The Effect of Augmented Reality on Improving Arabic Vocabulary Mastery in SMP Al-Azhar Medan Students
DOI:
https://doi.org/10.55909/jpbs.v5i1.1026Keywords:
augmented reality, Arabic, vocabularyAbstract
This study aims to examine the effect of Augmented Reality (AR) on the improvement of Arabic vocabulary mastery among eighth-grade students at SMP Al-Azhar Medan. The population of this study included all eighth-grade students in the 2024/2025 academic year, with samples selected using purposive sampling to ensure comparable initial abilities. Two homogeneous classes were assigned as the experimental group, which received AR-based instruction, and the control group, which followed conventional teaching methods based on lectures and written exercises. The primary research instrument was a vocabulary test measuring recognition, comprehension, and contextual use of mufradat. Additionally, observation sheets were employed to assess student engagement during learning, and a student perception questionnaire was used as supporting data. Data were analyzed using descriptive statistics to calculate means, pretest-posttest differences, and standard deviations, as well as inferential statistics using an independent sample t-test to determine the significance of differences between the two groups. The results indicate that the experimental group achieved a significantly higher posttest mean score (84.5) compared to the control group (71.8), with a significance value of 0.001. These findings suggest that AR strengthens visual memory, enhances student motivation and engagement, and facilitates contextual internalization of vocabulary. Teachers are encouraged to integrate AR in mufradat instruction, while schools should provide technological support. Further research is recommended to evaluate the effectiveness of AR for other language skills and at different educational levels.
References
Belda-Medina, J., & Marrahi-Gomez, V. (2023). The Impact of Augmented Reality (AR) on Vocabulary Acquisition and Student Motivation. Electronics, 12(3), 749. https://doi.org/10.3390/electronics12030749
Bicen, H., & Demir, B. (2020). A Content Analysis on Articles Using Augmented Reality Technology and Infographic in Education. Postmodern Openings, 11(1Sup1), 33–44. https://doi.org/10.18662/po/11.1sup1/121
Binhomran, K., & Altalhab, S. (2021). The Impact of Implementing Augmented Reality to Enhance the Vocabulary of Young EFL Learners. The JALT CALL Journal, 17(1), 23–44. https://doi.org/10.29140/jaltcall.v17n1.304
Bölek, K. A., De Jong, G., & Henssen, D. (2021). The Effectiveness of The Use of Augmented Reality In Anatomy Education: A Systematic Review And Meta-Analysis. Scientific Reports, 11(1), 15292. https://doi.org/10.1038/s41598-021-94721-4
Cahyani, A., & Kholisin, K. (2022). Developing ArVo: Augmented Reality-Based Application to Improve Arabic Vocabulary Mastery. Arabiyatuna/ : Jurnal Bahasa Arab, 6(2), 465. https://doi.org/10.29240/jba.v6i2.4798
Chung, L., & Hsieh, S. (2017). Using Graphic Digital Materials In Language Learning. 2017 International Conference On Applied System Innovation (ICASI), 295–298. https://doi.org/10.1109/ICASI.2017.7988410
Dabrowski, A. (2022). Rasch-Based Instrument Validations for an Augmented Reality Vocabulary Acquisition Experiment. Vocabulary Learning and Instruction, 11(2), 69–93. https://doi.org/10.7820/vli.v11.2.dabrowski
Dharmawati, R., & Destiana, H. (2019). Interactive Animation Design of Hijaiyah Letters in Early Age Children at Al-Hidayah Kindergarten Bekasi. SinkrOn, 3(2), 89. https://doi.org/10.33395/sinkron.v3i2.10033
Egan, D. M., & Gilic, L. (2021). Using Technological Applications as an Independent Learning Strategy to Support Vocabulary Acquisition for Secondary Students with Learning Disabilities. Open Journal of Modern Linguistics, 11(04), 529–538. https://doi.org/10.4236/ojml.2021.114040
Fauzan, A., Muriyatmoko, D., & Utama, S. N. (2020). Penerapan Teknologi Augmented Reality pada Media Pembelajaran Bahasa Arab: Durus Al-Lughah Jilid 1. ELSE (Elementary School Education Journal): Jurnal Pendidikan dan Pembelajaran Sekolah Dasar, 4(1), 63. https://doi.org/10.30651/else.v4i1.4379
Guntur, M. I. S., Setyaningrum, W., Retnawati, H., & Marsigit, M. (2020). Assessing the Potential of Augmented Reality in Education. Proceedings of the 2020 11th International Conference on E-Education, E-Business, E-Management, and E-Learning, 93–97. https://doi.org/10.1145/3377571.3377621
Ibrahim, A., Huynh, B., Downey, J., Hollerer, T., Chun, D., & O’donovan, J. (2018). ARbis Pictus: A Study of Vocabulary Learning with Augmented Reality. IEEE Transactions on Visualization and Computer Graphics, 24(11), 2867–2874. https://doi.org/10.1109/TVCG.2018.2868568
Jasni, S. R., Zailani, S., & Zainal, H. (2019). Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab: Gamification Approach in Learning Arabic Language. Journal of Fatwa Management and Research, 358–367. https://doi.org/10.33102/jfatwa.vol13no1.165
Jumah-Alaso, S. M., & Onisabi, A. S. (2020). Improving the Teaching of Arabic Through the Effective Use of YouTube. Hijai - Journal on Arabic Language and Literature, 3(2), 98–111. https://doi.org/10.15575/hijai.v3i2.7918
Kairu, C. (2021). Augmented Reality and Its Influence on Cognitive Thinking in Learning. American Journal of Educational Research, 9(8), 504–512. https://doi.org/10.12691/education-9-8-6
Khan, R. M. I., Ali, A., Kumar, T., & Venugopal, A. (2023). Assessing The Efficacy of Augmented Reality In Enhancing EFL Vocabulary. Cogent Arts & Humanities, 10(1), 2223010. https://doi.org/10.1080/23311983.2023.2223010
Krüger, J. M., & Bodemer, D. (2022). Application and Investigation of Multimedia Design Principles in Augmented Reality Learning Environments. Information, 13(2), 74. https://doi.org/10.3390/info13020074
Majid, S. N. A., & Salam, A. R. (2021). A Systematic Review of Augmented Reality Applications in Language Learning. International Journal of Emerging Technologies in Learning (iJET), 16(10), 18. https://doi.org/10.3991/ijet.v16i10.17273
Manurung, D. R. S., Tuna, J. R., & Liando, N. V. F. (2023). Use of after-Reading Card Game to Improve Students’ Vocabulary. SoCul: International Journal of Research in Social Cultural Issues, 2(2), 522–528. https://doi.org/10.53682/soculijrccsscli.v2i2.2982
Marpaung, M. S., & Situmeang, H. J. P. (2020). Enhancing Students’ Vocabulary through Authentic Materials and Multimedia. Acuity: Journal of English Language Pedagogy, Literature and Culture, 5(2), 1–16. https://doi.org/10.35974/acuity.v5i2.2247
Marrahí-Gómez, V. & Belda-Medina, J. (2023). The Effect of Using AR Technology on Language Learning. International Journal of English Language Studies, 5(1), 53–58. https://doi.org/10.32996/ijels.2023.5.1.5
Montero, C. S., Goagoses, N., Winschiers-Theophilus, H., Pope, N., Suovuo, T., Rötkönen, E., & Sutinen, E. (2022). Supporting Academic Engagement Through Immersive Technologies. Education and New Developments 2022 – Volume 2, 101–105. https://doi.org/10.36315/2022v2end022
Nisa’, B. F., Nurhidayati, A., & Mufidah, L.-L. N. (2023). Teknik Pembelajaran Kosa Kata Bahasa Arab Dengan Multimedia. Irsyaduna: Jurnal Studi Kemahasiswaaan, 3(1), 118–129. https://doi.org/10.54437/irsyaduna.v3i1.806
Ou, K. L., Tarng, W., & Chen, Y. (2018). Vocabulary Learning Through Picture-Viewing and Picture-Drawing on Tablets: International Journal of Distance Education Technologies, 16(3), 64–80. https://doi.org/10.4018/IJDET.2018070104
Pellerin, M. (2019, April 5). Multimodal and Multisensory Approach to Teaching and Learning Vocabulary. Proceedings of The International Conference on Research in Education. The International Conference on Research in Education. https://doi.org/10.33422/icreconf.2019.04.224
Philippe, S., Souchet, A. D., Lameras, P., Petridis, P., Caporal, J., Coldeboeuf, G., & Duzan, H. (2020). Multimodal Teaching, Learning And Training In Virtual Reality: A Review And Case Study. Virtual Reality & Intelligent Hardware, 2(5), 421–442. https://doi.org/10.1016/j.vrih.2020.07.008
Poerwanti, J., Budiharto, T., & Marmoah, S. (2019). The Influence of Interactive Learning Media Based on Augmented Reality on the Achievement of Art Learning Result. Proceedings of the Proceedings of the 1st Seminar and Workshop on Research Design, for Education, Social Science, Arts, and Humanities, SEWORD FRESSH 2019, April 27 2019, Surakarta, Central Java, Indonesia. Proceedings of the 1st Seminar and Workshop on Research Design, for Education, Social Science, Arts, and Humanities, SEWORD FRESSH 2019, April 27 2019, Surakarta, Central Java, Indonesia, Surakarta, Indonesia. https://doi.org/10.4108/eai.27-4-2019.2286858
Razak, A. (2005). Statistika: Pengolahan Data Sosial Sistem Manual. Pekanbaru: Autografika.
Ricks, J. I., & Liu, A. H. (2018). Process-Tracing Research Designs: A Practical Guide. PS: Political Science & Politics, 51(4), 842–846. https://doi.org/10.1017/S1049096518000975
Riwanda, A., Ridha, M., & Islamy, M. I. (2021). Increasing Arabic Vocabulary Mastery Through Gamification; is Kahoot! Effective? LISANIA: Journal of Arabic Education and Literature, 5(1), 19–35. https://doi.org/10.18326/lisania.v5i1.19-35
Sadikin, I. S., & Martyani, E. (2020). Integrating Augmented Reality (AR) In EFL Class For Teaching Vocabulary. PROJECT (Professional Journal of English Education), 3(2), 161. https://doi.org/10.22460/project.v3i2.p161-167
Sahin, D., & Yilmaz, R. M. (2020). The Effect of Augmented Reality Technology on Middle School Students’ Achievements and Attitudes towards Science Education. Computers & Education, 144, 103710. https://doi.org/10.1016/j.compedu.2019.103710
Septian, F., & Agustian, B. (2021). Edukasi Pengenalan Huruf Hijaiyah dengan Memanfaatkan Teknologi Augmented Reality. Jurnal Informatika Universitas Pamulang, 5(4), 558. https://doi.org/10.32493/informatika.v5i4.8214
Setyaningsih, T. D., & Abadi, A. M. (2018). Keefektifan PBL Seting Kolaboratif Ditinjau dari Prestasi Belajar Aljabar, Kemampuan Berpikir Kritis, dan Kecemasan Siswa. Jurnal Riset Pendidikan Matematika, 5(2), 190–200. https://doi.org/10.21831/jrpm.v5i2.11300
Shorman, S., & Al-Shoqran, M. (2019). Analytical Study to Review of Arabic Language Learning Using Internet Websites. International Journal of Computer Science and Information Technology, 11(02), 37–44. https://doi.org/10.5121/ijcsit.2019.11204
Veide, Z., & Strozheva, V. (2019). Triggering the Students’ Positive Attitude for the Studies of Engineering Graphics Courses through the Augmented Reality Content. Environment. Technologies. Resources. Proceedings of the International Scientific and Practical Conference, 2, 242. https://doi.org/10.17770/etr2019vol2.4184
Wedyan, M., Falah, J., Elshaweesh, O., Alfalah, S. F. M., & Alazab, M. (2022). Augmented Reality-Based English Language Learning: Importance and State of the Art. Electronics, 11(17), 2692. https://doi.org/10.3390/electronics11172692
Wibowo, D. T, Pramuniati, I., & Ratna Soraya, T. (2023). Learning Media Development of Beginner Written Receptions Based on Augmented Reality Applications. International Journal of Research and Review, 10(1), 528–534. https://doi.org/10.52403/ijrr.20230161
Yulian, R., Ruhama’, U., & Sucipto, S. (2022). Developing Augmented Reality (AR) as Assisted Technology in Reading Based on Content-Language Integrated Learning. JTP - Jurnal Teknologi Pendidikan, 24(1), 23–37. https://doi.org/10.21009/jtp.v24i1.23626
Zhang, J., Yen, S., Liu, T., Sung, Y., & Chang, K. (2022). Studies on Learning Effects of AR-Assisted and PPT-Based Lectures. The Asia-Pacific Education Researcher, 31(1), 1–10. https://doi.org/10.1007/s40299-020-00533-x
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nurazizah Bancin, Abdur Rahman Purba, Zulfahmi Lubis, Raihan Akbarina

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.




