Structured Language Games to Develop Arabic Speaking Skills in an Indonesian Islamic Boarding School

Authors

  • Adel Ahmed Al-Bahri University of the Holy Quran and Taseel of Sciences image/svg+xml
  • Dindin Solahudin Sunan Gunung Djati State Islamic University Bandung image/svg+xml
  • Isop Syafe’i Sunan Gunung Djati State Islamic University Bandung image/svg+xml
  • Nanang Kosim Sunan Gunung Djati State Islamic University Bandung image/svg+xml

DOI:

https://doi.org/10.31000/7svqft75

Keywords:

Arabic language learning, language games, listening skills, speaking skills, Islamic boarding school

Abstract

Arabic instruction in Indonesian Islamic boarding schools often combines religious, academic, and communicative purposes, yet students may receive limited opportunities for systematic oral practice. This study developed and field-tested a structured set of language games connecting listening input with spoken output. An adapted research-and-development procedure comprised needs analysis, instructional design, expert validation, revision, and a one-group pretest-posttest field trial. Twenty first-year secondary students at Al-Muyassar Institute, Bogor, were selected purposively from a population of 150 students. The instructional product was a Shopping unit containing 20 non-digital games implemented in eight 45-minute lessons. Data were collected through observation, interview, expert-validation forms, and an integrated listening-speaking test. Reliability was high (Cronbach's alpha = .921 for listening, .966 for speaking, and .973 overall). Mean listening scores increased from 16.85 to 21.10, and speaking scores from 17.85 to 21.70; paired tests were significant at p < .001, with eta-squared values of .96 and .99. The novelty lies in organizing low-technology games as an integrated input-interaction-output sequence rather than isolated recreation. The model offers a practical bridge between textbook content and oral communication in boarding-school Arabic education, while its one-group design limits causal generalization.

References

Almelhes, S. A. (2024). Gamification for teaching the Arabic language to non-native speakers: A systematic literature review. Frontiers in Education, 9, 1371955. https://doi.org/10.3389/feduc.2024.1371955

Ardiansyah, A. A., Kaffah, T. S., & Mukarom. (2023). Using the language game Shunduq Al-Asyya (Item Box) to improve students' Arabic speaking skills. Tadris Al-'Arabiyyah, 2(2). https://doi.org/10.15575/ta.v2i2.29493

Atabik, A., Yahya, M. S., & Mustajab. (2023). Life skills approach in Arabic language learning at Islamic boarding school-based Madrasah Aliyah. Al-Hayat: Journal of Islamic Education, 7(2), 327–342. https://doi.org/10.35723/ajie.v7i2.378

Aziz, M. F., Mulyati, A., Ramdhani, Z. R., & Syahputra, I. (2025). The implementation of an intensive Arabic language instruction program: A case study at Al-Aqsa Islamic Boarding School. Tadris Al-'Arabiyyah, 4(1), 97–113. https://doi.org/10.15575/ta.v4i1.44921

Azizah, F. A. N., Kholis, M. N., Zaenuri, M., Arumsari, R. D., Anwar, A. M., & Imamuna, A. N. (2026). Improving Arabic listening skill through Teams Games Tournament: One-group pretest-posttest study of junior secondary students. Alsuna, 9(1). https://doi.org/10.31538/alsuna.v9i1.9634

Chan, S., & Lo, N. (2024). Enhancing EFL/ESL instruction through gamification: A comprehensive review of empirical evidence. Frontiers in Education, 9, 1395155. https://doi.org/10.3389/feduc.2024.1395155

Chen, Y.-C. (2024). Effects of technology-enhanced language learning on reducing EFL learners' public speaking anxiety. Computer Assisted Language Learning, 37(4), 789–813. https://doi.org/10.1080/09588221.2022.2055083

Esteban, A. J. (2024). Theories, principles, and game elements that support digital game-based language learning: A systematic review. International Journal of Learning, Teaching and Educational Research, 23(3). https://doi.org/10.26803/ijlter.23.3.1

Fakhiroh, N., & Hikmah, K. (2023). Enhancing Arabic language proficiency in Islamic boarding schools: A comprehensive study. Indonesian Journal of Islamic Studies, 11(3). https://doi.org/10.21070/ijis.v11i3.1673

Faridah, L. U. (2022). Developing the GO UNO game for teaching Arabic speaking skill. Al-Arabi: Journal of Teaching Arabic as a Foreign Language, 6(2).

Hanafiah, W., Aswad, M., Sahib, H., Yassi, A. H., & Mousavi, M. S. (2022). The impact of CALL on vocabulary learning, speaking skill, and foreign language speaking anxiety: The case study of Indonesian EFL learners. Education Research International, 2022, 5500077. https://doi.org/10.1155/2022/5500077

Hasanah, M., Mubaligh, A., Sari, R. R., Syarofah, A., & Prasetiyo, A. (2021). Arabic performance curriculum development: Reconstruction based on ACTFL and Douglas Brown perspective. Ijaz Arabi Journal of Arabic Learning, 4(3), 779–801. https://doi.org/10.18860/ijazarabi.v4i3.11900

Husna, I., Maiza, Z., Febriani, S. R., Dinata, R. S., & Amri, F. F. (2024). Digital game-based learning: Exploring the use of Mobile Legends in Arabic language skills. Al-Ta'rib, 12(1), 1–16. https://doi.org/10.23971/altarib.v12i1.8015

Ilyas, M., Rasmi, M., & Rusydi, M. (2024). Improving modern pondok students' Arabic language skills in Indonesia: Language institutions as language improvement central. AL-ISHLAH: Jurnal Pendidikan, 16(2). https://doi.org/10.35445/alishlah.v16i2.5095

Imarani, S., Yusriyah, Dalimunthe, J. P., Putri, P. A., Rusmar, N. H., & Susilawati. (2026). Classroom-based gamification to improve students' Arabic speaking skills: A classroom action research at SMP Al-Faruqi. HuRuf Journal, 6(1), 57–73. https://doi.org/10.30983/huruf.v6i1.11213

Ishaq, K., Zin, N. A. M., Rosdi, F., Jehanghir, M., & Shahzad, A. (2021). Mobile-assisted and gamification-based language learning: A systematic literature review. PeerJ Computer Science, 7, e496. https://doi.org/10.7717/peerj-cs.496

Kholifiana, N. I., Basith, A., Nasrulloh, M. A., & Fadly, A. M. H. (2025). Enhancing Arabic speaking skills: The potential of gamification in reducing language anxiety. Arabiyatuna, 9(1), 289–306. https://doi.org/10.29240/jba.v9i1.12217

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549

Mohd Ismath, N. H., Jalil, S. Z., & Tg Abdul Rahman, T. A. F. (2022). The effectiveness of gamification in learning Arabic cohesive devices. ATTARBAWIY: Malaysian Online Journal of Education, 6(2), 28–36. https://doi.org/10.53840/attarbawiy.v6i2.96

Mustaghfirin, M., & Rusdi. (2026). AI-augmented game-based learning for enhancing Arabic speaking skills: Evidence from a quasi-experimental study. Alibbaa': Jurnal Pendidikan Bahasa Arab, 7(1). https://doi.org/10.19105/ajpba.v7i1.22619

Nitisakunwut, P., & Hwang, G.-J. (2023). Effects and core design parameters of digital game-based language learning in the mobile era: A meta-analysis and systematic review. International Journal of Mobile Learning and Organisation, 17(4), 470–498. https://doi.org/10.1504/IJMLO.2023.133752

Puasa, B., Sardi, J., & Ramli, N. F. M. (2023). I-Kalam: A CEFR based mobile gamification app for Arabic speaking skills. European Proceedings of Educational Sciences, 7, 611–627. https://doi.org/10.15405/epes.23097.55

Rahma, W. F., Kholisin, & Dariyadi, M. W. (2025). Developing 'Snakes and Ladders Speaking' game-based learning media to enhance Arabic speaking skills at Madrasah Ibtidaiyah. ATHLA: Journal of Arabic Teaching, Linguistic and Literature, 6(2). https://doi.org/10.22515/athla.v6i2.12927

Shofiyani, A., Mahliatussikah, H., & Barry, M. Y. F. (2025). Efektivitas gamifikasi dalam meningkatkan keterampilan berbicara Arab siswa Madrasah Aliyah. Aphorisme, 6(2). https://doi.org/10.37680/aphorisme.v6i2.8692

Siregar, Z. U., Fauzia, E. L., & Fathurrahman, Y. (2023). Development of Arabic language skills for students at Syamsul Ulum Muhammadiyah Bandung Islamic Boarding School. Ta'lim al-'Arabiyyah, 7(1). https://doi.org/10.15575/jpba.v7i1.24453

Sunarko, A., Masnun, & Batrisya, N. A. (2026). Enhancing Arabic speaking skills through the Werewolf role-playing game: A psycholinguistic and pragmatic approach. Al-Ta'rib, 14(1). https://doi.org/10.23971/altarib.v14i1.10668

Vnucko, G., & Klimova, B. (2023). Exploring the potential of digital game-based vocabulary learning: A systematic review. Systems, 11(2), 57. https://doi.org/10.3390/systems11020057

Yang, L., & Li, R. (2024). Research trends of game-based language learning in K-12 education: A systematic review of SSCI articles during 2009–2022. Journal of Computer Assisted Learning, 40. https://doi.org/10.1111/jcal.12944

Zhang, Q., & Yu, Z. (2022). Meta-analysis on investigating and comparing the effects on learning achievement and motivation for gamification and game-based learning. Education Research International, 2022, 1519880. https://doi.org/10.1155/2022/1519880

Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790

Downloads

Published

25-09-2026

How to Cite

Structured Language Games to Develop Arabic Speaking Skills in an Indonesian Islamic Boarding School. (2026). Al-Muyassar: Journal of Arabic Education, 5(3), 1288–1301. https://doi.org/10.31000/7svqft75

Similar Articles

11-20 of 123

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)