Learning Memorize Arabic Vocabulary with Hangman Games

Candra Wijaya, Murdiono Murdiono, Renat Sarimov

Abstract


The use of Hangman game media is based on the lack of Arabic language game media. This condition causes students to become bored and pay less attention to learning. The lack of game media supporting Arabic as the main language makes researchers use the Hangman game media. This study aims to see how efficiently the Hangman interactive game improves vocabulary memorization XI grade students. The pre-experimental method was adopted, in which the researcher conducted a pre- and post-test. The researcher utilized a simple random sampling procedure using a sample of 28 students in her study. The data gathering strategy employed observation and tests to determine the student knowledge level. The T Test is a method of data analysis. In this case, students' scores improved after they played the Hangman game. After playing the Hangman game, students can memorize 5-6 new vocabulary words on average. Which was possible to say that using Hangman games to improve students' vocabulary memorization is effective. The Hangman game can be used as the main medium of learning or inserted in making learning materials on powerpoint to make learning conditions more enjoyable.

Keywords


Arabic vocabulary; hangman game; interactive learning; media

Full Text:

PDF

References


Abdul Munip. 2017. Penilaian Pembelajaran Bahasa Arab. Yogyakarta: FITK UIN Press.

Astuti, W. 2016. “Berbagai Strategi Pembelajaran Kosakata Bahasa Arab”, AL-MANAR: Jurnal Komunikasi dan Pendidikan Islam, Vol. 5, No. 2.

Blândul, V. C. 2015. “Inovation in Education – Fundamental Request of Knowledge Society”, Procedia - Social and Behavioral Sciences, Vol. 180.

Chrstian, Y., & Denissa. 2022. “Analysis of Hangman Game Implementation for Hsk Test Participants Using Flutter”, JIKO (Jurnal Informatika Dan Komputer), Vol. 6, No. 1.

Degner, M., Moser, S., & Lewalter, D. 2021. “Digital Media in Institutional Informal Learning Places: A Systematic Literature Review”, Computers and Education Open, Vol. 3.

Fansury, A. H., & Januarty, R. 2017. “Model Pembelajaran Picture and Picture dengan Media Games Android Dalam Meningkatkan Kemampuan Kosa Kata Siswa Kelas VII SMPN 35 Makassar”, Jurnal Keguruan dan Ilmu Pendidikan (JIKP), Vol. 4, No. 1.

Fauzi, M., Murdiono., Anindiati, I., Nada, A. L. I., Khakim, R. R., & Mauludiyah, L. 2020. “Developing Arabic Language Instructional Content in Canvas LMS for the Era and Post Covid-19 Pandemic”, Izdihar: Journal of Arabic Language Teaching, Linguistics, and Literature, Vol. 3, No. 3.

Harma, A., Kone, A. M., & Anggraeni, L. 2021. “Increasing Vocabulary Through Hangman Game By Students’of SMPN 3 Makassar”, English Language and Literature International Conference (ELLiC) Proceedings, Vol. 4.

Hasbi, M., Munawir, A., Ahmad, G., & Khair, U. 2022. “Teaching Vocabulary Using Games: Empowering Students’ Interest in ELT Classrooms”, PATIKALA: Jurnal Pengabdian Kepada Masyarakat, Vol. 1, No. 3.

Hasma. 2017. “Keterampilan Dasar Guru untuk Menciptakan Suasana Belajar yang Menyenangkan”, Didaktis: Jurnal Pendidikan dan Ilmu Pengetahuan, Vol. 17, No. 1.

Hawa, D., & Nihayah, H. W. 2021. “The Effectiveness of Using Hangman Game in Speaking Skill”, Journey (Journal of English Language and Pedagogy), Vol. 1, No. 1.

Holidazia, R., & Rodliyah, R. S. 2020. “Strategi Siswa dalam Pembelajaran Kosakata Bahasa Inggris”, Jurnal Penelitian Pendidikan, Vol. 20, No. 1.

Idhayani, N., Nasir., & Jaya, H. N. 2021. “Manajemen Pembelajaran untuk Menciptakan Suasana Belajar Menyenangkan di Masa New Normal”, Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, Vol. 5, No. 2.

Ilmiani, A. M., Ahmadi., Rahman, N. F., & Rahmah, Y. 2020. “Multimedia Interaktif Untuk Mengatasi Problematika Pembelajaran Bahasa Arab”, Al-Ta’rib Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab, Vol. 8, No. 1.

Isnaini, N., & Huda, N. 2020. “Pengembangan Media Pembelajaran Kosakata Bahasa Arab Berbasis Permainan My Happy Route pada Siswa Kelas VIII MTsN 10 Sleman”, Al Mi’yar: Jurnal Ilmiah Pembelajaran Bahasa Arab dan Kebahasaaraban, Vol. 3, No. 1.

Julaiha, H. 2019. “The Effectiveness Of Using Hangman Game On Students’vocabulary Achievement of The Eighth Grade at SMPN 1 Kalidawir”, Thesis, UIN Sayyid Ali Rahmatullah Tulungagung.

Kartum. 2020. “Penerapan Media Gambar dalam Pembelajaran Bahasa Arab Dapat Meningkatkan Antusiasme dan Hafalan Kosakata (البيانات الشخصية) SISWA”, Journal for Lesson and Learning Studies, Vol. 3, No. 1.

Kusuma, G. P., Suryapranata, L. K. P., Wigati, E. K., & Utomo, Y. 2021. “Enhancing Historical Learning Using Role-Playing Game on Mobile Platform”, Procedia Computer Science, Vol. 179.

Lasmawati, D. 2022. “The Effect of Using Word Matching Game on Student’s Vocabulary Mastery At Eight Grade Of Smp Swasta Bintang Laut Bagansiapiapi”, Thesis, Universitas HKBP Nommensen.

Manan, R. M. 2016. “The Use of Hangman Game in Motivating Students in Learning English”, ELT Perspective Jurnal Pendidikan Bahasa Inggris, Vol. 4, No. 2.

Munikasari., Sudarsono., & Riyanti, D. 2021. “The Effectiveness of Using Hangman Game to Strengthen Young Learners’vocabulary”, Journal of English Education Program, Vol. 2, No. 1.

Nabilah, N. 2021. “Using Hangman Game Application for The EFL Classroom: It Efficacy for Learners to Master Vocabulary”, Proceeding of International Conference on Language Pedagogy (ICOLP), Vol. 1.

Nugrawiyati, J. 2015. “Pembelajaran Kosakata Bahasa Arab di Madrasah Ibtidaiyah”, El-Wasathiya: Jurnal Studi Agama, Vol. 3, No. 2.

Pavita, M. D. A. 2022. “Students’ Perceptions of the Use of a Snake and Ladder Board Game in Learning Vocabulary at the English Club of SMK N 1 Banyumas”, English Language and Education Spectrum, Vol. 2, No. 1.

Putra, H. I., & Nasrullah, A. 2017. “Implementasi Pendekatan Pembelajaran Aktif, Kreatif, Efektif dan Menyenangkan Ditinjau dari Hasil Belajar”, Union: Jurnal Ilmiah Pendidikan Matematika, Vol. 5, No. 2.

Sekarini, W. 2018. “Penggunaan Media Flash Card untuk Meningkatkan Kemampuan Menghafal Kosakata Bahasa Arab Siswa Madrasah Ibtidaiyah Terpadu Muhammadiyah 01 Sukarame”, Thesis, UIN Raden Intan Lampung.

Suliyanto. 2017. Metode Penelitian Kuantitatif. t.tp: Universitas Peradaban Press.

Suyunovna, M. S., & Umarjon o’g’li, M. S. 2022. “The Importance of Didactic Games In Teaching English To Young Learners”, Барқарорлик Ва Етакчи Тадқиқотлар Онлайн Илмий Журнали.

Tresnawati, D., & Rizqi, R. F. 2017. “Rancang Bangun Aplikasi Pengenalan Dasar Bahasa Arab Sebagai Media Pembelajaran Berbasis Android”, Jurnal Algoritma, Vol. 14, No. 2.

Turohmah, F., Mayori, E., & Sari, R. Y. 2020. “Media Pembelajaran Word Wall dalam Meningkatkan Kemampuan Mengingat Kosa Kata Bahasa Arab”, Jurnal Pendidikan Luar Sekolah, Vol. 14, No. 1.

Wahyudi, D., & Azizah, H. 2016. “Strategi Pembelajaran Menyenangkan dengan Konsep Learning Revolution”, Attarbiyah, Vol. 26.

Wardoyo, C., Satrio, Y. D., Narmaditya, B. S., & Wibowo, A. 2021. “Do Technological Knowledge and Game-Based Learning Promote Students Achievement: Lesson from Indonesia”, Heliyon, Vol. 7, No. 11.




DOI: https://doi.org/10.24865/ajas.v8i1.500

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Indexed By:

DOAJ sinta Crossref Google Scholar AcademicKeys Research Bib academia.edu garuda garuda citefactor

 

Creative Commons License

Copyright CC-BY-SA

web
counter View My Stats

Arabi : Journal of Arabic Studies, p-ISSN: 2548-6616, e-ISSN: 2548-6624