SYAFIRA RISTI SINATRYA, . (2026) PENGEMBANGAN PEMBELAJARAN BAHASA ARAB DENGAN PENDEKATAN MASTERY LEARNING BERBANTUAN PERMAINAN LUDO UNTUK MENINGKATKAN KOSAKATA BAHASA ARAB BAGI SISWA KELAS V. Magister thesis, Universitas Negeri Jakarta.
|
Text
COVER.pdf Download (2MB) |
|
|
Text
BAB I.pdf Download (570kB) |
|
|
Text
BAB II (1).pdf Download (1MB) |
|
|
Text
BAB III.pdf Download (571kB) |
|
|
Text
BAB IV_compressed.pdf Download (802kB) |
|
|
Text
BAB V.pdf Download (545kB) |
|
|
Text
DAFTAR PUSTAKA.pdf Download (513kB) |
|
|
Text
LAMPIRAN DAN DAFTAR RIWAYAT HIDUP.pdf Download (1MB) |
Abstract
Pembelajaran Bahasa Arab di madrasah ibtidaiyah masih menghadapi kendala dalam meningkatkan penguasaan kosakata peserta didik karena pembelajaran cenderung berpusat pada guru dan belum memanfaatkan media pembelajaran yang mampu melibatkan peserta didik secara aktif. Penelitian ini bertujuan untuk mengembangkan pembelajaran Bahasa Arab dengan pendekatan Mastery Learning berbantuan permainan Ludo Digital berbasis Genially, mengetahui kelayakan produk yang dikembangkan, serta menguji efektivitasnya dalam meningkatkan penguasaan kosakata Bahasa Arab peserta didik kelas V MI Fatahillah. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Dick dan Carey. Penelitian dilaksanakan di MI Fatahillah dengan subjek penelitian meliputi ahli desain pembelajaran, ahli materi, ahli media, guru Bahasa Arab, dan peserta didik kelas V. Produk yang dihasilkan berupa desain pembelajaran, media Ludo Digital berbasis Genially, dan panduan guru. Pengumpulan data dilakukan melalui wawancara, observasi, validasi ahli, angket, serta tes hasil belajar berupa pretest dan posttest. Analisis data menggunakan analisis deskriptif kuantitatif untuk mengetahui tingkat kelayakan produk, sedangkan efektivitas produk dianalisis menggunakan uji normalitas, uji homogenitas, Independent Sample t-test, dan N-Gain. Hasil penelitian menunjukkan bahwa pembelajaran Bahasa Arab dengan pendekatan Mastery Learning berbantuan permainan Ludo Digital berbasis Genially dinyatakan sangat layak berdasarkan hasil validasi ahli. Hasil uji efektivitas menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar peserta didik pada kelas eksperimen dan kelas kontrol dengan nilai signifikansi sebesar 0,032 (p < 0,05). Selain itu, hasil analisis N-Gain menunjukkan bahwa peningkatan penguasaan kosakata peserta didik pada kelas eksperimen lebih tinggi dibandingkan kelas kontrol. Dengan demikian, pembelajaran Bahasa Arab dengan pendekatan Mastery Learning berbantuan permainan Ludo Digital berbasis Genially efektif digunakan untuk meningkatkan penguasaan kosakata Bahasa Arab peserta didik kelas V MI Fatahillah. ***** Arabic language learning in Islamic elementary schools still faces challenges in improving students' vocabulary mastery because instruction tends to be teacher-centered and has not optimally utilized interactive learning media that actively engage students. This study aimed to develop an Arabic language learning model using the Mastery Learning approach assisted by a Genially-based Digital Ludo game, to determine the feasibility of the developed product, and to examine its effectiveness in improving the Arabic vocabulary mastery of fifth-grade students at MI Fatahillah. This study employed the Research and Development (R&D) method using the Dick and Carey instructional design model. The research was conducted at MI Fatahillah, involving instructional design experts, subject matter experts, media experts, an Arabic language teacher, and fifth-grade students as research participants. The products developed consisted of an instructional design, a Genially-based Digital Ludo learning media, and a teacher's guide. Data were collected through interviews, observations, expert validation, questionnaires, and learning achievement tests in the form of pretests and posttests. The data were analyzed using descriptive quantitative analysis to determine product feasibility, while product effectiveness was examined using normality testing, homogeneity testing, the Independent Samples t-test, and the normalized gain (N-Gain) analysis. The results indicated that the Arabic language learning model based on the Mastery Learning approach assisted by the Genially-based Digital Ludo game was categorized as highly feasible based on expert validation. The effectiveness test revealed a significant difference in learning outcomes between the experimental and control groups, with a significance value of 0.032 (p < 0.05). Furthermore, the N-Gain analysis demonstrated that the improvement in Arabic vocabulary mastery of students in the experimental group was higher than that of the control group. Therefore, the developed Arabic language learning model using the Mastery Learning approach assisted by the Genially-based Digital Ludo game is effective in improving the Arabic vocabulary mastery of fifth-grade students at MI Fatahillah.
| Item Type: | Thesis (Magister) |
|---|---|
| Additional Information: | 1). Dr. Khaeruddin, M.Pd ; 2). Dr. Cecep Kustandi, M.Pd |
| Subjects: | Teknologi dan Ilmu Terapan > Teknologi (umum) Teknologi dan Ilmu Terapan > Teknologi (umum) > Teknologi Pendidikan |
| Divisions: | FIP > S2 Teknologi Pendidikan |
| Depositing User: | syafira risti sinatrya . |
| Date Deposited: | 18 Aug 2026 02:09 |
| Last Modified: | 18 Aug 2026 02:09 |
| URI: | http://repository.unj.ac.id/id/eprint/71226 |
Actions (login required)
![]() |
View Item |
