Quantitative Evaluation Of A Game Based Learning Model Using Wordwall Media In Students Vocabulary Comprehension In Grade X
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Abstract
Students' comprehension of Arabic mufradat remains a challenge because learning tends to rely on conventional methods, while the use of digital media is still limited, resulting in less optimal learning outcomes. Digital game-based learning media such as Wordwall have the potential to address this issue; however, their effectiveness in improving mufradat comprehension requires further investigation. This study aims to determine the effect of using Wordwall on the Arabic mufradat comprehension of Grade 10 students at MAN Lima Puluh Kota. This study employed a quantitative approach with a quasi-experimental Nonequivalent Control Group Design involving 37 students in the experimental and control classes. Data were collected through pretest and posttest assessments and analyzed using normality tests, homogeneity tests, an independent-samples t-test, and effect size analysis. The results showed that the mean posttest score of the experimental class was higher than that of the control class. The independent-samples t-test yielded a significance value of 0.012 (p < 0.05), while the effect size of 0.88 fell into the large effect category. Therefore, Wordwall had a significant and substantial effect on improving students' Arabic mufradat comprehension.