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Penerapan Metode Game Based Learning Berbantuan Platform Kahoot Untuk Meningkatkan Minat Belajar Bahasa Arab Kelas VIII A MTs No. 32 Lamasi

Lisanul Arab: Journal of Arabic Learning and Teaching · Vol. 15 No. 1 (2026) · pp. 69–80

DOI
10.15294/laa.v15i1.42835
ISSN
2721-4222, 2252-6269
Published
2026-04-30
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

This study aims to describe the implementation of the Game-Based Learning method assisted by the kahoot platform in arabic language learning and to identify improvemens in students' learning interest in each cycle. the research employed the classroom action research (CAR) method based on the kemmis and mctaggart model, consisting of planning, action, observation, and reflection conducted in two cycles. the results indicate that the game-based learning method assisted by kahoot significantly improves students' interest in learning arabic. in cycle I, students' learning interest was in the moderate category, with observation results of 72,91% and questionnaire results of 73%. after improvements in cycle II, learning interest increased to the high category, with observation results of 85,41% and questionnaire results of 85%, indicating that the research success indicators were achieved. this improvement is attributed to a more engaging, interactive, and enjoyable learning atmosphere created through game-based learning assisted by kahoot, which encourages active student participation. therefore, it can be concluded that this method is effective in increasing arabic learning interest among grade VIII A students at Mts no. 32 lamasi.

Keywords

Collaboration network of the authors

15 authors · 36 co-authorship links · 7 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Islam Negeri Syekh Ali Hasan Ahmad Addary Padangsidimpuan
  • Sekolah Tinggi Agama Islam Nurul Falah Airmolek
  • University of Jordan
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Muhammad KamalinAffiliation unknown1
MustafidUniversitas Islam Negeri Syekh Ali Hasan Ahmad Addary Padangsidimpuan1
Risvan Akhir RoswandiSekolah Tinggi Agama Islam Nurul Falah Airmolek1
Badai Husain HasibuanUniversitas Islam Negeri Syekh Ali Hasan Ahmad Addary Padangsidimpuan1
Muhammad Faiz AlgifariUniversity of Jordan1
WarsiyahAffiliation unknown1
Moh FahruroziAffiliation unknown1
Ariska AriskaAffiliation unknown1
Mashuri MashuriAffiliation unknown1
MashuriAffiliation unknown1
Mawardi MawardiAffiliation unknown1
AriskaAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/laa/oai, first harvested 6 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en">Penerapan Metode Game Based Learning Berbantuan Platform Kahoot Untuk Meningkatkan Minat Belajar Bahasa Arab Kelas VIII A MTs No. 32 Lamasi</dc:title>
	<dc:creator xml:lang="en">Husnul</dc:creator>
	<dc:creator xml:lang="en">Mawardi</dc:creator>
	<dc:creator xml:lang="en">Nurmiati</dc:creator>
	<dc:subject xml:lang="en">Game Based Learning</dc:subject>
	<dc:subject xml:lang="en">Kahoot</dc:subject>
	<dc:subject xml:lang="en">Learning Interest</dc:subject>
	<dc:description xml:lang="en">This study aims to describe the implementation of the Game-Based Learning method assisted by the kahoot platform in arabic language learning and to identify improvemens in students' learning interest in each cycle. the research employed the classroom action research (CAR) method based on the kemmis and mctaggart model, consisting of planning, action, observation, and reflection conducted in two cycles. the results indicate that the game-based learning method assisted by kahoot significantly  improves students' interest in learning arabic. in cycle I, students' learning interest was in the moderate category, with observation results of 72,91% and questionnaire results of 73%. after improvements in cycle II, learning interest increased to the high category, with observation results of 85,41% and questionnaire results of 85%, indicating that the research success indicators were achieved. this improvement is attributed to a more engaging, interactive, and enjoyable learning atmosphere created through game-based learning assisted by kahoot, which encourages active student participation. therefore, it can be concluded that this method is effective in increasing arabic learning interest among grade VIII A students at Mts no. 32 lamasi.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/laa/article/view/42835</dc:identifier>
	<dc:identifier>10.15294/laa.v15i1.42835</dc:identifier>
	<dc:source xml:lang="en">Lisanul Arab: Journal of Arabic Learning and Teaching; Vol. 15 No. 1 (2026): Lisanul Arab; 69-80</dc:source>
	<dc:source>2721-4222</dc:source>
	<dc:source>2252-6269</dc:source>
	<dc:source>10.15294/laa.v15i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/laa/article/view/42835/9376</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Lisanul Arab: Journal of Arabic Learning and Teaching</dc:rights>
</oai_dc:dc>