Peningkatan Motivasi dan Keaktifan Belajar Bahasa Arab melalui Media Game Interaktif di Kelas X SMA Plus Ar-Raudhah Purwakarta

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Alda Rizki Padilah(1Mail),
(1) Sekolah Tinggi Agama Islam Dr Khez Muttaqien Purwakarta,

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Available online: 2025-10-05  |  Published : 2025-10-05

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Abstract


Purpose — This study aims to enhance students’ motivation and learning activeness in Arabic language learning through the implementation of interactive game-based media. Design/Methodology/Approach — The method employed is Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection cycles. The research subjects were 25 tenth-grade students of SMA Plus Ar-Raudhah Purwakarta during the odd semester of the 2025/2026 academic year. Data were collected through motivation questionnaires, activeness observation sheets, vocabulary tests, and documentation. Finding — The results revealed that prior to the use of interactive game-based media, students’ learning motivation was only 28%, with classroom conditions being passive and monotonous. After implementing interactive game-based media, learning motivation increased significantly to 94%, students became more active, and the classroom atmosphere turned more engaging and interactive. These findings confirm that interactive game-based media are effective in improving students’ motivation and activeness, while also fostering a more meaningful and enjoyable Arabic learning experience. Research Limitations/Implications — This study was limited to a single class with a relatively small number of participants, making generalization constrained. Nevertheless, the findings provide important implications for the development of Arabic language learning strategies utilizing interactive media.


Keywords


Interactive game-based media, learning motivation, student activeness, Arabic language learning, Classroom Action Research (CAR)

References


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