Integrating Active Learning within an AI-Supported Gamified Environment through Zep Quiz to Improve Arabic Language Achievement

  • Ahmad Sucipto Mulyo Utomo Universitas Islam Negeri Raden Intan Lampung
  • Robiyah Nur Universitas Islam Negeri Raden Intan Lampung
  • Damanhuri Universitas Islam Negeri Raden Intan Lampung
  • Erni Zuliana Universitas Islam Negeri Raden Intan Lampung
Abstract views: 131 , pdf downloads: 44
Keywords: AI-Supported Learning, Active Learning, Gamification, Zep Quiz, Arabic Language Achievement

Abstract

This study investigates the integration of Active Learning into an AI-supported gamified environment through Zep Quiz to improve Arabic language achievement among seventh-grade students at MTs Negeri 1 Bandar Lampung. The study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of two cycles involving 32 students. Data were collected through classroom observations, learning achievement tests, and documentation. Quantitative data were analyzed using mean scores, classical mastery percentages, and N-Gain, while qualitative data were analyzed through observations of student engagement during the learning process. The findings reveal that the integration of Active Learning and Zep Quiz successfully enhanced both student engagement and Arabic language achievement. The average score increased from 52.38 in the pre-cycle stage to 78.13 in Cycle I and 87.50 in Cycle II. Similarly, classical mastery improved from 28.13% to 65.63% and eventually reached 90.63%, exceeding the predetermined success criterion of 85%. The N-Gain score of 0.74 indicates a high level of improvement. These findings suggest that AI-supported gamified learning environments can effectively support Active Learning and foster meaningful improvements in Arabic language learning outcomes.

Downloads

Download data is not yet available.

References

Al-Khresheh, Mohammad Hamad. “The Cognitive and Motivational Benefits of Gamification in English Language Learning: A Systematic Review.” The Open Psychology Journal 18, no. 1 (2025). https://doi.org/10.2174/0118743501359379250305083002.

Anggeraini, Yentri. “Language Teaching in the Digital Age: Teachers’ Views and Its Challenges.” Research and Innovation in Language Learning 3, no. 3 (2020): 163–175. https://doi.org/10.33603/rill.v3i3.3444.

Far, Fariba Foroutan, and Mahboubeh Taghizadeh. “Comparing the Effects of Digital and Non-Digital Gamification on EFL Learners’ Collocation Knowledge, Perceptions, and Sense of Flow.” Computer Assisted Language Learning 37, no. 7 (2024): 2083–2115. https://doi.org/10.1080/09588221.2022.2146724.

Gao, Ya, and Lin Pan. “Learning English Vocabulary through Playing Games: The Gamification Design of Vocabulary Learning Applications and Learner Evaluations.” The Language Learning Journal 51, no. 4 (2023): 451–471. https://doi.org/10.1080/09571736.2023.2217828.

Govender, Terence, and Joan Arnedo-Moreno. “A Survey on Gamification Elements in Mobile Language-Learning Applications.” In Proceedings of the Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 669–676. New York, NY: ACM, 2020. https://doi.org/10.1145/3434780.3436597.

Hadi Mogavi, Reza, Bingcan Guo, Yuanhao Zhang, Ehsan-Ul Haq, Pan Hui, and Xiaojuan Ma. “When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App.” In Proceedings of the Ninth ACM Conference on Learning @ Scale, 175–188. New York, NY: ACM, 2022. https://doi.org/10.1145/3491140.3528274.

Hamed Sedghi, Soheyla Mohseny Nejad, Seyyed Adnan Eshkevari, Pouran Rezaei Choshali, and Hossein Talebzadeh. “Identifying the Speaking Proficiency Level of Arabic Learners in Accordance with the International Guidelines of ACTFL for Assessing Proficiency in Foreign Languages.” Research in Arabic Language 12, no. 25 (2020): 1–22.

Hamsira M. Harad, and Benjier H. Arriola. “Implementation of Arabic Language and Islamic Values Education (ALIVE).” The American Journal of Humanities and Social Sciences Research 5, no. 3 (2022): 47–57.

Heba Ismail, Moutasim El Ayoubi, Mohammad Qassem, and Fares Al Areefi. “Assessing the Impact of Gamification Tools’ Usability on Student Engagement: A Comparative Study in Engineering Education.” In 2024 4th Interdisciplinary Conference on Electrics and Computer (INTCEC), 1–8, 2024. https://doi.org/10.1109/INTCEC61833.2024.10603117.

Humairoh, Sitti Wardatul, Nurul Hadi, and Umi Hanifah. “The AI Revolution in Arabic Language Learning: An Analysis of ChatGPT’s Role in Autonomous Learning.” Alibbaa’: Jurnal Pendidikan Bahasa Arab 7, no. 1 (2026): 1–19. https://doi.org/10.19105/ajpba.v7i1.22479.

Husen, Fitria Afifah, and Fitria Wulandari. “The Influence of Zep Quiz Educational Game Media on Elementary School Students’ Understanding of Science Concepts on the Material of Changes in the State of Objects.” Preprint, 2025. https://doi.org/10.21070/ups.9137.

Kemmis, Stephen, and Robin McTaggart. The Action Research Planner. 3rd ed. Victoria: Deakin University Press, 1988.

Khuluq, Muchsinul, and Nurul Imamah. “Enhancing Arabic Reading Skills: A Prezi Program-Based Learning Material Development for Integrated Islamic Elementary Schools in Indonesia.” Journal of Arabic Language Learning and Teaching (JALLT) 2, no. 1 (2024): 33–58. https://doi.org/10.23971/jallt.v2i1.157.

Li, Minzi, Siyu Ma, and Yuyang Shi. “Examining the Effectiveness of Gamification as a Tool Promoting Teaching and Learning in Educational Settings: A Meta-Analysis.” Frontiers in Psychology 14 (2023). https://doi.org/10.3389/fpsyg.2023.1253549.

Murillo-Zamorano, Luis R., José Ángel López Sánchez, Ana Luisa Godoy-Caballero, and Carmen Bueno Muñoz. “Gamification and Active Learning in Higher Education: Is It Possible to Match Digital Society, Academia and Students’ Interests?” International Journal of Educational Technology in Higher Education 18, no. 1 (2021): 15. https://doi.org/10.1186/s41239-021-00249-y.

Niyazova, Gulzhan Zholaushievna, Balzhan Meirbekkyzy Duisekeyeva, Dinara Kadirkhankyzy Berdi, Indira Bakhytovna Usembayeva, and Aknur Amangeldiyevna Mindetbayeva. “The Effects of Gamified AI-Supported Digital Learning Environments on Personalized Learning and Student Engagement in School Education: A Systematic Review and Meta-Analysis.” Frontiers in Education 11 (2026). https://doi.org/10.3389/feduc.2026.1754080.

Salmanova, Shehla. “Gamification and AI in Language Learning: A New Era of Digital Education.” Acta Globalis Humanitatis et Linguarum 2, no. 1 (2025): 262–269. https://doi.org/10.69760/aghel.02500134.

Shortt, Mitchell, Shantanu Tilak, Irina Kuznetcova, Bethany Martens, and Babatunde Akinkuolie. “Gamification in Mobile-Assisted Language Learning: A Systematic Review of Duolingo Literature from Public Release of 2012 to Early 2020.” Computer Assisted Language Learning 36, no. 3 (2023): 517–554. https://doi.org/10.1080/09588221.2021.1933540.

Song, Chuanxiang, Seong-Yoon Shin, and Kwang-Seong Shin. “Optimizing Foreign Language Learning in Virtual Reality: A Comprehensive Theoretical Framework Based on Constructivism and Cognitive Load Theory (VR-CCL).” Applied Sciences 13, no. 23 (2023): 12557. https://doi.org/10.3390/app132312557.

Souissi, Mayssa. “Harnessing Generative AI to Enhance Critical Thinking and Active Learning in a Second-Year English Language Project for Engineering Students: A Case Study.” In Artificial Intelligence and Education, 2026. https://doi.org/10.1007/978-3-032-16635-7_25.

Zeng, Jiyuan, Daner Sun, Chee-Kit Looi, and Andy Chun Wai Fan. “Exploring the Impact of Gamification on Students’ Academic Performance: A Comprehensive Meta-Analysis of Studies from the Year 2008 to 2023.” British Journal of Educational Technology 55, no. 6 (2024): 2478–2502. https://doi.org/10.1111/bjet.13471.

Husayn, ʿAbd al-Ḥakīm ʿAbd al-Raḥmān. “Muḥaffazāt al-Alʿāb al-Raqmiyyah (Gamification) fī Taʿlīm al-Lughah al-ʿArabiyyah: Dirāsat al-Abḥāth al-Mansyūrah fī Taṭbīq Muḥaffazāt al-Alʿāb al-ʿArabiyyah fī Indūnīsiyā.” Alibbaa’: Jurnal Pendidikan Bahasa Arab 5, no. 1 (2024): 1–29. https://doi.org/10.19105/ajpba.v5i1.10961.

Published
2026-06-25
How to Cite
Ahmad Sucipto Mulyo Utomo, Robiyah Nur, Damanhuri, & Erni Zuliana. (2026). Integrating Active Learning within an AI-Supported Gamified Environment through Zep Quiz to Improve Arabic Language Achievement. Alibbaa’: Jurnal Pendidikan Bahasa Arab, 409-427. https://doi.org/10.19105/ajpba.vi.24896