Motivating Arabic Learners through Digital Gamification: A Study of Quizizz Media
Keywords:
Quizizz, Learning Media, Learning MotivationAbstract
The low level of student motivation in learning Arabic presents a significant challenge, primarily due to the complexity of the material and the lack of innovation in instructional methods. This study aims to examine the effect of using the interactive learning media Quizizz on improving students’ motivation in an Arabic language course. The research employed a quantitative approach with a quasi-experimental method using a pretest-posttest control group design. The participants consisted of 15 second-semester students from the Arabic Language Education Program at UIN Jurai Siwo Lampung. The research instrument used was a learning motivation questionnaire based on five key indicators, with a high level of reliability (Cronbach’s Alpha = 0.947). Data analysis was conducted using SPSS version 26. The normality test using the Shapiro-Wilk method showed that the data were normally distributed, while the Paired Sample t-Test indicated a significant difference between the pretest and posttest scores. These results suggest that the use of Quizizz has a statistically significant impact on enhancing students’ learning motivation. Therefore, this game-based digital media proves to be an effective and innovative instructional strategy to boost motivation, particularly in courses perceived as challenging, such as Arabic.




