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استخدام التَّصميم المُمتِع وما بعد مُحفِّزات الألعاب في تعليم اللغة العربية للناطقين بغيرها

Yıl 2025, Cilt: 4 Sayı: 1, 55 - 71, 20.06.2025

Öz

استهدف البحثُ تقديمَ نموذجٍ إجرائيٍّ مُستندٍ إلى مبادئ التصميم الممتع في تعليم اللغة العربية للناطقين بغيرها، من خلال تقديم خطوات إجرائية لتوظيف هذه المبادئ في تعليم اللغة العربية، وذلك بهدف التصدي لمشكلة البحث المتمثلة في ضعف وتباين مستوى دارسي اللغة العربية الناطقين بغيرها، والافتقار إلى نموذج إجرائي يوظِّف التوجهات الحديثة في تعليم اللغة العربية كالتصميم الممتع وما بعد محفزات الألعاب، هذا التصميم الذي يُسهم في علاج مُشكلات انخفاض الدافعية عند الدَّارسين.
اعتمد البحثُ على المنهج الوصفيّ التحليليّ لوصف وتحليل ومراجعة الأدبيات والبحوث والدراسات ذات الصِّلة بمشكلة البحث، وقد تكون الإطار النظري للبحث من بعدين؛ عرض البعد الأول التصميم الممتع وما بعد محفزات الألعاب في تعليم اللغة العربية للناطقين بغيرها، وخُصص البعد الثاني لعرض النموذج الإجرائي، وقد أكد البحث أنَّ تعلم اللغة الثانية يمكن أن يحدث من خلال التصميم الممتع؛ ولذا فقد أوصى البحث بضرورة الاهتمام بعقد ورش عمل لتدريب مُعلمي اللغة العربية للناطقين بغيرها على توظيف التصميم الممتع في التدريس.

Kaynakça

  • Agogué, M., Levillain, K., & Hooge, S. (2015). Gamification of creativity: exploring the usefulness of serious games for ideation. Creativity and Innovation Management, 24 (3), 415-429.
  • Al-Ansari, K. (2016). Information and communication technology and its role in education and learning. Educational Booklets Journal, 2, 162–177.
  • Al-Diab, A. (2012). Problems facing Turks in learning Arabic and suggestions [Master's thesis, Institute of Educational Sciences, Gazi University].
  • Al-Ghofi, A. (2023). Problems of teaching Arabic to non-native speakers. In the Proceedings of the Fourth International Conference on Arabic for Non-Native Speakers: The Present and the Future, Endowment of the Faculty of Islamic Sciences at Giresun University.
  • Al-Husseini, N. S., Ali, M. M. J., Shehata, G. A. N. M., & Ibrahim, W. Y. M. (2021). Criteria for designing individual and collaborative mobile learning environments based on gamification. Studies in Higher Education, 50, 277–317.
  • Al-Najjar, K. M. M. (2019). Difficulties of learning Arabic for non-native speakers at the Islamic University of Medina. International Journal for Educational Research, 2 (4), 289-353.
  • Al-Qahtani, A. S. H. (2018). The effectiveness of an electronic learning environment utilizing active learning in developing digital storytelling skills for students at Princess Nourah University. Tabuk University Journal for Humanities and Social Sciences, 3, 211-229.
  • Baltaibi, T. (2020). Problems of teaching Arabic to non-native speakers. Journal of Linguistic Communication, 23 (1,2), 195–216.
  • Bell, K. (2017). Game On!: Gamification, gameful design, and the rise of the gamer educator (Illustrated edition). Johns Hopkins University Press.
  • Burke, M., & Hiltbrand, T. (2011). How gamification will change business intelligence. Business Intelligence Journal, 16, (2), 8-16.
  • Clark, R. (2005). "Instructional strategies." in h. f. o'neil (ed.), What Works in Distance Learning Guidelines (pp. 43–61). Greenwich, CT: Information Age Publishing.
  • Dan, 0.M.& Lei, J. W. (2013), How am i doing? The Effects of Gamification and Social Sharing on User Engagement., Paper
  • Dombrowski, M., & Lochner, J. (2016). Gamification of modern society: digital media" s influence on current social practices. Encyclopedia of Computer Graphics and Games, 1-5
  • Donovan, S., Gain, J., & Marais, P. (2018). A case study in the Gamification of a university-level games development course. Proceedings of South African Institute for Computer Scientists and Information Technologists Conference (pp. 245–251).
  • Dubey, A. (2016). Training leader's guide: leverage Gamification successfully for Organizational learning. Learn Tech Company. Retrieved From https://www.learntech.in/training-leaders-guide-to-leveraging-gamification-successfully-ebook-op1/.
  • Fang, Y., Ma, Y., Mo, D., Zhang, S., Xiang, M., & Zhang, Z. (2019). Methodology of an exercise intervention program using social incentives and Gamification for obese children. BMC Public Health, 19(1), 686.
  • Faraj, M. A. (2016). Linguistic competence of foreign students wishing to study at Al-Azhar Al-Sharif University, The Second International Conference (Arabic Language Skills Measurement Tests for Non-Native Speakers, Experiences and Achievements).
  • Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, (27), 32-54. Garland, C. (2015). Gamification and implications for second language education. Ametaanalysis, Master‘s Thesis, st.cloud stste university: Missouri.
  • Gartner (2014). Gamify: How Gamification motivates people to do extraordinary things: Burke, B. Retrieved from https://www.amazon.com/Gamify-Gamification-Motivates- People-Extraordinary/dp/1937134857
  • Hamari, J. (2019). Does Gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, pp. 46, 210–221. Hasegawa, T., et al. (2015). An english vocabulary learning support system for the learner's sustainable motivation. Springer Plus: Innovative Cloud Application in Computer, 1–9.
  • Hendi, O. M. M. (2020). The employment of gamification in teaching Arabic to non-native speakers and its effect on increasing their learning motivation. Technology of Education, Studies and Research, 44, 1-42.
  • Heridy, I. A. (2007). A proposed scenario for distance learning and teaching programs of Arabic to non-native speakers in light of linguistic competence, Arab Association for Educational Technology – Institute of Educational Studies, Cairo University.
  • Huang, W.-Y. & Soman, D. (2013). Gamification of education. research report series: behavioral economics in action. Rotman School of Management, University of Toronto.
  • Ibrahim, W. Y. M., Abd El-Hamid, H. S., & Ali, A. M. M. M. (2022). The interaction between the types of gamification stimuli in e-learning environments and the level of self-efficacy and its impact on the development of motivation for achievement among educational technology students. Studies in Higher Education, 55, 106-177.
  • Kapp, K.M. (2012). The Gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
  • López-Belmonte, J., Segura-Robles, A., & Moreno-Guerrero, A.-J. (2021). Gamification and flipped learning and their influence on aspects related to the teaching-learning process. Heliyon, 7(2), e06254.
  • Madariaga, L., Nussbaum, M., Gutiérrez, I., Barahona, C., & Meneses, A. (2021). Assessment of user experience in video-based learning environments: From design guidelines to the final product. Computers & Education, 167, 104176.
  • Madkour, A. A., & Heridy, I. A. (2006). Teaching Arabic to non-native speakers: theory and practice. Dar Al-Fikr Al-Arabi.
  • Mousa, M. A. F. (2020). Mechanics and dynamics of play: An operational framework for understanding the principles of enjoyable design in education. Technology of Education, 30 (7), 3-18.
  • Mukhtar, A. (2022). Al-Mukhtar in modern trends of teaching and learning Arabic for non-native speakers. Ankara: Sun Chag Publishing House.
  • Mukhtar, A. (2022). The employment of entertaining electronic activities in teaching listening to non-native speakers of Arabic. Journal of Noskha, 22 (54), 299-330.
  • Nicholson, S. (2014). Exploring the endgame of Gamification. In Fuchs, M., Fizek, S., Ruffino, P., & Schrape, N. (Eds.), Rethinking Gamification (pp. 289–303). Leuphana University of Lüneburg, Germany. Meson press. Retrieved from https://meson.press/wp-content/uploads/2015/03/9783957960016-rethinking-. Parra González, M. E., presented at the 68th annual conference of the American Association for Public Opinion Research, Boston, May 4374 – 4388
  • Omar, R. M. M. K. (2020). An activity program based on the theory of semantic fields using Gamification and its effectiveness in developing vocabulary and analytical thinking skills among fourth-grade students. Scientific Research Journal in Education, 21(10), 358-447.
  • Özel, H. ve Çiftçi, F. (2022). el-Arabiyye li’l-hayât isimli kitapta yer alan eşdizim uygulamalarının Arapça öğretimine katkısı. Şarkiyat 14 (1), 184-198. https://doi.org/10.26791/sarkiat.1052028.
  • Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: theory, research, and practice (1st ed. 2019 edition). Palgrave Macmillan.
  • Richard N. Landers, Kristina N. Bauer, Rachel C. Callan. (2015). Gamification of task performance with leaderboards: A goal setting experiment, computers in human behavior.
  • Richter, G., Raban, D. R., Rafaeli, S. (2018). Studying Gamification: The Effect of Rewards and Incentives on Motivation. In T. Reiners, L. Wood (Eds.), Gamification in Education and Business (pp. 21–46). Cham Springer.
  • Robson, K., Plangger, K., Kirtman, J. H., McCarthy, I., Pitt, L. (2018). Game on: Engaging customers and employees through Gamification. Business Horizons, 59 (1), 29–36.
  • Sailer, M., Hense, J. U., Mayr, S. K., Mandl, H. (2017). How Gamification Motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.
  • Salem, M. S. (2020). The reality of teaching Arabic in Turkey "Çukurova University as a model": Challenges, aspirations, and solutions. Theology Faculty Magazine at Çukurova University, (20).
  • Sanchez-Rivas, E., Ruiz-Palmero, J., Sánchez-Rodríguez, J. (2019). Gamification of assessments in the natural sciences subject of primary education. Educational Sciences: Theory & Practice, 19 (1), 95-111.
  • Schrier, K. (2016). Learning, education and games, volume two: bringing games into educational contexts, pittsburgh, PA: ETC Press.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer Studies, pp. 74, 14–31.
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8) 19–29.
  • Sunobar, A. (2015). Problems of Arabic teaching programs for non-native speakers in Turkey. Field observations. Istanbul: Athar Center for Arabic Studies for Non-Native Speakers.
  • Taima, R. A. (1989). Teaching Arabic to non-native speakers: Its curricula and methods. Rabat: Islamic Educational, Scientific and Cultural Organization - ISESCO.
  • Urh M., Vukovic G., Jereb E. (2019). The model for the introduction of Gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397.
  • Van Harmelen, M., & Workman, D. (2018). Analytics for learning and Teaching. CETIS Analytics Series, 1 (3), 1–41.
  • Villager, C., Gallego-Durán, F. J., Molina-Carmona, R., & Llorens-Largo, F. (2018). Plan: Towards a gamified learning system. In Lecture Notes in Computer Science (pp. 82-93). Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2019). Teaching case of Gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38-57.
  • Villalustre, L., & Moral, M. E. (2019). Gamification: Strategies para optimizer el process de aprendizaje y la acquisition de competencies in contexts universitarios. Digital Education Review, 0 (27), 13-31.
  • Zichermann G., Cunningham C. (2019). Gamification by design: Implementing Game mechanics in web and mobile apps. Sebastopol (Canada): O'Reilly Media. Inc.

Ana Dili Arapça Olmayanlara Arapça Öğretimiminde Oyunsal Tasarım ve Oyunlaştırmanın Kullanımı

Yıl 2025, Cilt: 4 Sayı: 1, 55 - 71, 20.06.2025

Öz

Bu çalışma, ana dili Arapça olmayanlara Arapça öğretiminde, oyunsal tasarımların kullanılmasına dayanan pratik bir model sunmayı ve bu modelin uygulanmasına yönelik adımları ortaya koymayı hedeflemektedir. Çalışma, ana dili Arapça olmayan Arapça öğrencilerinin seviyelerindeki düşüklük veya farklılıklara dayalı sorunlarla, Arapça öğretiminde oyunsal tasarım ve oyunlaştırma gibi modern yöntemlere dayalı işlevsel bir modele duyulan ihtiyaca yönelik çözümler üretmeyi amaçlamaktadır. Bu tasarımlar, öğrencilerdeki düşük motivasyon sorununun çözümüne de katkı sunmaktadır.
Söz konusu probleme ilişkin literatür ve bilimsel araştırmaların tahlil edildiği çalışma; bu yönüyle betimsel analiz yöntemine dayanmaktadır. Çalışmanın teorik çerçevesi iki kısımdan oluşmaktadır. İlk kısım, ana dili Arapça olmayanlara Arapça öğretiminde kullanılması önerilen oyunsal tasarım ve oyunlaştırmanın izahına, ikinci kısım ise söz konusu pratik modelin sunumuna ayrılmıştır. Yabancı dil öğreniminin oyunsal tasarım vasıtasıyla gerçekleştirilebileceğini vurgulayan çalışma, Arapça öğretmenlerine ana dili Arapça olmayanlara Arapça öğretiminde oyunsal tasarımın kullanımı konusunda eğitim verilmesinin önemine işaret etmekte ve bu amaçla atölye çalışmaları düzenlenmesinin gerekliliği üzerinde durmaktadır.

Kaynakça

  • Agogué, M., Levillain, K., & Hooge, S. (2015). Gamification of creativity: exploring the usefulness of serious games for ideation. Creativity and Innovation Management, 24 (3), 415-429.
  • Al-Ansari, K. (2016). Information and communication technology and its role in education and learning. Educational Booklets Journal, 2, 162–177.
  • Al-Diab, A. (2012). Problems facing Turks in learning Arabic and suggestions [Master's thesis, Institute of Educational Sciences, Gazi University].
  • Al-Ghofi, A. (2023). Problems of teaching Arabic to non-native speakers. In the Proceedings of the Fourth International Conference on Arabic for Non-Native Speakers: The Present and the Future, Endowment of the Faculty of Islamic Sciences at Giresun University.
  • Al-Husseini, N. S., Ali, M. M. J., Shehata, G. A. N. M., & Ibrahim, W. Y. M. (2021). Criteria for designing individual and collaborative mobile learning environments based on gamification. Studies in Higher Education, 50, 277–317.
  • Al-Najjar, K. M. M. (2019). Difficulties of learning Arabic for non-native speakers at the Islamic University of Medina. International Journal for Educational Research, 2 (4), 289-353.
  • Al-Qahtani, A. S. H. (2018). The effectiveness of an electronic learning environment utilizing active learning in developing digital storytelling skills for students at Princess Nourah University. Tabuk University Journal for Humanities and Social Sciences, 3, 211-229.
  • Baltaibi, T. (2020). Problems of teaching Arabic to non-native speakers. Journal of Linguistic Communication, 23 (1,2), 195–216.
  • Bell, K. (2017). Game On!: Gamification, gameful design, and the rise of the gamer educator (Illustrated edition). Johns Hopkins University Press.
  • Burke, M., & Hiltbrand, T. (2011). How gamification will change business intelligence. Business Intelligence Journal, 16, (2), 8-16.
  • Clark, R. (2005). "Instructional strategies." in h. f. o'neil (ed.), What Works in Distance Learning Guidelines (pp. 43–61). Greenwich, CT: Information Age Publishing.
  • Dan, 0.M.& Lei, J. W. (2013), How am i doing? The Effects of Gamification and Social Sharing on User Engagement., Paper
  • Dombrowski, M., & Lochner, J. (2016). Gamification of modern society: digital media" s influence on current social practices. Encyclopedia of Computer Graphics and Games, 1-5
  • Donovan, S., Gain, J., & Marais, P. (2018). A case study in the Gamification of a university-level games development course. Proceedings of South African Institute for Computer Scientists and Information Technologists Conference (pp. 245–251).
  • Dubey, A. (2016). Training leader's guide: leverage Gamification successfully for Organizational learning. Learn Tech Company. Retrieved From https://www.learntech.in/training-leaders-guide-to-leveraging-gamification-successfully-ebook-op1/.
  • Fang, Y., Ma, Y., Mo, D., Zhang, S., Xiang, M., & Zhang, Z. (2019). Methodology of an exercise intervention program using social incentives and Gamification for obese children. BMC Public Health, 19(1), 686.
  • Faraj, M. A. (2016). Linguistic competence of foreign students wishing to study at Al-Azhar Al-Sharif University, The Second International Conference (Arabic Language Skills Measurement Tests for Non-Native Speakers, Experiences and Achievements).
  • Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, (27), 32-54. Garland, C. (2015). Gamification and implications for second language education. Ametaanalysis, Master‘s Thesis, st.cloud stste university: Missouri.
  • Gartner (2014). Gamify: How Gamification motivates people to do extraordinary things: Burke, B. Retrieved from https://www.amazon.com/Gamify-Gamification-Motivates- People-Extraordinary/dp/1937134857
  • Hamari, J. (2019). Does Gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, pp. 46, 210–221. Hasegawa, T., et al. (2015). An english vocabulary learning support system for the learner's sustainable motivation. Springer Plus: Innovative Cloud Application in Computer, 1–9.
  • Hendi, O. M. M. (2020). The employment of gamification in teaching Arabic to non-native speakers and its effect on increasing their learning motivation. Technology of Education, Studies and Research, 44, 1-42.
  • Heridy, I. A. (2007). A proposed scenario for distance learning and teaching programs of Arabic to non-native speakers in light of linguistic competence, Arab Association for Educational Technology – Institute of Educational Studies, Cairo University.
  • Huang, W.-Y. & Soman, D. (2013). Gamification of education. research report series: behavioral economics in action. Rotman School of Management, University of Toronto.
  • Ibrahim, W. Y. M., Abd El-Hamid, H. S., & Ali, A. M. M. M. (2022). The interaction between the types of gamification stimuli in e-learning environments and the level of self-efficacy and its impact on the development of motivation for achievement among educational technology students. Studies in Higher Education, 55, 106-177.
  • Kapp, K.M. (2012). The Gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
  • López-Belmonte, J., Segura-Robles, A., & Moreno-Guerrero, A.-J. (2021). Gamification and flipped learning and their influence on aspects related to the teaching-learning process. Heliyon, 7(2), e06254.
  • Madariaga, L., Nussbaum, M., Gutiérrez, I., Barahona, C., & Meneses, A. (2021). Assessment of user experience in video-based learning environments: From design guidelines to the final product. Computers & Education, 167, 104176.
  • Madkour, A. A., & Heridy, I. A. (2006). Teaching Arabic to non-native speakers: theory and practice. Dar Al-Fikr Al-Arabi.
  • Mousa, M. A. F. (2020). Mechanics and dynamics of play: An operational framework for understanding the principles of enjoyable design in education. Technology of Education, 30 (7), 3-18.
  • Mukhtar, A. (2022). Al-Mukhtar in modern trends of teaching and learning Arabic for non-native speakers. Ankara: Sun Chag Publishing House.
  • Mukhtar, A. (2022). The employment of entertaining electronic activities in teaching listening to non-native speakers of Arabic. Journal of Noskha, 22 (54), 299-330.
  • Nicholson, S. (2014). Exploring the endgame of Gamification. In Fuchs, M., Fizek, S., Ruffino, P., & Schrape, N. (Eds.), Rethinking Gamification (pp. 289–303). Leuphana University of Lüneburg, Germany. Meson press. Retrieved from https://meson.press/wp-content/uploads/2015/03/9783957960016-rethinking-. Parra González, M. E., presented at the 68th annual conference of the American Association for Public Opinion Research, Boston, May 4374 – 4388
  • Omar, R. M. M. K. (2020). An activity program based on the theory of semantic fields using Gamification and its effectiveness in developing vocabulary and analytical thinking skills among fourth-grade students. Scientific Research Journal in Education, 21(10), 358-447.
  • Özel, H. ve Çiftçi, F. (2022). el-Arabiyye li’l-hayât isimli kitapta yer alan eşdizim uygulamalarının Arapça öğretimine katkısı. Şarkiyat 14 (1), 184-198. https://doi.org/10.26791/sarkiat.1052028.
  • Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: theory, research, and practice (1st ed. 2019 edition). Palgrave Macmillan.
  • Richard N. Landers, Kristina N. Bauer, Rachel C. Callan. (2015). Gamification of task performance with leaderboards: A goal setting experiment, computers in human behavior.
  • Richter, G., Raban, D. R., Rafaeli, S. (2018). Studying Gamification: The Effect of Rewards and Incentives on Motivation. In T. Reiners, L. Wood (Eds.), Gamification in Education and Business (pp. 21–46). Cham Springer.
  • Robson, K., Plangger, K., Kirtman, J. H., McCarthy, I., Pitt, L. (2018). Game on: Engaging customers and employees through Gamification. Business Horizons, 59 (1), 29–36.
  • Sailer, M., Hense, J. U., Mayr, S. K., Mandl, H. (2017). How Gamification Motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.
  • Salem, M. S. (2020). The reality of teaching Arabic in Turkey "Çukurova University as a model": Challenges, aspirations, and solutions. Theology Faculty Magazine at Çukurova University, (20).
  • Sanchez-Rivas, E., Ruiz-Palmero, J., Sánchez-Rodríguez, J. (2019). Gamification of assessments in the natural sciences subject of primary education. Educational Sciences: Theory & Practice, 19 (1), 95-111.
  • Schrier, K. (2016). Learning, education and games, volume two: bringing games into educational contexts, pittsburgh, PA: ETC Press.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer Studies, pp. 74, 14–31.
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8) 19–29.
  • Sunobar, A. (2015). Problems of Arabic teaching programs for non-native speakers in Turkey. Field observations. Istanbul: Athar Center for Arabic Studies for Non-Native Speakers.
  • Taima, R. A. (1989). Teaching Arabic to non-native speakers: Its curricula and methods. Rabat: Islamic Educational, Scientific and Cultural Organization - ISESCO.
  • Urh M., Vukovic G., Jereb E. (2019). The model for the introduction of Gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397.
  • Van Harmelen, M., & Workman, D. (2018). Analytics for learning and Teaching. CETIS Analytics Series, 1 (3), 1–41.
  • Villager, C., Gallego-Durán, F. J., Molina-Carmona, R., & Llorens-Largo, F. (2018). Plan: Towards a gamified learning system. In Lecture Notes in Computer Science (pp. 82-93). Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2019). Teaching case of Gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38-57.
  • Villalustre, L., & Moral, M. E. (2019). Gamification: Strategies para optimizer el process de aprendizaje y la acquisition de competencies in contexts universitarios. Digital Education Review, 0 (27), 13-31.
  • Zichermann G., Cunningham C. (2019). Gamification by design: Implementing Game mechanics in web and mobile apps. Sebastopol (Canada): O'Reilly Media. Inc.

Using Gameful Design and Gamification in Teaching Arabic to Non-Native Speakers

Yıl 2025, Cilt: 4 Sayı: 1, 55 - 71, 20.06.2025

Öz

This research aimed to present an operational model based on the principles of Gameful design in teaching Arabic to non-native speakers through presenting procedural steps for employing these principles in Arabic language teaching to address the problem of the research represented in the weakness and varying levels among non-native Arabic learners and the lack of an operational model incorporating modern approaches in Arabic language teaching like Gameful design and gamification. This design contributes to solving problems related to decreased motivation among learners. The research utilized a descriptive-analytical approach to describe, analyze, and review literature relevant to the problem. The theoretical framework included two parts: the first part presented Gameful design and gamification in teaching Arabic to non-native speakers. The second part presented the procedural model. The research emphasized that second language learning could occur through Gameful design; therefore, the research recommended holding workshops for training teachers to use Gameful design.

Kaynakça

  • Agogué, M., Levillain, K., & Hooge, S. (2015). Gamification of creativity: exploring the usefulness of serious games for ideation. Creativity and Innovation Management, 24 (3), 415-429.
  • Al-Ansari, K. (2016). Information and communication technology and its role in education and learning. Educational Booklets Journal, 2, 162–177.
  • Al-Diab, A. (2012). Problems facing Turks in learning Arabic and suggestions [Master's thesis, Institute of Educational Sciences, Gazi University].
  • Al-Ghofi, A. (2023). Problems of teaching Arabic to non-native speakers. In the Proceedings of the Fourth International Conference on Arabic for Non-Native Speakers: The Present and the Future, Endowment of the Faculty of Islamic Sciences at Giresun University.
  • Al-Husseini, N. S., Ali, M. M. J., Shehata, G. A. N. M., & Ibrahim, W. Y. M. (2021). Criteria for designing individual and collaborative mobile learning environments based on gamification. Studies in Higher Education, 50, 277–317.
  • Al-Najjar, K. M. M. (2019). Difficulties of learning Arabic for non-native speakers at the Islamic University of Medina. International Journal for Educational Research, 2 (4), 289-353.
  • Al-Qahtani, A. S. H. (2018). The effectiveness of an electronic learning environment utilizing active learning in developing digital storytelling skills for students at Princess Nourah University. Tabuk University Journal for Humanities and Social Sciences, 3, 211-229.
  • Baltaibi, T. (2020). Problems of teaching Arabic to non-native speakers. Journal of Linguistic Communication, 23 (1,2), 195–216.
  • Bell, K. (2017). Game On!: Gamification, gameful design, and the rise of the gamer educator (Illustrated edition). Johns Hopkins University Press.
  • Burke, M., & Hiltbrand, T. (2011). How gamification will change business intelligence. Business Intelligence Journal, 16, (2), 8-16.
  • Clark, R. (2005). "Instructional strategies." in h. f. o'neil (ed.), What Works in Distance Learning Guidelines (pp. 43–61). Greenwich, CT: Information Age Publishing.
  • Dan, 0.M.& Lei, J. W. (2013), How am i doing? The Effects of Gamification and Social Sharing on User Engagement., Paper
  • Dombrowski, M., & Lochner, J. (2016). Gamification of modern society: digital media" s influence on current social practices. Encyclopedia of Computer Graphics and Games, 1-5
  • Donovan, S., Gain, J., & Marais, P. (2018). A case study in the Gamification of a university-level games development course. Proceedings of South African Institute for Computer Scientists and Information Technologists Conference (pp. 245–251).
  • Dubey, A. (2016). Training leader's guide: leverage Gamification successfully for Organizational learning. Learn Tech Company. Retrieved From https://www.learntech.in/training-leaders-guide-to-leveraging-gamification-successfully-ebook-op1/.
  • Fang, Y., Ma, Y., Mo, D., Zhang, S., Xiang, M., & Zhang, Z. (2019). Methodology of an exercise intervention program using social incentives and Gamification for obese children. BMC Public Health, 19(1), 686.
  • Faraj, M. A. (2016). Linguistic competence of foreign students wishing to study at Al-Azhar Al-Sharif University, The Second International Conference (Arabic Language Skills Measurement Tests for Non-Native Speakers, Experiences and Achievements).
  • Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, (27), 32-54. Garland, C. (2015). Gamification and implications for second language education. Ametaanalysis, Master‘s Thesis, st.cloud stste university: Missouri.
  • Gartner (2014). Gamify: How Gamification motivates people to do extraordinary things: Burke, B. Retrieved from https://www.amazon.com/Gamify-Gamification-Motivates- People-Extraordinary/dp/1937134857
  • Hamari, J. (2019). Does Gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, pp. 46, 210–221. Hasegawa, T., et al. (2015). An english vocabulary learning support system for the learner's sustainable motivation. Springer Plus: Innovative Cloud Application in Computer, 1–9.
  • Hendi, O. M. M. (2020). The employment of gamification in teaching Arabic to non-native speakers and its effect on increasing their learning motivation. Technology of Education, Studies and Research, 44, 1-42.
  • Heridy, I. A. (2007). A proposed scenario for distance learning and teaching programs of Arabic to non-native speakers in light of linguistic competence, Arab Association for Educational Technology – Institute of Educational Studies, Cairo University.
  • Huang, W.-Y. & Soman, D. (2013). Gamification of education. research report series: behavioral economics in action. Rotman School of Management, University of Toronto.
  • Ibrahim, W. Y. M., Abd El-Hamid, H. S., & Ali, A. M. M. M. (2022). The interaction between the types of gamification stimuli in e-learning environments and the level of self-efficacy and its impact on the development of motivation for achievement among educational technology students. Studies in Higher Education, 55, 106-177.
  • Kapp, K.M. (2012). The Gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
  • López-Belmonte, J., Segura-Robles, A., & Moreno-Guerrero, A.-J. (2021). Gamification and flipped learning and their influence on aspects related to the teaching-learning process. Heliyon, 7(2), e06254.
  • Madariaga, L., Nussbaum, M., Gutiérrez, I., Barahona, C., & Meneses, A. (2021). Assessment of user experience in video-based learning environments: From design guidelines to the final product. Computers & Education, 167, 104176.
  • Madkour, A. A., & Heridy, I. A. (2006). Teaching Arabic to non-native speakers: theory and practice. Dar Al-Fikr Al-Arabi.
  • Mousa, M. A. F. (2020). Mechanics and dynamics of play: An operational framework for understanding the principles of enjoyable design in education. Technology of Education, 30 (7), 3-18.
  • Mukhtar, A. (2022). Al-Mukhtar in modern trends of teaching and learning Arabic for non-native speakers. Ankara: Sun Chag Publishing House.
  • Mukhtar, A. (2022). The employment of entertaining electronic activities in teaching listening to non-native speakers of Arabic. Journal of Noskha, 22 (54), 299-330.
  • Nicholson, S. (2014). Exploring the endgame of Gamification. In Fuchs, M., Fizek, S., Ruffino, P., & Schrape, N. (Eds.), Rethinking Gamification (pp. 289–303). Leuphana University of Lüneburg, Germany. Meson press. Retrieved from https://meson.press/wp-content/uploads/2015/03/9783957960016-rethinking-. Parra González, M. E., presented at the 68th annual conference of the American Association for Public Opinion Research, Boston, May 4374 – 4388
  • Omar, R. M. M. K. (2020). An activity program based on the theory of semantic fields using Gamification and its effectiveness in developing vocabulary and analytical thinking skills among fourth-grade students. Scientific Research Journal in Education, 21(10), 358-447.
  • Özel, H. ve Çiftçi, F. (2022). el-Arabiyye li’l-hayât isimli kitapta yer alan eşdizim uygulamalarının Arapça öğretimine katkısı. Şarkiyat 14 (1), 184-198. https://doi.org/10.26791/sarkiat.1052028.
  • Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: theory, research, and practice (1st ed. 2019 edition). Palgrave Macmillan.
  • Richard N. Landers, Kristina N. Bauer, Rachel C. Callan. (2015). Gamification of task performance with leaderboards: A goal setting experiment, computers in human behavior.
  • Richter, G., Raban, D. R., Rafaeli, S. (2018). Studying Gamification: The Effect of Rewards and Incentives on Motivation. In T. Reiners, L. Wood (Eds.), Gamification in Education and Business (pp. 21–46). Cham Springer.
  • Robson, K., Plangger, K., Kirtman, J. H., McCarthy, I., Pitt, L. (2018). Game on: Engaging customers and employees through Gamification. Business Horizons, 59 (1), 29–36.
  • Sailer, M., Hense, J. U., Mayr, S. K., Mandl, H. (2017). How Gamification Motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.
  • Salem, M. S. (2020). The reality of teaching Arabic in Turkey "Çukurova University as a model": Challenges, aspirations, and solutions. Theology Faculty Magazine at Çukurova University, (20).
  • Sanchez-Rivas, E., Ruiz-Palmero, J., Sánchez-Rodríguez, J. (2019). Gamification of assessments in the natural sciences subject of primary education. Educational Sciences: Theory & Practice, 19 (1), 95-111.
  • Schrier, K. (2016). Learning, education and games, volume two: bringing games into educational contexts, pittsburgh, PA: ETC Press.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer Studies, pp. 74, 14–31.
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8) 19–29.
  • Sunobar, A. (2015). Problems of Arabic teaching programs for non-native speakers in Turkey. Field observations. Istanbul: Athar Center for Arabic Studies for Non-Native Speakers.
  • Taima, R. A. (1989). Teaching Arabic to non-native speakers: Its curricula and methods. Rabat: Islamic Educational, Scientific and Cultural Organization - ISESCO.
  • Urh M., Vukovic G., Jereb E. (2019). The model for the introduction of Gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397.
  • Van Harmelen, M., & Workman, D. (2018). Analytics for learning and Teaching. CETIS Analytics Series, 1 (3), 1–41.
  • Villager, C., Gallego-Durán, F. J., Molina-Carmona, R., & Llorens-Largo, F. (2018). Plan: Towards a gamified learning system. In Lecture Notes in Computer Science (pp. 82-93). Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2019). Teaching case of Gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38-57.
  • Villalustre, L., & Moral, M. E. (2019). Gamification: Strategies para optimizer el process de aprendizaje y la acquisition de competencies in contexts universitarios. Digital Education Review, 0 (27), 13-31.
  • Zichermann G., Cunningham C. (2019). Gamification by design: Implementing Game mechanics in web and mobile apps. Sebastopol (Canada): O'Reilly Media. Inc.
Toplam 51 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Arapça
Konular Arap Dili, Edebiyatı ve Kültürü
Bölüm Doğu Dilleri
Yazarlar

Amr Mukhtar 0000-0001-7637-7611

Erken Görünüm Tarihi 20 Haziran 2025
Yayımlanma Tarihi 20 Haziran 2025
Gönderilme Tarihi 19 Şubat 2025
Kabul Tarihi 16 Mayıs 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 4 Sayı: 1

Kaynak Göster

APA Mukhtar, A. (2025). استخدام التَّصميم المُمتِع وما بعد مُحفِّزات الألعاب في تعليم اللغة العربية للناطقين بغيرها. Yedi Aralık Sosyal Araştırmalar Dergisi, 4(1), 55-71.