The Implementation of the Wayground Application in Nahwu Learning to Improve Students Understanding of Arabic Grammar Rules at Nahdlatul Ulama University of Purwokerto.

Authors

  • Lina Husnul Karimah Universitas Nahdlatul Ulama Purwokerto
  • Nida Farhani Mubarokah Universitas Nahdlatul Ulama Purwokerto
  • Ramdhan Yurianto Universitas Nahdlatul Ulama Purwokerto

Keywords:

Arabic Grammar, Nahwu Learning, Student Understanding, Nahwu, Pembelajaran Bahasa Arab, Pemahaman mahasiswa, Wayground

Abstract

The increasing complexity of Arabic grammar instruction presents persistent challenges for student engagement and conceptual understanding. This study aimed to examine the role of the Wayground digital learning platform in supporting the teaching and learning of Nahwu in higher education. The research sought to explore how a gamified digital platform influences classroom participation, motivation, and comprehension of grammatical concepts. A qualitative classroom study design was employed to analyze learning experiences during the implementation of the digital platform in Nahwu instruction. Data were collected through classroom observations, student participation records, instructor reflections, and analysis of learning activities generated during interactive quiz sessions. The collected data were examined using thematic analysis to identify patterns related to engagement, participation, and conceptual learning processes. The results show that the integration of the Wayground platform increased student engagement and participation during grammar learning sessions. Students demonstrated higher levels of responsiveness, collaborative discussion, and sustained attention to grammatical tasks. Immediate feedback mechanisms and structured quiz activities supported iterative practice and helped students refine their understanding of grammatical rules. The digital environment also provided instructors with valuable insights into common misconceptions and learning difficulties, enabling more targeted instructional responses. These findings indicate that gamified digital platforms can contribute to more interactive and student centered grammar instruction. The study highlights the importance of aligning digital tools with pedagogical objectives and suggests that such platforms can enhance both motivational and cognitive aspects of language learning.

Pembelajaran bahasa Arab, khususnya nahwu, memiliki peran penting dalam pendidikan Islam karena menjadi dasar pemahaman terhadap literatur keislaman klasik. Namun, dalam praktiknya mahasiswa masih menghadapi kesulitan dalam memahami kaidah nahwu akibat karakter materi yang abstrak serta dominannya metode pembelajaran konvensional yang kurang interaktif. Sejumlah penelitian terdahulu menunjukkan bahwa pemanfaatan media digital dapat meningkatkan motivasi dan hasil belajar bahasa Arab, tetapi kajian yang secara khusus menelaah penggunaan aplikasi berbasis gim seperti Wayground dalam pembelajaran nahwu di perguruan tinggi Islam masih terbatas, sehingga menimbulkan kesenjangan penelitian. Penelitian ini merumuskan permasalahan pada bagaimana penerapan aplikasi Wayground dalam pembelajaran nahwu serta sejauh mana perannya dalam meningkatkan pemahaman kaidah tata bahasa Arab mahasiswa. Penelitian ini menggunakan jenis penelitian kualitatif dengan desain deskriptif yang dilaksanakan di Program Studi Pendidikan Bahasa Arab Universitas Nahdlatul Ulama Purwokerto. Data diperoleh melalui observasi pembelajaran, wawancara dengan mahasiswa, dan dokumentasi aktivitas pembelajaran, kemudian dianalisis melalui tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penerapan Wayground mampu meningkatkan keterlibatan, motivasi, dan pemahaman mahasiswa terhadap konsep-konsep nahwu melalui fitur interaktif, umpan balik langsung, serta suasana belajar yang lebih menyenangkan. Kebaruan penelitian ini terletak pada pemanfaatan Wayground sebagai media pendukung pembelajaran nahwu di perguruan tinggi Islam, serta merekomendasikan integrasi media pembelajaran digital berbasis gim dalam kurikulum nahwu dan penelitian lanjutan dengan pendekatan kuantitatif atau metode campuran.

 

References

Almelhes, S. A. (2024). Enhancing Arabic Language Acquisition: Effective Strategies for Addressing Non-Native Learners’ Challenges. Education Sciences, 14(10), 1116. https://doi.org/10.3390/educsci14101116

Baharun, S. (2025). Analyzing Students’ Difficulties in Learning Nahwu and Effective Pedagogical Solutions: A Psycholinguistic Approach. Lughawiyyat Jurnal Pendidikan Bahasa Dan Sastra Arab, 8(1), 17–31. https://doi.org/10.38073/lughawiyyat.v8i1.2525

Christopher, L., & Waworuntu, A. (2021). Java Programming Language Learning Application Based on Octalysis Gamification Framework. Ijnmt (International Journal of New Media Technology), 8(1), 65–69. https://doi.org/10.31937/ijnmt.v8i1.2049

Dicheva, D., Irwin, K., & Dichev, C. (2019). Exploring Learners Experience of Gamified Practicing: For Learning or for Fun? International Journal of Serious Games, 6(3), 5–21. https://doi.org/10.17083/ijsg.v6i3.299

Emihovich, B. (2024). Implementing Universal Design for Learning in Online Courses to Support Multilingual Students in Higher Education. The CATESOL Journal, 35(1). https://doi.org/10.5070/b5.34833

Fakir, S. A. A. (2022). Classroom-Based Assessment Practices of EFL Students’ Grammatical Ability at the American-Mideast Educational and Training Services (Amideast): An Insight. Bulletin of Advanced English Studies, 7(2), 39–51. https://doi.org/10.31559/baes2022.7.2.3

Fidlya, A. (2025). Implementation of Reciprocal Teaching Learning Strategies for Teaching Nahwu. Arabiyyatī Journal of Arabic Language Education, 2(1), 77–88. https://doi.org/10.65679/arabiyyat.v2i1.173

Harindranathan, P., James, F. E., & Jemshid, K. (2025). Unsupervised Online Quiz-Taking Behaviors of Undergraduate Microbiology Students: Canvas Quiz-Log Analytics and Clustering. I-Manager’s Journal of Educational Technology, 21(4), 10. https://doi.org/10.26634/jet.21.4.21579

Hashim, H., Zhi, J. N. M., Xin, A., Qi, A., & Ying, E. (2025). Gamification and ESL Proficiency: Leveraging Game Design Elements in Language Learning. International Journal of Research and Innovation in Social Science, IX(IIIS), 666–673. https://doi.org/10.47772/ijriss.2025.903sedu0041

Hastang, H., & Ahmad, R. (2023). Analysis of Arabic Language Learning Difficulties Among Students in the Qawaid Al-Lughah Al-Arabiyyah Materials. Didaktika Jurnal Kependidikan, 17(1), 31–42. https://doi.org/10.30863/didaktika.v17i1.5052

Henry, J., Li, F., & Arnab, S. (2024). On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study. Simulation & Gaming, 55(6), 985–1010. https://doi.org/10.1177/10468781241271082

Hossain, M. K., & Younus, Md. A. A. (2024). Kahoot in the Classroom: A Game-Changer for Motivating English Grammar Learning in Tertiary Education in Bangladesh. Journal of Critical Studies in Language and Literature, 5(1), 24–31. https://doi.org/10.46809/jcsll.v5i1.251

Huseinović, L. (2023). The Effects of Gamification on Student Motivation and Achievement in Learning English as a Foreign Language in Higher Education. Map Education and Humanities, 4(1), 10–36. https://doi.org/10.53880/2744-2373.2023.4.10

Ishak, M. S. (2025). Bridging Sacred Text and Language Pedagogy: Designing Quran Based Arabic Materials Through Pedagogical Grammar. Alsinatuna, 10(2), 159–177. https://doi.org/10.28918/alsinatuna.v10i2.10362

Ismail, U. S., Chulan, M., & Ismail, N. (2023). A Model Framework for the Implementation of Gamification in Arabic Teaching in Malaysia. Theory and Practice in Language Studies, 13(11), 2800–2805. https://doi.org/10.17507/tpls.1311.09

Jutasompakorn, P., Atmosukarto, I., Mustafa, S. K., & Xue, L. (2021). A Finance-Based Self-Learning Online Platform for Holistic Evaluation of Innovation Projects. 01–07. https://doi.org/10.1109/tale52509.2021.9678729

Kevin Mario Laura-De La Cruz, Noa, S., Turpo-Gebera, O., Montesinos-Valencia, C. C., Bazán-Velásquez, S. M., & Postigo, G. S. P. (2023). Use of Gamification in English Learning in Higher Education: A Systematic Review. Journal of Technology and Science Education, 13(2), 480. https://doi.org/10.3926/jotse.1740

Kurebayeva, G., Mussatayeva, I., Kurebayeva, G., Kenzhigozhina, K., & Kenesbayeva, Sh. (2024). Conditions for Successful Integration of Traditional and E-Learning in Language Education. Bulletin of Toraighyrov University Philology Series, (3.2024), 210–221. https://doi.org/10.48081/wzev9926

Lewis, A. (2024). Exploring the Impact of Gamified Language Learning Platforms on Adult Second Language Acquisition: A Case Study in Spanish Education. The Review of Contemporary Scientific and Academic Studies, 4(2). https://doi.org/10.55454/rcsas.4.02.2024.003

Liang, Z. (2023). Enhancing Learning Experience in University Engineering Classes With Kahoot! Quiz Games. Icce. https://doi.org/10.58459/icce.2023.1036

Maghfiroh, D., Sofa, A. R., & Sugianto, M. (2025). The Implementation of the Book Nahwu Al-Wadhih in Grammar Learning to Enhance the Proficiency in Reading Classic Arabic Literature. Tanwir Arabiyyah Arabic as Foreign Language Journal, 5(1), 37–50. https://doi.org/10.31869/aflj.v5i1.6549

Makasheva, F., Zhauynshiyeva, Zh. B., & Aubakirova, M. (2025). The Role of Gamification in Developing Foreign Language Communicative Competence. БҚИТУ Хабаршысы, 33(1), 118–128. https://doi.org/10.62724/202510203

Masnun, M., Baharun, S., & Syakur, S. A. (2025). Interactive Whiteboard as a Medium for Nahwu Learning: Bridging Technology and Arabic Grammar Education. International Journal of Arabic Language Teaching, 7(01), 1–20. https://doi.org/10.32332/ijalt.v7i01.9977

N, A. J., & Shyamsundar, S. (2022). Integration of MS Teams as an LMS Tool for Language Classroom: An Analysis Using SAMR Model. Journal of Humanities and Education Development, 4(6), 91–95. https://doi.org/10.22161/jhed.4.6.9

Ningsih, A. G. (2025). Exploring the Impact of Adaptive Real-Time Quiz Platforms With Differentiated Learning Features on Student Engagement and Learning Outcomes: A Mixed-Methods Approach. International Journal of Information and Education Technology, 15(6), 1261–1276. https://doi.org/10.18178/ijiet.2025.15.6.2329

Noor, H. (2023). Upaya Membangun Sikap Moderasi Beragama Melalui Pendidikan Agama Islam Pada Mahasiswa Perguruan Tinggi Umum Di Banjarmasin. Al Qalam Jurnal Ilmiah Keagamaan Dan Kemasyarakatan, 17(1), 375. https://doi.org/10.35931/aq.v17i1.1811

Puspita, E., Mahliatussikah, H., & Huda, I. S. (2025). Cooperative Learning With Jigsaw Type for Teaching Nahwu. Academia Open, 10(2). https://doi.org/10.21070/acopen.10.2025.12420

Rezi, M., Noor, A. F. M., & Nicholas, T. (2024). Utilization of Gamification in Arabic Language Learning to Increase Student Motivation and Achievement. Lughawiyah Journal of Arabic Education and Linguistics, 6(1), 1. https://doi.org/10.31958/lughawiyah.v6i1.12559

Ritonga, M., Mudinillah, A., Ardinal, E., Tauhid, T., & Nurdianto, T. (2024). Enhancing Arabic Language Learning in Higher Education: Leveraging E-Campus as an Online Learning and Evaluation Platform. Jurnal Ilmiah Peuradeun, 12(2), 491–516. https://doi.org/10.26811/peuradeun.v12i2.1103

Rodríguez, X. d. D. (2025). Introduction to the Special Issue New Thoughts on Conceptual Engineering. Metaphilosophy, 56(3–4), 283–293. https://doi.org/10.1111/meta.70007

Sari, R. A., Yul, W., Andrian, R., & Ilham, I. (2025). Understanding Students’ Perceptions of Arabic Learning Challenges: A Constructivist Study. Mantiqu Tayr Journal of Arabic Language, 5(2), 233–253. https://doi.org/10.25217/mantiqutayr.v5i2.5821

Solehudin, M. (2026). Scaffolding Arabic Syntax Learning: An Examination of Introductory Nahwu Materials for Novice Students. Journal of Arabic Language Learning and Teaching (Jallt), 4(1), 41–52. https://doi.org/10.23971/jallt.v4i1.408

Taveira‐Gomes, T., Costa, R. P., Severo, M., & Ferreira, M. A. (2015). Characterization of Medical Students Recall of Factual Knowledge Using Learning Objects and Repeated Testing in a Novel E-Learning System. BMC Medical Education, 15(1). https://doi.org/10.1186/s12909-014-0275-0

Urh, M., Vukovič, G., Jereb, E., & Pintar, R. (2015). The Model for Introduction of Gamification Into E-Learning in Higher Education. Procedia - Social and Behavioral Sciences, 197, 388–397. https://doi.org/10.1016/j.sbspro.2015.07.154

Winarlim, H. S., Pramono, Y. G. H., & Widiati, A. S. (2024). Evaluating Online English Grammar Courseware for Senior High School: Insights From Students and Teachers. Magister Scientiae, 52(2), 163–175. https://doi.org/10.33508/msg.v52i2.6049

Yadav, S., Neelam, S., Mian, S. H., & Jha, V. (2024). Quiz Management System: A Web-Based Approach to Enhance Frontend Development Awareness. International Journal of Research -Granthaalayah, 12(12).https://doi.org/10.29121/granthaalayah.v12.i12.2024.6122

Downloads

Published

2026-01-08

How to Cite

Karimah, L. H., Mubarokah, N. F., & Yurianto, R. (2026). The Implementation of the Wayground Application in Nahwu Learning to Improve Students Understanding of Arabic Grammar Rules at Nahdlatul Ulama University of Purwokerto. Itqon Lisani: Jurnal Linguistik Dan Pendidikan Bahasa Arab, 1(1), 1–13. Retrieved from https://itqonlisani.com/index.php/jlpba/article/view/2