Application of Mufrodat Quiz Game Media to Improve Vocabulary Mastery of Grade VIII Students of the Medan IRA College Foundation

Putra Putra, Zulfahmi Lubis, Akmal Walad Ahkas
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Abstract

This study's objective is to provide students with solutions to problems that must be addressed when learning Arabic, namely: 1) When learning Arabic, why do students at MTs Class VIII IRA Medan College Foundation experience boredom and sleepiness? is going on? 2) When learning Arabic, how do students at MTs Class VIII IRA Medan College Foundation feel engaged and happy? 3) Is it possible for the Application of Mufrodat (Vocabulary) Quiz Game Media to engage students and enhance their Arabic vocabulary mastery? Therefore, the researcher intends to use the Mufrodat (Vocabulary) Media Quiz Game to increase students' active participation in Arabic learning and mastery of mufrodat (vocabulary). Classroom Action Research, or CAR, is the method that researchers employ. Students in Class VIII as research subjects. Observation and practice questions were used for data collection. Descriptive qualitative and quantitative data analysis was used. This study was carried out in two stages by researchers, and each stage required two meetings. The first meeting took place on January 19, 2023, and the second meeting took place on January 20. The researcher used the mufrodat quiz game media on class VIII students in stage I (meetings I and 2), and the results showed an increase in learning activity and student learning values. This is demonstrated by the number of students who increased their KKM scores at the first meeting, which was six students, and by the number of students who completed the KKM scores of the 21 students who participated in the practice questions, which did not meet the specified Minimum Completeness Criteria. i.e. 85 percent and must be increased. The researcher carried out phase II to address the flaws discovered in stage I. At this stage, the research was also carried out in two meetings, on February 9 and February 10, 2023. Meetings I and 2 demonstrated a significant rise in stage II. This is demonstrated by the fact that the number of students who achieved the KKM score increased from 10 students in the first stage to 14 students in stage II of the first meeting. In the second meeting, the number of students who achieved individual completeness scores or the minimum completeness of 21 students who participated in the practice questions increased to 18 students. In other words, the mufrodat mastery (vocabulary) results have improved as a result of using the mufrodat quiz game media because they met the study's Minimum Mastery Criteria.. Keywords: Media Quiz Game Mufrodat; Penguasaan Mufrodat (Kosakata); Peserta Didik
运用multidata问答游戏媒体提高棉兰IRA学院预科八年级学生的词汇掌握
本研究的目的是为学生提供在学习阿拉伯语时必须解决的问题的解决方案,即:1)为什么MTs第八班的学生在学习阿拉伯语时感到无聊和困倦?发生什么事了?2)在学习阿拉伯语时,MTs第八班的学生是如何感到投入和快乐的?3) Mufrodat(词汇)问答游戏媒体的应用是否有可能吸引学生,提高他们对阿拉伯语词汇的掌握?因此,研究者打算使用Mufrodat(词汇)媒体问答游戏来提高学生对阿拉伯语学习的积极参与和对Mufrodat(词汇)的掌握。课堂行动研究(CAR)是研究人员采用的方法。八班学生作为研究对象。数据收集采用观察题和练习题。采用描述性定性和定量数据分析。这项研究由研究人员分两个阶段进行,每个阶段需要两次会议。第一次会议于2023年1月19日举行,第二次会议于1月20日举行。研究者在第一阶段(第一次会议和第二次会议)对八班学生使用了多数据测验游戏媒体,结果显示学生的学习活动和学习价值有所增加。在第一次考试中提高KKM分数的学生有6人,在参加练习题的21名学生中,完成KKM分数的学生人数没有达到规定的最低完整性标准,这表明了这一点。即85%,必须增加。研究人员进行了第二阶段,以解决第一阶段发现的缺陷。这一阶段的研究也在2023年2月9日和2月10日的两次会议上进行。第1和第2次会议显示第二阶段的人数显著增加。从第1阶段的10名学生到第2阶段的14名学生的成绩就可以看出这一点。在第二次会议上,达到21名的个人完成分数或最低完成分数的学生增加到18名。换句话说,多数据掌握(词汇)结果由于使用多数据测验游戏媒体而得到改善,因为它们满足了研究的最低掌握标准。关键词:媒体问答游戏;小坂田企鹅;Peserta Didik
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