2021
DOI: 10.18326/lisania.v5i1.19-35
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Increasing Arabic Vocabulary Mastery Through Gamification; is Kahoot! Effective?

Abstract: Vocabulary (mufradat) mastery is decisive in the success of foreign language learning. Mastering many vocabularies can improve students’ listening, speaking, reading, and writing skill. Various strategies have been applied to improve vocabulary mastery, but the results are not satisfactory. They were only able to achieve an average score of 42, far below the minimum criteria of mastery leaning, which is 75. It was because the students are less motivated to master it. Quantitative research with experimental des… Show more

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Cited by 6 publications
(14 citation statements)
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“…Shahri et al (2019) corresponded these findings, arguing that gamification improved user understanding and retention of the game dynamics. Riwanda et al (2021) found that gamification is implemented to resolve learning problems by leveraging game mechanics and components in the learning context to empower learners' productivity, engagement, and motivation.…”
Section: Open Access Edited Bymentioning
confidence: 99%
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“…Shahri et al (2019) corresponded these findings, arguing that gamification improved user understanding and retention of the game dynamics. Riwanda et al (2021) found that gamification is implemented to resolve learning problems by leveraging game mechanics and components in the learning context to empower learners' productivity, engagement, and motivation.…”
Section: Open Access Edited Bymentioning
confidence: 99%
“…All six studies focused on game-based Arabic language learning, but the target group and research design of the studies were different depending on the nature. They followed pre-test/post-test design (i.e., 3/15) (Kotob and Ibrahim, 2019;Ritonga et al, 2022;Abdelhamid et al, 2023), quantitative approach (i.e., 8/15) (Sahrir and Alias, 2011;Yan Mei et al, 2018;Azmi and Zakaria, 2020;Putri et al, 2021;Riwanda et al, 2021;Bin Jaafar and Yusoff, 2022;Ismath et al, 2022;Noor et al, 2023), content analysis (i.e., 1/15) (Al-Bulushi and Al-Issa, 2017), experiment (i.e., 3/15) (Kenali et al, 2019;Al Hejaili and Newbury, 2023;Mazer and Al-Ajlouni, 2023), and qualitative approach (i.e., 1/15) (Ghani et al, 2019). The details of the research design are also shown in Figure 3.…”
Section: Focus Aim and Approachmentioning
confidence: 99%
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“…So, in the view of students, the application of Kahoot! and Wordwall is helpful in favor of learning vocabulary (Riwanda et al, 2021).…”
Section: J a Zmentioning
confidence: 99%
“…These efforts include the utilization of videos (Salahuddin, 2020), the development of Android applications (Kesuma et al, 2021) (Rosada, 2018), and the incorporation of gamification elements utilizing existing platforms like Quizziz (Putri et al, 2021), Kahoot! (Riwanda et al, 2021) (Fiani, Ahsanuddin, 2021) (Mubarok, 2020), Wordwall (Azizah, 2020) (Fakhruddin et al, 2021a) (Yahya et al, 2021). Implementing gamification systems for teaching Arabic vocabulary has become a prominent choice among educators and researchers.…”
Section: Introductionmentioning
confidence: 99%