. Attarbawiy: Malaysian Online Journal of Education, 1(1), 64-73.
- Nur Najhah Akmal, R., & Muhammad Sabri, S. (2020). The effectiveness of thingLink in teaching new vocabulary to non-native beginners of the Arabic language. IIUM Journal of Educational Studies, 8(1), 32 - 52. https://doi.org/10.31436/ijes.v8i1.274
- 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, 228, 443-448. https://doi.org/10.1016/j.sbspro.2016.07.068
- Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and etudent motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
- Park, G. (2010). Investigation into learning strategies used by effective and less effective EFL learners in Korea. Asian Social Sciences, 8, 3-13. https://doi.org/10.5539/ass.v6n8p3
- Roodt, S., & Ryklief, Y. (2019). Using digital game-based learning to improve the academic efficiency of vocational education students. International Journal of Game-based learning, 9(4), 45-69. https://doi.org/10.4018/IJGBL.2019100104
- Rosni, S. (2009). Isu pembelajaran bahasa Arab di Malaysia [Arabic language learning issues in Malaysia]. Universiti Sains Islam Malaysia.
- Rosni, S. (December, 2017). Pembelajaran bahasa Arab perlukan perubahan [Learning Arabic needs change]. Universiti Sains Islam Malaysia. USIM News. https://www.usim.edu.my/news/in-our-words/pembelajaran-bahasa-arab-perlu-perubahan/
- Rossman, G. B., & Rallis, S. F. (2012). Learning in the field: An introduction to qualitative research (3rd ed.). SAGE.
- Saifudin, H. (2002). Penguasaan perbendaharaan kata bahasa Arab di kalangan pelajar pelajar tingkatan tiga: Satu kajian kes di Sekolah Menengah Kebangsaan (Agama) Negeri Melaka [Arabic vocabulary mastery among form three students: A case study in Melaka State National (Religious) Secondary School] [Unpublished M.A. dissertation, Universiti Malaya].
- Samir, N., & Randa E. S. (2012). Educational games: Do they make a difference? Procedia Social and Behavioral Sciences, 47, 48-51. https://doi.org/10.1016/j.sbspro.2012.06.612
- Schmitt, N. (2000). Vocabulary in language teaching. TESOL Quaeterly, 36, 235. https://doi.org/10.2307/3588334
- Shabalina, O., Mozelius, P, Vorobkalov, C., Malliarakis, C., & Tomos, F. (2015, July 6-8). Creativity in digital pedagogy and game-based learning techniques: Theoretical aspects, techniques and case studies [Paper presentation]. 2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA), Corfu, Greece. https://doi.org/10.1109/IISA.2015.7387963
- Shin, D. H., & Shin, Y. J. (2011). Why do people play social network games? Computers in Human Behavior, 27(2), 852-861. https://doi.org/10.1016/j.chb.2010.11.010
- Siti Aisyah, I., & Zamri, A. (2016). Saiz kosa kata bahasa Arab dan hubungannya dengan kemahiran menulis [Arabic vocabulary size and its relationship with writing skills] [Paper presentation]. Seminar Antarabangsa Pengajaran Bahasa dan Sastera Arab Kepada Penutur Bukan Arab [International Seminar on Teaching Arabic Language and Literature to Non-Arabic Speakers], Kelantan, Malaysia.
- Siti Nazleen, A. R., & Zuliana, T. (2017). The effect of digital game-based learning on primary school students’ English vocabulary achievement and acceptance. Innovative Teaching and Learning Journal, 1(1), 61-74.
- Sueraya, C. H., Ismail, S. A., Arifin, M., & Ismaiel Hassanien, A. M. (2012). Strategies to develop speaking skills among Malay learners of Arabic. International Journal of Humanities and Social Science, 2(17), 303-310.
- Sung, H.-Y., & Hwang, G.-J. (2013). A collaborative game-based learning approach to improving students’ learning performance in science cources. Computers & Education, 63, 43-51. https://doi.org/10.1016/j.compedu.2012.11.019
- Travis, N. T. (2018). Design case: Implementing gamification with ARCS to engage digital natives. Journal of Empowering Teaching Excellence, 2(1), 23-52.
- Tsai, F.-H. (2017). An investigation of gender differences in a game-based learning environment with different game modes. EURASIA Journal of Mathematics Science and Technology Education, 13(7), 3209-3226. https://doi.org/10.12973/eurasia.2017.00713a
- Ugyen, D., Patcharin, P., & Niwat, S. (2015). Gender differences in students’ learning achievements and awareness through residence energy saving game-based inquiry playing. Journal Computer Education, 2(2), 227-243. https://doi.org/10.1007/s40692-015-0033-2
- Vega, L. D. (2014). Effect of an elementary two way bilingual Spanish-English immersion school program on junior high and high school student achievement [PhD thesis, Colorado State University].
- Wilfried, A., Jantina, H., Irma, H., Els, K., Monique, V., & Geert, D. (2014). Gender-inclusive game-based learning in secondary education. International Journal of Inclusive Education, 18(11), 1208-1218. https://doi.org/10.1080/13603116.2014.885592
- Wu, T.-T. (2018). Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game-based learning. Journal of Computer Assisted Learning, 34(3), 1-9. https://doi.org/10.1111/jcal.12244
- Yang, J. C., & Chen, S. Y. (2010). Effects of gender differences and spatial abilities within a digital pentominoes game. Computers & Education, 55(3), 1220-1233. https://doi.org/10.1016/j.compedu.2010.05.019
- 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), 1-10.
- Yusoff, A. (2010). A conceptual framework for serious games and its validation [Unpublished PhD thesis, University of Southampton].
- Zaid Arafat, M. N., Nik Mohd Rahimi, N. Y., Irma Matriny, M. Y., & Mohd Yusri, K. (2016). Foreign language vocabulary learning strategies in Malaysia. Creative Education, 7, 428-434. https://doi.org/10.4236/ce.2016.73042
- Zainur Rijal, A. R., & Rosni, S. (2018). Saiz kosa kata bahasa Arab dalam kalangan pelajar di peringkat pengajian tinggi: Permasalahan dan strategi pengajaran [Arabic vocabulary size among students in higher education: Problems and teaching strategies]. International Journal of Language Education and Applied Linguistics, 8(2), 61-70.
- Zainur Rijal, A. R., Rosni, S., Mohammad Fauzi, J., & Mohd Shahriman, A. B. (2016). Kebolehan menguasai kosa kata bahasa Arab dalam buku teks di kalangan pelajar Sijil Tinggi Agama Malaysia (STAM) [Ability to master Arabic vocabulary in textbooks among students of Sijil Tinggi Agama Malaysia (STAM)]. International Journal of Language Education and Applied Linguistics, 5, 33-43.