Skip to content
Open access

PENGARUH PEMBELAJARAN BERBASIS GAMIFIKASI TERHADAP PENGUASAAN MUFRADAT DAN SELF-EFFICACY DALAM PEMBELAJARAN BAHASA ARAB PADA SISWA KELAS III MI

Sep 2026 · EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran · Vol 6, pp. 2964-2974 · 0 citations · 21 references

Abstract

Research that simultaneously examines the effect of gamification on vocabulary mastery and Arabic self-efficacy at the elementary school level, particularly in the tahfidz boarding school environment, is still very limited. This study aims to fill this gap by concurrently analyzing the vocabulary mastery and self-efficacy of third-grade MI students in gamification-based Arabic learning—an approach that has not been widely applied in the context of elementary-level tahfidz boarding schools. The study employs a quantitative approach with a one-group pretest-posttest experimental design, using total sampling technique on 32 third-grade students of Pondok Pesantren Tahfidz Al-Manshurah. Vocabulary mastery data were obtained through tests, while self-efficacy data were collected through questionnaires. Data analysis used the Shapiro-Wilk normality test, Paired Samples t-Test, and effect size calculation (Cohen’s d and Hedges’ g). The results showed that all data were normally distributed, and there was a significant increase in both vocabulary mastery and self-efficacy among students, in both female and male groups, with a very large effect category. It is concluded that gamification is proven effective in improving vocabulary mastery while also strengthening students' self-efficacy, thus having the potential to become an innovative learning strategy in boarding schools and Islamic educational institutions. ABSTRAK Penelitian yang secara simultan mengkaji pengaruh gamifikasi terhadap penguasaan mufradat dan self-efficacy bahasa Arab pada jenjang sekolah dasar, khususnya di lingkungan pesantren tahfidz, masih sangat terbatas. Penelitian ini hadir untuk mengisi kesenjangan tersebut dengan menganalisis secara bersamaan penguasaan mufradat dan self-efficacy siswa kelas III MI dalam pembelajaran bahasa Arab berbasis gamifikasi—sebuah pendekatan yang belum banyak diterapkan dalam konteks pesantren tahfidz tingkat dasar. Penelitian menggunakan pendekatan kuantitatif dengan desain eksperimen one-group pretest-posttest melalui teknik total sampling erhadap siswa kelas III Pondok Pesantren Tahfidz Al-Manshurah yang berjumlah 32 siswa. Data penguasaan kosakata diperoleh melalui tes, sedangkan data self-efficacy dikumpulkan melalui angket. Analisis data menggunakan uji normalitas Shapiro-Wilk, Paired Samples t-Test, serta perhitungan effect size (Cohen’s d dan Hedges’ g). Hasil penelitian menunjukkan bahwa seluruh data berdistribusi normal serta terjadi peningkatan yang signifikan pada penguasaan kosakata maupun self-efficacy siswa, baik pada kelompok perempuan maupun laki-laki, dengan kategori pengaruh yang sangat besar. Disimpulkan bahwa gamifikasi terbukti efektif meningkatkan penguasaan kosakata sekaligus memperkuat self-efficacy siswa, sehingga berpotensi menjadi strategi pembelajaran inovatif di lingkungan pesantren dan lembaga pendidikan Islam.

Read PDF

Similar papers

Open access Aug 2026

Pengaruh Media Pembelajaran Berbasis Canva terhadap Literasi Membaca Siswa Kelas X SMK Swasta Tunas Harapan Batang Serangan

This study aimed to examine the effect of Canva-based learning materials on the reading literacy of tenth-grade students at Tunas Harapan Private Vocational High School, Batang Serangan. The study employed a quantitative approach using an experimental method with a one-group pretest-posttest design. A total of 33 stude...

Sandi Adibtiya, K. Nisa, Fheti Wulandari et al. · 0 citations
#software testing Review Open access Aug 2026

PENGARUH PEMANFAATAN AI SEBAGAI MEDIA PEMBELAJARAN AKUNTANSI TERHADAP LITERASI KEUANGAN DAN PERILAKU PENGELOLAAN KEUANGAN SISWA KELAS XI SMKN 6 MEDAN

ABSTRACT This study aims to examine and provide empirical evidence regarding the effect of utilizing Artificial Intelligence (AI) as a learning medium in accounting education on students’ financial management behavior, both directly and through financial literacy as a mediating variable. This study is important given...

Muhammad Ariel, Natasya Ramadhani Citra, Delima Sianipar et al. · 0 citations
Open access Aug 2026

Analisis Kebutuhan Media Pembelajaran Berbasis Gamifikasi Dalam Meningkatkan Partisipasi dan Hasil Belajar Bahasa Inggris Pada Siswa SMP

It was revealed that English learning was still dominated by conventional teacher-centered methods, causing students to become passive and less motivated in the learning process, and gamification-based learning media are considered relevant and feasible to improve students’ motivation, participation, and English learni...

Intan Gemelia Fau, Wirda Wiwik La Otje, Adiati Tomia et al. · 0 citations
Open access Sep 2026

EFEKTIVITAS GAMIFIKASI BERBASIS KONTEKS LOKAL TERHADAP PENGUASAAN KOSAKATA BAHASA INDONESIA SISWA SMA NEGERI 5 BARRU

This study aims to determine the effectiveness of local context-based gamification in improving Indonesian vocabulary mastery among students of SMA Negeri 5 Barru. This research employed a quantitative approach with a quasi-experimental design using a nonequivalent control group design. The sample consisted of 60 tenth...

Alda Damayanti, R. Ratnawati, Iskandar Iskandar · 0 citations
Open access Aug 2026

PENGARUH PEMBELAJARAN MENDALAM TERHADAP HASIL BELAJAR SISWA TENTANG HEWAN DAN HABITATNYA DI KELAS V SDN BANJAR BENDO SIDOARJO

Learning in Natural and Social Sciences (IPAS) at the elementary school level still encounters various challenges, particularly the low learning outcomes caused by teacher-centered instruction. Such conditions limit students' active involvement in constructing conceptual understanding, resulting in the tendency to memo...

A. Muammar · 0 citations
#software testing Open access Sep 2026

Pengaruh Media Pembelajaran PONJURANG (Pohon Penjumlahan dan Pengurangan) terhadap Kemampuan Berhitung Siswa di SDN 1 Marong

This study aimed to determine the effect of the Ponjurang (Addition and Subtraction Tree) learning media on the numeracy skills of first-grade students at SDN 1 Marong in the 2025/2026 academic year. This research employed a quantitative approach with a pre-experimental method using a one-group pretest–posttest design....

Silpa Oktari, Siti Istiningsih, Vivi Rachmatul Hidayati · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.