IMPLEMENTASI PEMBELAJARAN BERBASIS GAME (CLASH OF CHAMPION) DALAM PEMBELAJARAN KOSAKATA BAHASA ARAB DI MAN KOTA BATU
Abstract
This study aims to describe the implementation of game-based learning (Clash of Champion) in teaching Arabic vocabulary to tenth-grade students at MAN Kota Batu and to identify the supporting and inhibiting factors affecting its implementation. This study employed a qualitative approach with a descriptive research design. Data were collected through observation, interviews, and documentation involving an Arabic language teacher and tenth-grade students of MAN Kota Batu. The data were analyzed using the interactive model of Miles, Huberman, and Saldana, while data validity was ensured through source triangulation and technique triangulation. The findings revealed that the implementation of game-based learning (Clash of Champion) was carried out through three stages: planning, implementation, and evaluation. During the planning stage, the teacher prepared lesson plans, mufradat (Arabic vocabulary) materials, PowerPoint presentations, and the Wordwall platform. The learning process was then conducted through group-based games involving various Arabic vocabulary activities. Evaluation was carried out through oral questions, assignments, and observation of students’ participation. The supporting factors included students’ enthusiasm, an interactive learning design, and the use of technology, while the inhibiting factors included internet connectivity issues, limited instructional time, students’ adaptation to the learning model, and differences in vocabulary memorization abilities. Overall, the implementation of this learning model created an active, interactive, and enjoyable learning environment that helped students understand and master Arabic vocabulary more effectively.
Keywords: implementation, game-based learning, Clash of Champion, Arabic vocabulary.
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