Penggunaan media board game edukatif ludo untuk meningkatkan keterampilan membaca dalam pembelajaran bahasa arab: Studi kuasi eksperimen terhadap siswa kelas IV Madrasah Ibtidaiyyah Negeri 2 Kota Bandung

Nadia, Nurdiana and UNSPECIFIED and UNSPECIFIED (2026) Penggunaan media board game edukatif ludo untuk meningkatkan keterampilan membaca dalam pembelajaran bahasa arab: Studi kuasi eksperimen terhadap siswa kelas IV Madrasah Ibtidaiyyah Negeri 2 Kota Bandung. Sarjana thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

Reading skill is one of the most essential language skills because it serves as the foundation for acquiring vocabulary, language structures, and understanding Arabic texts. However, the Arabic reading skills of fourth-grade students at MIN 2 Bandung City remained relatively low, particularly in pronunciation accuracy, reading fluency, and vocabulary comprehension. This condition was mainly caused by teacher-centered instruction and the limited use of interactive learning media. This study aimed to examine students' reading skills before and after the implementation of the Educational Board Game (Ludo) and to determine its effectiveness in improving Arabic reading skills. The study was grounded in behaviorist theory, social constructivism, the Affective Filter theory, and the Read Aloud approach, which emphasize active student participation, repeated reading practice, and an enjoyable learning environment. The research hypothesis stated that there would be a significant improvement in students' Arabic reading skills after the implementation of the Educational Board Game (Ludo). This study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The sample consisted of 44 fourth-grade students at MIN 2 Bandung City who were divided into an experimental class and a control class. Data were collected through observation, pre-tests, post-tests, and documentation, and analyzed using normality tests, homogeneity tests, the Mann–Whitney test, the Wilcoxon Signed-Rank test, and N-Gain analysis with the assistance of SPSS software. The findings revealed that before the treatment there was no significant difference between the experimental and control classes, with a significance value of 0.364 (>0.05). After the implementation of the Educational Board Game (Ludo), students' reading skills improved significantly, as indicated by a significance value of 0.026 (<0.05), demonstrating a significant difference in favor of the experimental class. Furthermore, the N-Gain analysis showed that the Educational Board Game (Ludo) was effective in improving Arabic reading skills, with a significance value of 0.031 (<0.05). The average N-Gain score reached 0.91 (high category) in the experimental class and 0.66 (moderate category) in the control class.

Item Type: Thesis (Sarjana)
Subjects: Bahasa Arab
Applied Linguistics > Reading
Education, Research
Game of Chance > Card Games
Divisions: Fakultas Tarbiyah dan Keguruan > Program Studi Pendidikan Bahasa Arab
Depositing User: Nadia Nur Nurdiana
Date Deposited: 03 Aug 2026 04:29
Last Modified: 04 Aug 2026 06:50
URI: https://digilib.uinsgd.ac.id/id/eprint/137342

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