Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa

The 21st century, smartphones have become a necessity in human life where it is used for various purposes, including learning. The current technological advancement has also seen the incorporation of the gamification element as a new norm in learning. This is evidenced by the availability of mobile...

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Main Author: Puasa, Bashasunnahar
Format: Thesis
Language:English
Published: 2022
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/78035/1/78035.pdf
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id my-uitm-ir.78035
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spelling my-uitm-ir.780352023-05-29T09:18:44Z Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa 2022 Puasa, Bashasunnahar Computer games. Computer simulated games. Electronic games Study and teaching The 21st century, smartphones have become a necessity in human life where it is used for various purposes, including learning. The current technological advancement has also seen the incorporation of the gamification element as a new norm in learning. This is evidenced by the availability of mobile applications that can be downloaded and used by students to facilitate learning. Past studies reported that the mastery of Arabic speaking skills among Malaysian university students is below the international standard due to reasons like the lack of motivation and exposure. Therefore, this study aims to develop a prototype of a mobile application (i-Kalam App) that can be used for the learning of Arabic speaking skills based on the CEFR standard through the mobile gamification approach model. The development of this prototype application was based on the Horton development model that comprises four phases, namely Phase I: Needs Analysis, Phase II: Design, Phase III: Development, and Phase IV: Evaluation. A mix-method design was used involving the use of questionnaires and structured interviews. The sample comprised 196 users from Akademi Pengajian Bahasa, Universiti Teknologi MARA and ten experts from several local and private universities. The usability evaluation results showed that both experts (M = 4.43) and users (M = 4.35) were satisfied with the technological, usability, and pedagogical aspects of the i-Kalam App. Results from the structured written interview with the experts also showed that the application complied with the CEFR standards, the incorporated gamification elements were appropriate, and the overall application was good. The prototype development should therefore be completed in the future for the benefit of both teachers and students. The findings of this study hope to contribute theoretical and practical implications in the effort of enhancing Arabic language education in Malaysia. 2022 Thesis https://ir.uitm.edu.my/id/eprint/78035/ https://ir.uitm.edu.my/id/eprint/78035/1/78035.pdf text en public phd doctoral Universiti Teknologi MARA (UiTM) Akademi Pengajian Bahasa Sardi, Janudin
institution Universiti Teknologi MARA
collection UiTM Institutional Repository
language English
advisor Sardi, Janudin
topic Computer games
Computer simulated games
Electronic games
Study and teaching
spellingShingle Computer games
Computer simulated games
Electronic games
Study and teaching
Puasa, Bashasunnahar
Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa
description The 21st century, smartphones have become a necessity in human life where it is used for various purposes, including learning. The current technological advancement has also seen the incorporation of the gamification element as a new norm in learning. This is evidenced by the availability of mobile applications that can be downloaded and used by students to facilitate learning. Past studies reported that the mastery of Arabic speaking skills among Malaysian university students is below the international standard due to reasons like the lack of motivation and exposure. Therefore, this study aims to develop a prototype of a mobile application (i-Kalam App) that can be used for the learning of Arabic speaking skills based on the CEFR standard through the mobile gamification approach model. The development of this prototype application was based on the Horton development model that comprises four phases, namely Phase I: Needs Analysis, Phase II: Design, Phase III: Development, and Phase IV: Evaluation. A mix-method design was used involving the use of questionnaires and structured interviews. The sample comprised 196 users from Akademi Pengajian Bahasa, Universiti Teknologi MARA and ten experts from several local and private universities. The usability evaluation results showed that both experts (M = 4.43) and users (M = 4.35) were satisfied with the technological, usability, and pedagogical aspects of the i-Kalam App. Results from the structured written interview with the experts also showed that the application complied with the CEFR standards, the incorporated gamification elements were appropriate, and the overall application was good. The prototype development should therefore be completed in the future for the benefit of both teachers and students. The findings of this study hope to contribute theoretical and practical implications in the effort of enhancing Arabic language education in Malaysia.
format Thesis
qualification_name Doctor of Philosophy (PhD.)
qualification_level Doctorate
author Puasa, Bashasunnahar
author_facet Puasa, Bashasunnahar
author_sort Puasa, Bashasunnahar
title Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa
title_short Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa
title_full Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa
title_fullStr Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa
title_full_unstemmed Learning Arabic speaking based on standard skills through a mobile gamification approach / Bashasunnahar Puasa
title_sort learning arabic speaking based on standard skills through a mobile gamification approach / bashasunnahar puasa
granting_institution Universiti Teknologi MARA (UiTM)
granting_department Akademi Pengajian Bahasa
publishDate 2022
url https://ir.uitm.edu.my/id/eprint/78035/1/78035.pdf
_version_ 1783736200234795008