تأثير استخدام الوسيلة التعليمية لوميو على إتقان المفردات العربية لدى الطلبة في المدرسة المتوسطة الإسلامية
DOI:
https://doi.org/10.21009/ISLLAE.07102Keywords:
gamification media, Lumio, Arabic vocabularyAbstract
This research was conducted at Al-Bayan Islamic Junior High School Jakarta in the second semester of the academic year 2023/2024 with the aim of determining the effect of using the Lumio gamification media on the mastery of Arabic vocabulary among students of SMP Al-Bayan Islamic School Jakarta. This research employed an experimental research method. The population consisted of all 8th grade students at SMP Al-Bayan Islamic School. Determination of the sample in this study using purposive sampling technique, in order to obtain a sample of 14 students in class 8.1 as the experimental class, and as many as 14 students in class 82 as the control class. Data collection techniques used in this research were pre-test and post-test assessments in multiple-choice format and interview with Arabic teacher to obtain data about difficulties in teaching Arabic. The data analysis technique used descriptive statistics and hypothesis testing using the Paired Sample T Test at a confidence level of 0.05. Prior to hypothesis testing, prerequisite analyses were conducted including tests for normality (Shapiro-Wilk test) and homogeneity (Levene's test). After hypothesis testing, a significance value of 0.00 was obtained, which is less than 0.05. Based on this result, the null hypothesis (H0) was rejected and the research hypothesis (H1) was accepted. Therefore, it was concluded that there is an effect of using the Lumio gamification media on the mastery of Arabic vocabulary among students at Al-Bayan Islamic School Jakarta.