Author
Ania Widiyanti(1
(1) STAI DR. KHEZ Muttaqien Purwakarta, Indonesia,
(2) ,
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Available online: 2025-10-14 | Published : 2025-10-14
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Abstract
This study aims to enhance students’ learning enthusiasm in Arabic language learning through the application of a non-digital Matching Game on the theme of at-Tasawwuq (shopping). The research was conducted as a Classroom Action Research (CAR) involving 25 students of Grade XI MIPA 2 at SMA Plus Ar-Raudhah Purwakarta. The study was carried out in two cycles consisting of planning, action, observation, and reflection. Data were collected through observation sheets, motivation questionnaires, and field notes. The results show a significant improvement in students’ learning motivation and participation. In the first cycle, 72% of students demonstrated active involvement, which increased to 89% in the second cycle. This indicates that the Matching Game successfully created an engaging and competitive learning environment that stimulated students’ interest in Arabic vocabulary. The limitation of this study lies in the scope of subjects, which was restricted to one class, and the focus only on motivation rather than learning outcomes. However, the study provides practical implications for teachers to employ simple, game-based media to foster enthusiasm in Arabic learning. Its originality lies in integrating a traditional card-based Matching Game with real-life vocabulary (at-Tasawwuq), offering a contextual and enjoyable approach to Arabic teaching.
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References
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