scholarly journals Developing Arabic Language Instructional Content in Canvas LMS for the Era and Post Covid-19 Pandemic

IZDIHAR ◽  
2020 ◽  
Vol 3 (3) ◽  
pp. 161-180
Author(s):  
Moh. Fery Fauzi ◽  
Murdiono Murdiono ◽  
Irma Anindiati ◽  
Auqi Lu'lu In Nada ◽  
Rifqi Rohmanul Khakim ◽  
...  

Online and offline learning practices must not ignore pedagogy, psychology, technology, instructional content, and other aspects of teaching and learning process. Instructional content needs more attention during and after Covid-19 pandemic because it must match the characteristics of students. Therefore, this problem has led to the development of mE-Book for Arabic learning in Canvas Learning Management System (LMS). This research aimed to investigate the effectiveness of mE-Book as instructional content for Arabic language learning in Canvas LMS and the extent of mE-Book acceptance by students in the framework of the Technology Acceptance Model (TAM) 3. This research used a nonrandomized control group pretest-posttest design by comparing two groups with and without mE-Book and the interview to know the students’ point of view about mE-Book. The results showed that mE-Book was effective as instructional content for Arabic language learning in Canvas LMS with large effect based on effect size criteria. Students’ perspectives showed that the use of mE-Book as instructional content for Arabic language learning in Canvas LMS is interesting for online and offline learning. In conclusion, students could accept mE-Book in learning activity in Canvas LMS because it eased students in Arabic language learning.

2019 ◽  
Vol 12 (1) ◽  
Author(s):  
Amanee Abdul Hai ◽  
Ahmad Zaki Amiruddin ◽  
Ahmad Abdul Rahman ◽  
Wan Ab Aziz Wan Daud

This study is designed to present a web 2.0 application that provides multimedia and animated video known as GoAnimate.Com which has been used as a learning activity tool directly in Arabic teaching and learning (T&L) process. This activity was implemented in the class whereby the students were actively involved as practitioners and the teachers played the role as facilitators. The guidance to use GoAnimate.Com was explained to students by teachers before dividing them into groups. Each group were asked to prepare an animated video containing simple Arabic conversation using GoAnimate.Com application. Quantitative method was utilized  to make this study successful by using the instrument of questioners prepared to identify students’ perception towards GoAnimate.Com application and their preference of using this application in Arabic T&L at  University Malaysia Kelantan (UMK). The result of this study has indicated  that student’s perception towards GoAnimate.Com application in learning Arabic is high with the overall mean score of 4.05. This study has shown  that the usage of GoAnimate.Com can increase students’ engagement and involvement in learning Arabic. Nevertheless, it is hoped that the outcome  of this study  can provide an alternative approach and various strategies in Arabic T&L towards Education 4.0 in the Forth Industrial Revolution era (IR4.0).


2016 ◽  
Vol 13 (2) ◽  
pp. 107-122 ◽  
Author(s):  
Stephan Böhm ◽  
Georges Philip Constantine

Purpose This paper aims to focus on contextualized features for mobile language learning apps. The scope of this paper is to explore students’ perceptions of contextualized mobile language learning. Design/methodology/approach An extended Technology Acceptance Model was developed to analyze the effect of contextual app features on students’ usage intention. The suggested app concept applies context-triggered push notifications to initiate learning sessions based on a location-aware vocabulary. Partial least squares structural equation modeling (PLS-SEM) was used for an empirical validation of the proposed research model. Findings The results of the analysis revealed, that students perceived the proposed app as beneficial for their learning endeavors. The location-aware feature is essentially relevant to improve the perceived usefulness of the system, as it may increase the learning effectiveness of the app in their everyday life. Research limitations/implications The study was conducted in quite a homogenous population. The sample size of the survey was rather small (n = 45). Further research is necessary to confirm the promising results of the research. Originality/value The results give some first evidence that the integration of innovative contextual features in mobile language learning apps may increase the usage intention and motivation to engage in a learning activity.


2019 ◽  
Vol 8 (3) ◽  
pp. 2108-2112

Various studies have investigated the potential of employing digital games in education to help students’ increase their learning achievement and their academic performance. Over the years, scholar have recognised how games could become a good learning tool that can improve learner’s performance and sustain their engagement in teaching and learning activities. Therefore, the objective of this study is to explore whether mobile digital games, as a cybergogical tool, can be used to support Arabic language teaching and learning. This study is a quasi-experiment designed to determine the effectiveness of mobile digital games in supporting the learning of Arabic. This study 70 students who are taking the elementary Arabic language course in Universiti Malaysia Kelantan (UMK), Malaysia. The participants were selected through random purposive sampling. The students were divided into two groups; experimental group and control group. After the intervention of mobile digital game, the achievement scores of both groups were collected practically. The data collected were analysed using inferential quantitative analysis by using the IBM SPSS Statistics 24 software. This study reported that the adoption of mobile digital games significantly increases students’ achievement in Arabic language learning.


2021 ◽  
Vol 19 (3) ◽  
pp. 346-361
Author(s):  
Dewi Khairani ◽  
Muhammad Iqbal ◽  
Dede Rosyada ◽  
Zulkifli Zulkifli ◽  
Fitri Mintarsih

Abstract This study discusses the acceptance of the use of e-learning and games in learning Arabic during the COVID-19 pandemic. Arabic learning experienced considerable challenges in learning before the pandemic and now with the pandemic, this process has even greater challenges which ultimately require an Arabic language learning method that adapts to the generation, situation and condition of the people who are experiencing the COVID-19 pandemic so that learning can still be carried out with good and fun outcomes. This research through its five hypotheses which are built based on the Technology Acceptance Model (TAM) theory, shows that with the use of e-learning and games, a positive perception of convenience which then supports usefulness and ultimately affects the attitudes and behaviour of users in learning Arabic can be proven by the acceptance of the five the hypothesis. The consistent use of e-learning and games in learning, especially Arabic learning and the implementation of e-learning and games to support the curriculum are expected to improve student learning experiences for the better and also increase the actual use of both methods.   Abstrak Penelitian ini membahas tentang penerimaan penggunaan e-learning dan gim dalam pembelajaran Bahasa Arab selama Pandemi COVID-19. Pembelajaran Bahasa Arab mengalami tantangan yang cukup besar dalam pembelajaran sebelum pandemi dan sekarang dengan adanya pandemi, proses ini memiliki tantangan yang lebih besar yang akhirnya membutuhkan sebuah metode pembelajaran bahasa Arab yang menyesuaikan dengan situasi generasi, situasi dan kondisi masyarakat yang sedang mengalami pandemi COVID-19 agar pembelajaran tetap dapat dilaksanakan dengan hasil keluaran yang baik dan menyenangkan. Penelitian ini melalui kelima hipotesisnya yang dibangun berdasarkan teori Technology Acceptance Model (TAM), menunjukkan bahwa dengan penggunaan e-learning dan gim, persepsi positif tentang kemudahan yang kemudian menunjang kebermanfaatan dan akhirnya mempengaruhi sikap dan perilaku pengguna dalam pembelajaran bahasa Arab dapat dibuktikan dengan penerimaan kelima hipotesis tersebut. Penggunaan e-learning dan gim secara konsisten dalam pembelajaran khususnya pembelajaran Bahasa Arab dan implementasi e-learning dan gim untuk mendukung kurikulum diharapkan dapat meningkatkan pengalaman belajar siswa menjadi lebih baik dan juga meningkatkan penggunaan keduanya secara aktual.


Think India ◽  
2019 ◽  
Vol 22 (3) ◽  
pp. 402-409
Author(s):  
Deepak Shrivastava ◽  
Apurva Shrivastava ◽  
Gyan Prakash

Tech-friendliness in this new era is an important quotient considered and the persons’ acceptance towards the technology frequency matters a lot. But still the frequency varies from person to person, this brought in the concept of Technology Acceptance Model given by Fred Davis in 1989. The theory of TAM is based on two theories that are Theory of Reasoned Action and Theory of Planned Behavior, TAM is extended version of these two. Green Banking is a new technology introduced by the banks that focuses on the growth of Sustainable development and Banking system too. Thus, banks ask their customers to use it or practice it in their daily life transactions. But every customer has their own point of view on the usage of Green banking. Thus, the research aims to understand the customers’ perception towards the Green Banking for this TAM is used. The research states that Perceived risk is the primary factor that is followed by perceived usefulness and perceived ease of use that impacts the decision to use green banking. Thus, the behavioral intention results in actual use of green banking usage for which people are trying to accept the new technology. So, the banks have earned points for creating awareness among their customers but still they have to work hard and clarify their customers’ problems and vanish that hitch that is stopping them to use green banking easily.


Electronics ◽  
2021 ◽  
Vol 10 (14) ◽  
pp. 1692
Author(s):  
Letícia Garcia da Silva ◽  
Eduardo Gonçalves de Azevedo Neto ◽  
Rosemary Francisco ◽  
Jorge Luis Victória Barbosa ◽  
Luis Augusto Silva ◽  
...  

Language learners often face communication problems when they need to express themselves and do not have the ability to do so. On the other hand, continuous advances in technology are creating new opportunities to improve second language (L2) acquisition through context-aware ubiquitous learning (CAUL) technology. Since vocabulary is the foundation of all language acquisition, this article presents ULearnEnglish, an open-source system to allow ubiquitous English learning focused on incidental vocabulary acquisition. To evaluate our proposal, 15 learners used the developed system, and 10 answered a survey based on the Technology Acceptance Model (TAM). Results indicate a favorable response to the application of incidental learning techniques in combination with the learner context. ULearnEnglish achieved an acceptance rate of 78.66% for the perception of utility, 96% for the perception of ease of use, 86.5% for user context assessment, and 88% for ubiquity. Among its main contributions, this study demonstrates a possible tool for ubiquitous use in the future in language learning; additionally, further studies can use the available resources to develop the system.


2018 ◽  
Vol 11 (9) ◽  
pp. 1
Author(s):  
Eman Abdel-Reheem Amin ◽  
Faiza Abdalla ELhussien Mohammed

This study applied the Technology Acceptance Model (TAM) in investigating teachers and students’ perceptions towards integrating the D2L system to enhance EFL teaching and learning processes at the English language department, Majmaah University. Two close-ended questionnaires were designed to measure the participants’ perceived ease of use, perceived usefulness, attitudes, and intentions to use D2L. To understand participants’ perceptions and the obstacles that may hinder their use of D2L, an interview with open-ended questions were conducted. Data from the questionnaires were analyzed using SPSS. Qualitative analysis of the interview data showed the frequencies and proportions of participants’ responses. The findings indicated that the D2L system is totally accepted by teachers and students. Few problems along with their suggested solutions were grouped, presented and discussed.


2017 ◽  
Vol 13 (10) ◽  
pp. 124 ◽  
Author(s):  
Norhayati Che Hat ◽  
Mohd Fauzi Abdul Hamid ◽  
Shaferul Hafes Sha'ari ◽  
Safawati Basirah Zaid

Implementation of animation as an Arabic language teaching aid is an innovation in creating an atmosphere that can influence student achievement. This study aimed to identify the effectiveness of the use of animation in Arabic language teaching and learning among diploma students at Universiti Sultan Zainal Abidin (UniSZA), Terengganu, Malaysia. A total of 66 diploma students were randomly selected and divided into experimental group (n = 33) and control group (n = 33). The results obtained from the data collected from pre-and post-test for each group were analyzed using t-test in SPSS version 17.0. The results showed a significant difference of (t = 8789, df = 64, p <0.05) between the achievement of the experimental group and the control group in the post test. The difference in mean score of the experimental group and the control group was 33.03. This shows that there is significant improvement in Arabic language according to the groups. The difference prove that the use of animation in learning sessions contribute to the achievement of students in the Arabic language. This study advocate the idea that animation applications can be integrated as part of language teaching aid to positively improve student achievement, classroom learning environment and student motivation. 


2020 ◽  
Vol 5 (2) ◽  
pp. 393
Author(s):  
Eka Duriyatul Muhlisoh ◽  
Asih Santihastuti ◽  
Eka Wahjuningsih

<p>This research investigated the implementation of Flipped Approach in EFL classroom with the implementation of the E-learning platform. The participants were 42 sophomore English majors of Advanced Paragraph Writing class at Jember University. A within-subjects research design exposed all participants to have Writing Class by flipped learning and to use the E-learning platform. A one-shot survey design was used in this research by distributing two questionnaires “Perception of Flipped Learning Experience” and “Technology Acceptance Model” and doing the in-class observations as “Flipped Note” to collect the data. Data were analyzed quantitatively through SPSS 16.0 by applying the formula of Descriptive Statistics. The results of this research revealed that the implementation of the flipped approach in the classroom: (1) motivated the students in learning the materials, (2) enhanced the students’ knowledge, (3) and engaged them more in the learning tasks. They explained that the flipped approach gave them a new experience in language learning processes, in which they learned the materials before coming to the classroom so that they could criticize the materials. This way of learning aligns with the idea of student-centred learning. It is notable, however, that the students who did not learn the materials yet, could not criticize the materials and could not reach better outcomes in flipped classroom Moreover, the use of E-learning in the flipped classroom gave the students beneficial outcomes in the learning processes. Students revealed on the Technology Acceptance Model questionnaire that E-learning facilitates them properly, and they wanted to look forward to having E-learning in the future learning processes. Despite this finding, there remain limitation on the “server down” issue which needs to be straightened for more accessible E-learning among users.</p>


2021 ◽  
Vol 3 (8) ◽  
pp. 167-181
Author(s):  
Nurul Shuhada Abdul Aziz ◽  
Norazimah Zakaria

This study aims to examine the use of multimedia in teaching and learning (PdP) Sulalatus Salatin in form six. The objective of this study is to identify the use of multimedia in PdP Sulalatus Salatin in terms of types, tools used, teacher skills, and curriculum needs. The second objective is to study students 'attitudes towards the use of multimedia in Sulalatus Salatin learning and the third to analyze the relationship between multimedia use in PdPc with students' understanding of Sulalatus Salatin text using the Technology Acceptance Model (TAM). The researcher distributed a set of questionnaire questions containing 36 questions that were closed to 30 forms six students at a school in the district of Kuala Kangsar, Perak. The findings show that the main reason for the use of multimedia in PdP Sulalatus Salatin in terms of multimedia type, tools used, teacher skills, and curriculum needs is because the use of LCD screen causes the text to appear larger and clearer with a mean score of 4.433 (sd = 0.8976). For the second objective, the two most dominant student attitudes with a mean score of 4,400 that is with the use of multimedia, writing in the text of Sulalatus Salatin is clearer and easier to read (sd = 0.7701), while students are actively involved during the teaching of Sulalatus Salatin text (sd = 0.8944). Next, for the third objective, the relationship between the use of multimedia with the highest level of students' understanding of Sulalatus Salatin text is that students are easier to read and understand the synopsis on Sulalatus Salatin text with a mean score of 4,600 (sd = 0.6215). In conclusion, this study was implemented to provide exposure to the advantages of multimedia used by teachers while teaching Sulalatus Salatin text in form six.


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