YOVAN PINO PUTRA, . (2024) PENGEMBANGAN MODEL PEMBELAJARAN BAHASA ARAB BERBASIS GAMIFIKASI UNTUK PESERTA DIDIK MA (DENGAN ORIENTASI PENINGKATAN DAYA INGAT DAN PEMAHAMAN MEMBACA). Doktor thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
ABSTRAK Sebagai sekolah berbasis agama yang menerapkan tiga ragam kurikulum, penguasaan Bahasa Arab merupakan salah satu persyarat utama di MA Al-Azhar Asy-Syarif. Berdasarkan temuan dari penelitian pendahuluan didapati prestasi pembelajaran Bahasa Arab di MA Al-Azhar Asy-Syarif sangat perlu ditingkatkan. Peserta didik banyak yang mengalami kesulitan mempelajari Bahasa Arab salah satunya disebabkan karena daya ingat dan pemahaman bacaan yang kurang. Penelitian ini bertujuan mengembangkan model pembelajaran Bahasa Arab berbasis Gamifikasi, dengan penekanan pada peningkatan daya ingat dan kemampuan membaca. Penelitian ini merupakan penelitian dan pengembangan (R&D) yang menerapkan model pengembangan instruksional Borg-Gall dipadukan dengan ADDIE, terdiri dari beberapa tahap: analisis kebutuhan; desain; perkembangan; implementasi dan evaluasi. Penelitian ini didasarkan pada kerangka konseptual yang mengintegrasikan teori pembelajaran kognitif, motivasi, dan gamifikasi. Sebanyak 24 peserta didik dipilih untuk berpartisipasi. Dari total peserta yang direkrut, ada 8 peserta didik yang tidak dilibatkan karena alasan teknis. Aplikasi berbasis web Kahoot! dipilih sebagai media pembelajaran gamifikasi. Keefektifan model diketahui dengan membandingkan hasil tes awal dan tes akhir menggunakan uji-t berpasangan pada Tes Objektif dan Tes Kinerja. Hasil tes pendahuluan (M = 46.3, SD = 7.7) dan tes akhir (M = 66.2, SD = 9.9) menunjukkan bahwa pelatihan menghasilkan peningkatan pemahaman peserta didik terhadap teori daya ingat dan pemahaman membaca, t( 16) = 9,8, p <0,05. Sedangkan pada tes unjuk kerja, hasil tes pendahuluan (M = 37.9, SD = 14.8) dan tes akhir (M = 71.7, SD = 6.3) menunjukkan bahwa pelatihan menghasilkan peningkatan pemahaman peserta didik terhadap teori daya ingat dan pemahaman membaca, t(16) = 12.1, p <0.05. Hasil menunjukkan bahwa model pelatihan berbasis gamifikasi memberikan peningkatan yang signifikan dalam meningkatkan daya ingat dan pemahaman membaca peserta didik. Kata Kunci: Daya Ingat, Pemahaman Membaca, Gamifikasi, Kahoot! ***** ABSTRACT As a religion-based school that implements three types of curriculum, mastery of Arabic is one of the main requirements at MA Al-Azhar Asy-Syarif. Based on the findings from preliminary research, it was found that Arabic language learning achievement at MA Al-Azhar Asy-Syarif really needs to be improved. Many students have difficulty learning Arabic, one of which is due to poor memory and reading comprehension. This research aims to develop a Gamification-based Arabic language learning model, with an emphasis on improving memory and reading ability. This research is research and development (R&D) that applies the Borg-Gall instructional development model combined with ADDIE, consisting of several stages: needs analysis; design; development; implementation and evaluation. This research is based on a conceptual framework that integrates cognitive learning theory, motivation, and gamification. A total of 24 students were selected to participate. Of the total participants recruited, there were 8 students who were not involved due to technical reasons. The web-based application Kahoot! chosen as a gamification learning medium. The effectiveness of the model is determined by comparing the results of the initial test and the final test using the paired t-test on the Objective Test and Performance Test. The results of the preliminary test (M = 46.3, SD = 7.7) and final test (M = 66.2, SD = 9.9) showed that the training resulted in an increase in students' understanding of memory theory and reading comprehension, t(16) = 9.8, p <0.05. Meanwhile, in the performance test, the results of the preliminary test (M = 37.9, SD = 14.8) and final test (M = 71.7, SD = 6.3) showed that the training resulted in an increase in students' understanding of memory theory and reading comprehension, t(16) = 12.1, p < 0.05. The results show that the gamification-based training model provides significant improvements in improving students' memory and reading comprehension. Keywords: Memory, Reading Comprehension, Gamification, Kahoot!
Item Type: | Thesis (Doktor) |
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Additional Information: | 1). Prof. Dr. Basuki Wibawa 2). Dr. Cecep Kustandi, M.Pd. |
Subjects: | Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa Pendidikan > Teori, Penelitian Pendidikan Pendidikan > Media Pembelajaran |
Divisions: | PASCASARJANA > S3 Teknologi Pendidikan |
Depositing User: | Yovan Pino Putra . |
Date Deposited: | 22 Oct 2025 06:42 |
Last Modified: | 22 Oct 2025 06:42 |
URI: | http://repository.unj.ac.id/id/eprint/62685 |
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