Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence

<p>This study aims to develop an educational digital game (eMufradat) for Arabic</p><p>language vocabulary learning and examine its effectiveness on learning achievement.</p><p>Besides, this study also aims to examine the influenc...

Full description

Saved in:
Bibliographic Details
Main Author: Mohammad Taufiq Abdul Ghani
Format: thesis
Language:eng
Published: 2021
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=7106
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:<p>This study aims to develop an educational digital game (eMufradat) for Arabic</p><p>language vocabulary learning and examine its effectiveness on learning achievement.</p><p>Besides, this study also aims to examine the influence between learning achievement,</p><p>motivation and perceived acceptance. A quasi-experimental design pre and post-test is</p><p>employed in this study. This studys population includes Arabic language proficiency</p><p>course students in 18 public universities located in Peninsular Malaysia. A total of 611</p><p>non-native Arabic students were selected through a cluster sampling to participate in</p><p>this study. The students were assigned to a control group consisting of 240 students and</p><p>a treatment group comprising 371 students. The main data of this study were collected</p><p>through pre-test and post-test; questionnaires and complimented by a semi- structured</p><p>interview. The quantitative data were analysed using descriptive analysis, t- test,</p><p>ANOVA test, and regression analysis, while the semi-structured interview was</p><p>analysed descriptively and thematically. The result of the t-test indicated that the</p><p>difference in learning achievement between the control and treatment group was</p><p>significant (p=0.000). Furthermore, the finding of the ANOVA test revealed that the</p><p>difference in learning achievement between genders was not significant (p=0.287).</p><p>Another important finding from the regression analysis is that students motivation and</p><p>learning achievement significantly affect perceived acceptance (p=0.000). In the</p><p>meantime, students motivation also has a significant effect on their learning</p><p>achievement (p=0.000). The analysis from the semi-structured interview conducted</p><p>among 16 students found to support the result of inferential analyses. In conclusion, the</p><p>use of educational digital game (eMufradat) increased students achievement and</p><p>motivation in learning Arabic vocabulary. This study has contributed theoretically in</p><p>the form of design principles of the educational digital game and contributed practically</p><p>by producing an effective digital game (eMufradat) for learning Arabic vocabulary as</p><p>well as demonstrates the development of educational digital game practically.</p>