This research aims to identify the effectiveness of gamification in learning Arabic Cohesive Devices. Gamification refers to the application of game mechanics in non-game environments with the aim of enhancing the enacted processes and the experience of its participants. The researcher used the qualitative descriptive approach and distributed the questionnaire using a survey method to 50 first- and second-year students from the University Sains Islam Malaysia. The questionnaire was distributed to the sample members through Google Form. Then, the researcher collected the data and used SPSS to analyze it and extract the arithmetic means and standard deviations. From the search results, Gamification has a positive effect on students in higher education, especially in learning a foreign language, and through it, the process of learning Arabic Cohesive Devices increases the students' motivation. Finally, gamification provides the opportunity for learners to engage with content in an effective, informal learning environment.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.