Digital Game-based Learning as an Innovation to Enhance Student’s Achievement for Arabic Language Classroom
Mahizer Hamzah1, Mohammad Taufiq Abdul Ghani2, Wan Ab Aziz Wan Daud3, Saipolbarin Ramli4

1Mahizer Hamzah, Faculty of Human Development, Universiti Pendidikan Sultan Idris, Perak, Malaysia.
2Mohammad Taufiq Abdul Ghani*, Faculty of Languages and Communication, Universiti Pendidikan Sultan Idris, Perak, Malaysia.
3Wan Ab Aziz Wan Daud, Centre for Languages and Generic Development, Universiti Malaysia Kelantan, Kelantan, Malaysia.
4Saipolbarin Ramli, Faculty of Languages and Communication, Universiti Pendidikan Sultan Idris, Perak, Malaysia.

Manuscript received on 5 August 2019. | Revised Manuscript received on 11 August 2019. | Manuscript published on 30 September 2019. | PP: 2108-2112 | Volume-8 Issue-3 September 2019 | Retrieval Number: C4554098319/19©BEIESP | DOI: 10.35940/ijrte.C4554.098319
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Various studies have investigated the potential of employing digital games in education to help students’ increase their learning achievement and their academic performance. Over the years, scholar have recognised how games could become a good learning tool that can improve learner’s performance and sustain their engagement in teaching and learning activities. Therefore, the objective of this study is to explore whether mobile digital games, as a cybergogical tool, can be used to support Arabic language teaching and learning. This study is a quasi-experiment designed to determine the effectiveness of mobile digital games in supporting the learning of Arabic. This study 70 students who are taking the elementary Arabic language course in Universiti Malaysia Kelantan (UMK), Malaysia. The participants were selected through random purposive sampling. The students were divided into two groups; experimental group and control group. After the intervention of mobile digital game, the achievement scores of both groups were collected practically. The data collected were analysed using inferential quantitative analysis by using the IBM SPSS Statistics 24 software. This study reported that the adoption of mobile digital games significantly increases students’ achievement in Arabic language learning.
Keywords: Digital game, Mobile digital game, Digital game-based learning, Game-based learning, Arabic language, Teaching and learning.

Scope of the Article:
Deep Learning