The Effectiveness of the Shuffle and Recall Game on Arabic Vocabulary Mastery Among Tenth-Grade Students
DOI:
https://doi.org/10.55681/jige.v7i1.5317Keywords:
Effectiveness, Shuffle and Recall Game, Vocabulary Mastery, Arabic LanguageAbstract
This study aimed to determine the effectiveness of utilizing the Shuffle and Recall game, a component of the Clash of Champions program, on the Arabic vocabulary mastery among tenth-grade students at MAN 1 Semarang City. The underlying phenomenon was the low level of Arabic vocabulary proficiency among high school students, which is often attributed to the dominance of less interactive conventional teaching methods and the perception that Arabic is a difficult language to learn. The research method employed a quasi-experimental design featuring a pretest-posttest control group. The research population comprised all tenth-grade students at MAN 1 Semarang City during the 2024/2025 academic year, totaling 350 students. The results indicated a significant increase in scores within the experimental class. Prior to the intervention, the average pretest scores for both classes were relatively similar or homogeneous (Experimental: 64.57; Control: 63.71). Conversely, the posttest results demonstrated a significant difference, with the average posttest score for the experimental class reaching 84.29, while the control class achieved 72.86. The conclusion is that the Shuffle and Recall game proved to be an effective tool for improving the Arabic vocabulary mastery of tenth-grade students at MAN 1 Semarang City. This game facilitates active learning, enhances short-term and long-term memory through retrieval practice, and fosters increased student learning motivation.
Downloads
References
Agnes, D. (2024). Redefining the Association Between Memory , Mnemonics and Vocabulary Acquisition — Reviewing Paradigms in Research. Journal of Language Teaching and Research, 15(3), 697–706.
Albantani, A. M., & Ardiansyah, A. A. (2025). Deep Learning Framework for Arabic Course in Higher Education. Al-Ta ’ Rib, 13(1), 1–18.
Alqurashi, N. (2025). Enhancing Language Acquisition : Integrating Traditional and Digital Methods for Learner Engagement. 41–57. https://doi.org/10.19044/esj.2024.v21n2p41
Alshabeb, A. M. (2024). Learning Vocabulary via Video Games: A Case Study of Saudi University Students. 15(3), 321–332.
Arikunto, S. (2016). Prosedur Penelitian: Suatu Pendekatan Praktik. PT Rineka Cipta.
Asher, M. W., & Harackiewicz, J. M. (2024). Using Choice and Utility Value to Promote Interest: Stimulating Situational Interest in a Lesson and Fostering the Development of Interest in Statistics. Journal of Educational Psychology.
Daud, W. A. A. W., & Mohammad Taufiq Abdul Ghani, N. A. B. Z. (2024). Student ’ s Perceptions Towards Learning Arabic Language Through Digital Game. Ijaz Arabi Journal of Arabic Learning, 7(3), 881–892.
Devitriana, A. (2025). Engaging Interactive Kahoot Application for Vocabulary Mastery and Students ’ Motivation. 9(1), 18–33.
Istiqomah, S. N., & Sopian, A. (2025). Deep Learning Approach for Arabic Vocabulary Mastery in the Digital Era. 6(1), 97–115. https://doi.org/10.37680/aphorisme.v6i1.7183
Lazuardi, A. M., & Syaheed, S. M. (2025). Enhancing Arabic Language Proficiency through Interactive Learning Programs. 04(02). https://doi.org/10.38073/lahjatuna.v4i2.2584
Li, L., Foon, K., & Jiahui, H. (2024). Gamification enhances student intrinsic motivation , perceptions of autonomy and relatedness , but minimal impact on competency : a meta ‑ analysis and systematic review. In Educational technology research and development (Vol. 72, Issue 2). Springer US. https://doi.org/10.1007/s11423-023-10337-7
Liat, E., & Hayak, M. (2024). The integration of digital games into teaching and learning — A unique constructivist framework. December, 1–21. https://doi.org/10.1111/bjet.13555
Lukman, M., Hakim, A., Noor, B., Zamri, M., & Abdul, B. (n.d.). Perception and Evaluation of the Effectiveness of a Mobile Application for an Educational Arabic Charade Game in Acquiring Arabic Skills. 7(2), 766–775.
Meilizia, D. R., & Yul, W. (2025). Immersive Learning through Audio-Visual Media : Reconstructing Arabic Language Teaching for the Digital Generation. Jurnal Pendidikan Bahasa Dan Sastra Arab, 8, 319–335. https://doi.org/10.36915/la.v1i2.17.7
Rezai, A., Ahmadi, R., Ashkani, P., & Hossein, G. (2025). Implementing active learning approach to promote motivation , reduce anxiety , and shape positive attitudes : A case study of EFL learners. Acta Psychologica, 253(January), 104704. https://doi.org/10.1016/j.actpsy.2025.104704
Rizki, I. A., Suprapto, N., Saphira, H. V, Alfarizy, Y., Ramadani, R., & Dwi, A. (2024). Cooperative model , digital game , and augmented reality- based learning to enhance students ’ critical thinking skills and learning motivation. 8(1), 339–355.
Siregar, S. M., Adelina, H., & Zahra, H. (2025). Games in Arabic for Early Childhood : A Literature Study. 14(1), 43–67.
Slavin, R. E. (1982). Cooperative Learning : Student Teams. What Research Says to the Teacher. In National Education Association.
Sri Zulfida, Zainal Rafli, Fathiaty Murtadho, M. S. I. (2024). Arabic Vocabulary Learning Strategies in Early Childhood: A Case Study at an Integrated Islamic Elementary School. An Nabighoh, 26(2), 269–286.
Sugiyono. (2023). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Utami, A. D. (2025). Optimizing Students ’ Interest in Learning and Mastery of Arabic Vocabulary Through the Use of Interactive Games Gimkit. 11(1), 1047–1058.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Haikal Akhtar Haniff , Salma Ubaidah, Rina Asih Handayani, Nurdina binti Razlan

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.








