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...

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Main Author: Mohammad Taufiq Abdul Ghani
Format: thesis
Language:eng
Published: 2021
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institution Universiti Pendidikan Sultan Idris
collection UPSI Digital Repository
language eng
topic LB Theory and practice of education
spellingShingle LB Theory and practice of education
Mohammad Taufiq Abdul Ghani
Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
description <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>
format thesis
qualification_name
qualification_level Doctorate
author Mohammad Taufiq Abdul Ghani
author_facet Mohammad Taufiq Abdul Ghani
author_sort Mohammad Taufiq Abdul Ghani
title Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
title_short Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
title_full Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
title_fullStr Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
title_full_unstemmed Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
title_sort design and development of educational digital game in learning arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Pembangunan Manusia
publishDate 2021
url https://ir.upsi.edu.my/detailsg.php?det=7106
_version_ 1747833355955601408
spelling oai:ir.upsi.edu.my:71062022-05-31 Design and development of educational digital game in learning Arabic vocabulary and its impact on university student achievement,motivation and perceived acceptence 2021 Mohammad Taufiq Abdul Ghani LB Theory and practice of education <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> 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=7106 https://ir.upsi.edu.my/detailsg.php?det=7106 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Pembangunan Manusia <p>Ab Halim, M. & Wan Muhamad, W. S. (2016). 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