Game-Based Learning in Arabic Language Education: A Bibliometric Analysis
Abstract
Keywords
Full Text:
PDFReferences
Abdul Ghani, M. T., Hamzah, M., Wan Daud, W. A. A., & Muhamad Romli, T. R. (2022). The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary Level. Contemporary Educational Technology, 14(1). https://eric.ed.gov/?id=EJ1331727
Al Husaeni, D. F., & Nandiyanto, A. B. D. (2021). Bibliometric Using Vosviewer with Publish or Perish (using Google Scholar data): From Step-by-step Processing for Users to the Practical Examples in the Analysis of Digital Learning Articles in Pre and Post Covid-19 Pandemic. ASEAN Journal of Science and Engineering, 2(1), 19–46. https://doi.org/10.17509/ajse.v2i1.37368
Amelia, L. (2023). Pemanfaatan Strategi Joyfull Learning dalam Pembelajaran Bahasa Inggris. Al-Ihda’ : Jurnal Pendidikan Dan Pemikiran, 18(2), Article 2. https://doi.org/10.55558/alihda.v18i2.91
Binti Jasni, N. S., & Ardiansyah, A. A. (2020). Arabic Learning Based On E-Learning Using Arabic Teacher Website In The Pandemic Era Of Covid-19. Ta’lim al-’Arabiyyah: Jurnal Pendidikan Bahasa Arab & Kebahasaaraban, 4(2), 122–137. https://doi.org/10.15575/jpba.v4i2.8601
Citra, C. A., & Rosy, B. (2020). Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 8(2), 261–272. https://doi.org/10.26740/jpap.v8n2.p261-272
Dewi, A. P., & Hanafitri, A. (2024). Implementasi Metode Joyful Learning Dalam Pembelajaran Bahasa Rusia: Suatu Kajian Psikolinguistik: Implementasi Metode Joyful Learning Dalam Pembelajaran Bahasa Rusia: Suatu Kajian Psikolinguistik. Jurnal Kajian Budaya dan Humaniora, 6(2), Article 2. https://doi.org/10.61296/jkbh.v6i2.232
Emiyiati, R., Amaliah, R., Alfayed, M., Umair, M., & Nasution, S. (2024). Kemampuan Penerapan Aturan Tata Bahasa Dalam Penulisan Bahasa Arab. Madani: Jurnal Ilmiah Multidisiplin, 1(12), Article 12. https://doi.org/10.5281/zenodo.10452255
Farida, H., Ulfa, S., & Kuswandi, D. (2022). Pengembangan Mobile Game based Learning Kosakata Bahasa Arab untuk Siswa Kelas 3 Sekolah Dasar. Edcomtech: Jurnal Kajian Teknologi Pendidikan, 7(1), Article 1. https://doi.org/10.17977/um039v7i12022p038
Hafidzhoh, K. A. M., Madani, N. N., Aulia, Z., & Setiabudi, D. (2023). Belajar Bermakna (Meaningful Learning) Pada Pembelajaran Tematik. Student Scientific Creativity Journal, 1(1), 390–397. https://doi.org/10.55606/sscj-amik.v1i1.1142
Haitsumakunti, I., Faizi, A., & Aisyah, S. (2025). Mengatasi Problematika Pembelajaran Bahasa Arab Dengan Pendekatan Game Based Learning Dalam Penguasaan Tata Bahasa Arab. EL-FUSHA: Jurnal Bahasa Arab dan Pendidikan, 6(1), 68–77. https://doi.org/10.33752/el-fusha.v6i1.7684
Harsita, D., Triwibowo, M., Huda, M., & Machmudah, U. (2024). Educandy Website As An Evaluation Tool In Learning Tarkib Nahwu Grade V Students. AL-WIJDÃN Journal of Islamic Education Studies, 9(2), 225–233. https://doi.org/10.58788/alwijdn.v9i2.3708
Hasan, T., & Djaenudin, M. (2023). Pemetaan Bibliometrik Menggunakan VOSviewer Terhadap Perkembangan Hasil Penelitian Literasi Informasi Pada Jurnal Perpustakaan di Indonesia. Jurnal Gema Pustakawan, 11(2), 110–124.
Hasbullah, I. J., Bachtiar, F., & Mannahali, M. (2024). Increasing Maharah Al Istima’ Through Game-Based Learning Media Al-Asrar Al-Mutasalsil for Islamic Boarding School Students in Sidrap Regency. Pinisi Journal of Art, Humanity, and Social Studies, 4(2), Article 2.
Jasni, S. R., Zailani, S., & Zainal, H. (2018). Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab: Gamification Approach in Learning Arabic Language. Journal of Fatwa Management and Research, 13(1), Article 1. https://doi.org/10.33102/jfatwa.vol13no1.165
Lestary, V. S., Zulfah, & Astuti. (2023). Analisis Bibliometrik: Fokus Penelitian Problem Based Learnig Dalam Pembelajaran Matematika. Jurnal Ilmiah Matematika Realistik (JI-MR), 4(1), 120–125.
Lubis, Z., & Harahap, Y. (2023). Pengembangan Media Pembelajaran Bahasa Arab Berbasis Web Educandy Untuk Siswa Smp Cerdas Murni Tembung. Syntax Literate ; Jurnal Ilmiah Indonesia, 8(10), 5469–5483. https://doi.org/10.36418/syntax-literate.v8i10.12829
Masrop, N. A. M., Ishak, H., Zainuddin, G., Ramlan, S. R., Sahrir, M. S., & Hashim, H. (2019). Digital Games Based Language Learning for Arabic Literacy Remedial. Creative Education, 10(12), Article 12. https://doi.org/10.4236/ce.2019.1012245
Maydawati, L. (2023). Analisis Bibliometrik Media Pembelajaran di Sekolah Dasar Menggunakan VOSViewer. Educatio, 17(2), 165–177. https://doi.org/10.29408/edc.v17i2.9435
Muthmainnah, F., Ahsanuddin, M., & Alfan, M. (2024, Juni 1). Development of the Arabic Scrabble Board Game Based on Experiential Learning as a Mufradât Learning Media. | EBSCOhost. https://doi.org/10.15408/a.v11i1.35976
Nasrulloh, M. F., Nasoih, A. K., Satiti, W. S., & Afifa, S. K. (2020). Mengatasi Problematika Pembelajaran Bahasa Arab melalui Pelatihan dan Permainan Bahasa Arab. Jumat Pendidikan: Jurnal Pengabdian Masyarakat, 1(1), Article 1. https://doi.org/10.32764/abdimaspen.v1i1.1040
Nisa’, K., Cahyani, E., & Nafi, A. A. (2024). Model Pembelajaran Game Based Learning terhadap Peningkatan Hasil Belajar Bahasa Arab. Kilmatuna: Journal Of Arabic Education, 4(1), 1–8. https://doi.org/10.55352/pba.v4i1.843
Plass, J. L., Mayer, R. E., & Homer, B. D. (2020). Handbook of Game-Based Learning. Cambridge: MIT Press.
Putri, R., Ardhiansyah, S. S., Kurnia, H., Sari, M. I., & Putri, M. F. J. L. (2022). Penerapan Deep Learning dalam Pendidikan di Indonesia. Generasi Pancasila, 2, 97–102.
Putri, T. A., & Santiani. (2024). Analisis Bibliometrik Pengembangan Media Pembelajaran Pop Up Book di Madrasah Ibtidaiyah pada Tahun 2019-2024. Jurnal Intelek Dan Cendikiawan Nusantara, 1(2), Article 2.
Putri, Y. N., Lutfi, A., & Nasrudin, H. (2023). Role of Digitalization: Why Game-Based Learning Important During the COVID-19 Pandemic? International Journal of Current Educational Research, 2(1), Article 1. https://doi.org/10.53621/ijocer.v2i1.194
Qomariyah, L., Niswah, I., Qodir, A., Mu’at, M., Bahrodin, A., Hakim, L., & Ilahiyah, I. I. (2024). Peningkatan Self Regulated Learning Siswa melalui Pelatihan Penggunaan Game Educandy Arabiy di Madrasah Ibtidaiyah Al Adnani Kayangan. Jurnal ABDINUS : Jurnal Pengabdian Nusantara, 8(3), Article 3. https://doi.org/10.29407/ja.v8i3.23663
Ramadhani, A., Nurhadi, Aprilia, R., & Azainil. (2024). Penerapan Joyful Learning Dalam Upaya Peningkatan Minat dan Hasil Belajar Matematika. Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika, 11(2), 134–146. https://doi.org/10.31316/jderivat.v10i2.6377
Rifai, N., Rose, T., McMahon, G. T., Saxberg, B., & Christensen, U. J. (2018). Learning in the 21st Century: Concepts and Tools. Clinical Chemistry, 64(10), 1423–1429. https://doi.org/10.1373/clinchem.2018.292383
Rizal, M. F., Rahmawati, C., Kristianto, H., Indana Lazulfa, M. S., Evi Rizqi Salamah, M. P., Kristofer, T., & Mahrus Ali, S. K. (2024). Aabata Berbasis Game Based Learning Sebagai Inovasi Peningkatan Bahasa Arab Generasi Alpha. Prosiding Seminar Nasional Sains, Teknologi, Ekonomi, Pendidikan Dan Keagamaan (SAINSTEKNOPAK), 8, 354–360.
Rizal, M. F., Rahmawati, C., Kristianto, H., Lazulfa, I., Salamah, E. R., & Kistofer, T. (2024). Pengembangan Media Pembelajaran Game Based Learning Berbasis Kurikulum Merdeka Belajar Untuk Pembelajaran Bahasa Arab Di Mi Salafiyah Syafi’iyah Ar-Rahmah Nglaban Jombang. ABIDUMASY Jurnal Pengabdian Kepada Masyarakat, 1–11.
Santi, S., Andriyaningsih, A., Seneru, W., Burmansah, B., Luwiha, L., Pratama, A. S., & Suryanadi, J. (2024). Mindful Learning: Mindfulness Practice Matters for Students on the Quality of Learning in the Classroom. International Journal of Science and Applied Science: Conference Series, 8(2), Article 2. https://doi.org/10.20961/ijsascs.v8i2.95098
Saputra, D. N., Burmansah, B., Pramono, E., Susanto, S., Manggalani, R., Astika, R., & Ismoyo, T. (2024). Mindfulness in Learning: An Effect of Mindful Breathing Practice on the Learning Concentration of Students. International Journal of Science and Applied Science: Conference Series, 8(2), Article 2. https://doi.org/10.20961/ijsascs.v8i2.95135
Sufiani, S., & Marzuki, M. (2021). Joyful Learning: Strategi Alternatif Menuju Pembelajaran Menyenangkan. Zawiyah: Jurnal Pemikiran Islam, 7(1), 121–141. https://doi.org/10.31332/zjpi.v7i1.2892
Suwandi, Putri, R., & Sulastri. (2024). Inovasi Pendidikan dengan Menggunakan Model Deep Learning di Indonesia. Jurnal Pendidikan Kewarganegaraan Dan Politik, 2(2), Article 2. https://doi.org/10.61476/186hvh28
T, V. P. (2022). Student Centered Learning In Classrooms: A Strategy For Increasing Student Motivation And Achievement. Research in Higher Education, Learning and Administration, Mangalore. https://doi.org/10.5281/zenodo.6595004
Widiana, I. N., & Rachmadtullah, R. (2025). Pengaruh Metode Meaningfull Learning Terhadap Keterampilan Kognitif Siswa Sekolah Dasar. Pendas : Jurnal Ilmiah Pendidikan Dasar, 10(01), Article 01. https://doi.org/10.23969/jp.v10i01.22455
Zubaidi, A. (2020). Development Of Mahârah Al-Istimâ’ Test Instrument For Electronic Based Arabic Student Using The Kahoot! Application. Arabiyat : Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban, 7(1), Article 1. https://doi.org/10.15408/a.v7i1.13002
DOI: https://doi.org/10.17509/bs_jpbsp.v25i1.84975
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Jurnal Pendidikan Bahasa dan Sastra
p-ISSN 1412-0712 | e-ISSN 2527-8312
JPBS is published by:
Fakultas Pendidikan Bahasa dan Sastra (Faculty of Language and Literature Education), Universitas Pendidikan Indonesia,
in cooperation with
TEFLIN, and APPBIPA