Effects of the Digital Game-Based Learning (DGBL) on Students Academic Performance in Arabic Learning at Sambas Purbalingga

Annas Nur Aziz, S. Subiyanto, M. Harlanu
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引用次数: 4

Abstract

Arabic has been an official language of the United Nations since 1971. However, infrastructure, availability of technology by either students or teachers and professional training for teacher's technological usage in Arabic teaching are still lacking. This paper presents the effectiveness of Digital Game-Based Learning as media towards students’ academic performance in Arabic learning. DGBL was designed by ADDIE model. Quasi experimental Design was used as the method for the implementation phase. The sample of this study was 72 students of the first grade of junior high school. They were divided into two groups of 36 respectively: Group A as the experimental group and Group B as the control group. Group A was treated with DGBL method whereas Group B treated with The Non-DGBL method. The learning results showed that Group A performed significantly higher than Group B cause the results of t table is smaller than the result based on t-Test value (1,67 < 3,244). The Digital Game-Based Learning (DGBL) suggested being used as a tool to increase student’s academic performance in Arabic learning for high school students.
数字游戏学习(DGBL)对Sambas Purbalingga学生阿拉伯语学习成绩的影响
自1971年以来,阿拉伯语一直是联合国的官方语言。但是,基础设施、学生或教师的技术可用性以及教师在阿拉伯语教学中使用技术的专业培训仍然缺乏。本文介绍了数字游戏学习作为媒介对学生阿拉伯语学习成绩的影响。DGBL采用ADDIE模型设计。实施阶段采用准实验设计方法。本研究的样本为72名初中一年级学生。将其分为两组,每组36人,A组为实验组,B组为对照组。A组采用DGBL法,B组采用非DGBL法。学习结果显示,由于t表结果小于t检验值(1,67 < 3,244),A组的学习成绩显著高于B组。Digital Game-Based Learning (DGBL)建议将其作为提高高中生阿拉伯语学习成绩的工具。
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