---
title: "Enhancing Self-Efficacy Through Gamified Learning — Ghofur 2026"
description: "The authors ran a quasi-experimental study at Universitas Hasyim Asy'ari with about 50 undergraduates majoring in Arabic Language Education. 33 references."
authors: ["Abdul Ghofur", "Ariga  Bahrodin", "Siti Durotun  Naseha", "Immas Anggung Mestuti  Kaprawiran", "Rizki Fitra  Rahman", "Ittaqi  Haitsumakunti", "Abdullah Syamil  Imanuddin", "Roudhotul  Jannah"]
year: 2026
venue: "Al-Ta'rib 14"
source: "https://e-journal.iain-palangkaraya.ac.id/tarib/article/view/10599"
doi: "10.23971/altarib.v14i1.10599"
licence: "CC BY-SA (journal licence per DOAJ; Al-Ta'rib)"
summary_licence: "Elamur Cosmic License"
canonical: "https://research.elamur.ai/free/en/papers/ghofur-2026-enhancing-self-efficacy-through-gamified/"
---
[Elamur Research](https://md.research.elamur.ai/free/en/) · [this page in HTML](https://research.elamur.ai/free/en/papers/ghofur-2026-enhancing-self-efficacy-through-gamified/)

[home](https://md.research.elamur.ai/free/en/) / [papers](https://md.research.elamur.ai/free/en/papers/) / [2026](https://md.research.elamur.ai/free/en/papers/2026/page/6/) / Enhancing Self-Efficacy Through Gamified Learning: Evidence from Arabic Morphology (Ṣarf) Instruction in Higher Education

# Enhancing Self-Efficacy Through Gamified Learning: Evidence from Arabic Morphology (Ṣarf) Instruction in Higher Education

**Authors:** Abdul Ghofur, Ariga  Bahrodin, Siti Durotun  Naseha, Immas Anggung Mestuti  Kaprawiran, Rizki Fitra  Rahman, Ittaqi  Haitsumakunti, Abdullah Syamil  Imanuddin and Roudhotul  Jannah · **Year:** 2026 · **Venue:** Al-Ta'rib 14 · **Licence:** CC BY-SA (journal licence per DOAJ; Al-Ta'rib)

**Links:** [Publisher's page](https://doi.org/10.23971/altarib.v14i1.10599) · [PDF](https://jurnal.uin-palangkaraya.ac.id/tarib/article/download/10599/3489) · [DOI 10.23971/altarib.v14i1.10599](https://doi.org/10.23971/altarib.v14i1.10599) · [OpenAlex](https://openalex.org/W7164332682)

**Citations:** 0 citations (OpenAlex, 2026-10-14)

## Summary
The paper asks whether turning Arabic morphology (Ṣarf) classes into a game-like experience raises how confident students feel about their own ability to handle the subject. Ṣarf is known for dense derivational patterns and many exceptions, which often erode learner confidence. The authors ran a quasi-experimental study at Universitas Hasyim Asy'ari with about 50 undergraduates majoring in Arabic Language Education. Participants were chosen by purposive sampling and split into a gamified class and a conventionally taught class, with both groups tested before and after the intervention. Self-efficacy was measured with a questionnaire that experts reviewed and whose reliability was checked with Cronbach's Alpha. Students' written reflections added qualitative evidence. Paired and independent t-tests showed that the gamified group ended with significantly higher self-efficacy (p = 0.026). The reflections pointed to engagement, a sense of challenge and sustained motivation. The authors read these results through Bandura's theory and note that the intervention was short. The study matters because evidence on gamification comes mostly from EFL, while Arabic grammar instruction has received little attention.

## Key points
- Design: a pretest–posttest quasi-experiment with an experimental (gamified) group and a control (conventional) group, n ≈ 50, selected by purposive sampling at Universitas Hasyim Asy'ari, Indonesia.
- Instruments: an expert-validated self-efficacy questionnaire with reliability confirmed by Cronbach's Alpha, plus students' qualitative reflections analyzed thematically.
- Analysis: paired-samples t-tests compared each group's pretest and posttest, and independent-samples t-tests compared the two groups. The between-group difference was significant (p = 0.026) in favor of the gamified group.
- The authors explain the gain through three of Bandura's routes to self-efficacy: mastery experiences, social persuasion (feedback and competitive-collaborative interaction) and affective regulation (lower anxiety).
- Limitations they acknowledge include only three sessions over roughly three weeks, a possible novelty effect, and confounds such as the instructor, group dynamics, digital readiness and prior motivation.

## Interesting ideas
- Each group is measured before and after, and the gains are then compared against a parallel control group, so a change is credited to the intervention only when it beats the change in the untreated condition.
- The authors flag the novelty effect explicitly and separate a short-term boost from a durable change, calling for longer, longitudinal follow-up.
- Confidence is built through step-by-step mastery, where small, achievable wins come before harder material.
- Quantitative scores are paired with qualitative reflections so that the numbers come with an account of why they moved.
- The observed outcome is mapped onto named, theory-defined causal pathways (mastery, persuasion, affect) instead of being reported as an unexplained effect.

## For Mova

How these ideas could serve Mova, our small open language model — its files, stages and tests:

- **I1** (learn): Any new repair rule or training tweak could be evaluated against a matched untouched baseline on the same pre/post sets, so that drift alone is never counted as improvement.
- **I2** (learn): Gains from a fresh silver-data batch or teacher tier should be re-measured later on held-out material to confirm they persist and are not an artifact of the first evaluation.
- **I3** (answer): Student readers could follow a graded curriculum of school-course tests, moving from easy to hard and advancing only after passing a level, which yields a clear, explainable progress trace.
- **I4** (learn): Evaluation reports could attach per-error explanations (which frame or tree decision failed) to the aggregate scores, keeping improvements explainable rather than reduced to a single metric.
- **I5** (frames): Wrong answers could be attributed to specific pipeline stages, such as a role assignment or an implicature step, so that fixes target the mechanism that actually failed.

*Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.*

Fields: [Linguistics & languages](https://md.research.elamur.ai/free/en/shelves/linguistics/)

Topics: [🧩 Morphology](https://md.research.elamur.ai/free/en/topics/morphology/) · [🐪 Semitic languages](https://md.research.elamur.ai/free/en/topics/semitic-languages/)

## Institutions

- [Universitas Islam Negeri Maulana Malik Ibrahim](https://md.research.elamur.ai/free/en/universities/universitas-islam-negeri-maulana-malik-ibrahim/) — University, Malang, Indonesia · 2 works

Also on the byline: [Universitas Hasyim Asy'ari](https://ror.org/03gz5yh89).

## Cite

Cite as: Abdul Ghofur, Ariga  Bahrodin, Siti Durotun  Naseha, Immas Anggung Mestuti  Kaprawiran, Rizki Fitra  Rahman, Ittaqi  Haitsumakunti, Abdullah Syamil  Imanuddin and Roudhotul  Jannah. 2026. Enhancing Self-Efficacy Through Gamified Learning: Evidence from Arabic Morphology (Ṣarf) Instruction in Higher Education. Al-Ta'rib 14.

The paper itself, not this page. BibTeX from the library's record of the work.

```bibtex
@inproceedings{ghofur2026enhancing,
  title = {{Enhancing Self-Efficacy Through Gamified Learning: Evidence from Arabic Morphology (Ṣarf) Instruction in Higher Education}},
  author = {Abdul Ghofur, Ariga Bahrodin, Siti Durotun Naseha, Immas Anggung Mestuti Kaprawiran, Rizki Fitra Rahman, Ittaqi Haitsumakunti, Abdullah Syamil Imanuddin and Roudhotul Jannah},
  booktitle = {Al-Ta'rib 14},
  year = {2026},
  doi = {10.23971/altarib.v14i1.10599},
  url = {https://doi.org/10.23971/altarib.v14i1.10599}
}
```

- [← previous English Word Sense Disambiguation in 2026: When the Labels Become the Bottleneck](https://md.research.elamur.ai/free/en/papers/philippov-2026-english-wsd-labels/)
- [next → Enhancing the Role-playing Capabilities of Reasoning-optimized Large Language Models](https://md.research.elamur.ai/free/en/papers/feng-2026-enhancing-role-playing/)
- [↑ back to papers of 2026](https://md.research.elamur.ai/free/en/papers/2026/page/6/)

## References

33 references, 0 of them with a card of ours. ↗ leads to the work, «find» searches for one we have no id for yet.

1. Ahadi, G. D., & Zain, N. N. L. E. (2023). Pemeriksaan uji kenormalan dengan kolmogorov-smirnov, anderson-darling dan shapiro-wilk. Eigen Mathematics Journal, 11–19. [find](https://scholar.google.com/scholar?q=Ahadi%2C+G%2E+D%2E%2C+%26+Zain%2C+N%2E+N%2E+L%2E+E%2E+%282023%29%2E+Pemeriksaan+uji+kenormalan+dengan+kolmogorov%2Dsmirnov%2C+anderson%2Ddarling+dan+shapiro%2Dwilk%2E+Eigen+Mathematics+Journal%2C+11%E2%80%9319%2E)
2. Alenazi, M. H. (2025). Gamification in ELT: Investigating Its Impact on Motivation and Language Learning Outcomes. Theory and Practice in Language Studies, 15(8), 2584–2591. https://doi.org/10.17507/tpls.1508.15 [↗](https://doi.org/10.17507/tpls.1508.15)
3. Alhadabi, A., & Karpinski, A. C. (2019). Grit, Self-Efficacy, Achievement Orientation Goals, and Academic Performance in University Students. International Journal of Adolescence and Youth, 25(1), 519–535. https://doi.org/10.1080/02673843.2019.1679202 [↗](https://doi.org/10.1080/02673843.2019.1679202)
4. Almelhes, S. A., & Alsaiari, H. (2024). A Conceptual Framework for Teaching Arabic as a Second Language. Theory and Practice in Language Studies, 14(7), 2110– 2118. https://doi.org/10.17507/tpls.1407.18 [↗](https://doi.org/10.17507/tpls.1407.18)
5. Alomair, Y., & Hammami, S. (2024). Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games. International Journal of Computer Games Technology, 2024(1). https://doi.org/10.1155/2024/8084687 Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab UIN Palangka Raya Vol. 14, No. 1 |169‐184 Al-Ta’rib | p-ISSN 2354-5887 | e-ISSN 2655-5867 [↗](https://doi.org/10.1155/2024/8084687)
6. Alshammari, M. T. (2020). Evaluation of Gamification in E-Learning Systems for Elementary School Students. Tem Journal, 806–813. https://doi.org/10.18421/tem92-51 [↗](https://doi.org/10.18421/tem92-51)
7. Cahyadi, N., S ST, M. M., Asep Deni, M. M., Suacana, I. W. G., Agus Suprapto, S. P., MP, I. P. M., Yap, R. A., SP, M. S., Sahrullah, S. T., & Wahyu Indah Dewi Aurora, M. K. M. (2024). ANALISIS DATA PENELITIAN. Cendikia Mulia Mandiri. [find](https://scholar.google.com/scholar?q=Cahyadi%2C+N%2E%2C+S+ST%2C+M%2E+M%2E%2C+Asep+Deni%2C+M%2E+M%2E%2C+Suacana%2C+I%2E+W%2E+G%2E%2C+Agus+Suprapto%2C+S%2E+P%2E%2C+MP%2C+I%2E+P%2E+M%2E%2C+Yap%2C+R%2E+A%2E%2C+SP%2C+M%2E+S%2E%2C+Sahrullah%2C+S%2E+T%2E%2C+%26+Wahyu+Indah+Dewi+Aurora%2C+M%2E+K%2E+M%2E+%282024%29%2E+ANALISIS+DATA+PE)
8. Chung, C. H. (2023). Assessing the Effects of Flow, Social Interaction, and Engagement on Students’ Gamified Learning: A Mediation Analysis. Sustainability Switzerland, 15(2). https://doi.org/10.3390/su15020983 [↗](https://doi.org/10.3390/su15020983)
9. Fan, M., Antle, A. N., & Warren, J. L. (2020). Augmented Reality for Early Language Learning: A Systematic Review of Augmented Reality Application Design, Instructional Strategies, and Evaluation Outcomes. Journal of Educational Computing Research, 58(6), 1059–1100. https://doi.org/10.1177/0735633120927489 [↗](https://doi.org/10.1177/0735633120927489)
10. Farley, H. R. (2019). Promoting Self-efficacy in Patients With Chronic Disease Beyond Traditional Education: A Literature Review. Nursing Open, 7(1), 30– 41. https://doi.org/10.1002/nop2.382 [↗](https://doi.org/10.1002/nop2.382)
11. Ghofur, A., Bahrodin, A., Naseha, S. D., Kaprawiran, I. A. M., Rahman, R. F., Haitsumakunti, I., Imanuddin, A. S., & Jannah, R. (2026). Gamifikasi sebagai Inovasi Pedagogis dalam Ilmu Shorof: Menuju Model Pembelajaran Transformatif. Jurnal Mu’allim, 8(1). [find](https://scholar.google.com/scholar?q=Ghofur%2C+A%2E%2C+Bahrodin%2C+A%2E%2C+Naseha%2C+S%2E+D%2E%2C+Kaprawiran%2C+I%2E+A%2E+M%2E%2C+Rahman%2C+R%2E+F%2E%2C+Haitsumakunti%2C+I%2E%2C+Imanuddin%2C+A%2E+S%2E%2C+%26+Jannah%2C+R%2E+%282026%29%2E+Gamifikasi+sebagai+Inovasi+Pedagogis+dalam+Ilmu+Shorof%3A+Menuju+M)
12. Ghofur, A., Siti Durotun Naseha, & Sri Widoyoningrum. (2025). PENGEMBANGAN GAMIFIED LEARNING: SOLUSI MENGATASI DEMOTIVASI DAN MENINGKATKAN KEMAMPUAN BERFIKIR TINGKAT TINGGI (HOTS) MAHASISWA DALAM ILMU SHOROF. El‐Tsaqafah : Jurnal Jurusan PBA, 24(1 SE-Articles), 21–40. https://doi.org/10.20414/tsaqafah.v24i1.11375 [↗](https://doi.org/10.20414/tsaqafah.v24i1.11375)
13. Govindarajan, R. (2020). Exploiting Gamification and Interactive Activities to Achieve Better Students’ Engagement in ELT Classes. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3798145 [↗](https://doi.org/10.2139/ssrn.3798145)
14. Hasibuan, R., Jundi, M., Ali, I., Febriani, S. R., & Bedra, K. G. (2024). Game-Based Language Learning: Implementing Arabic Speaking Proficiency Through Truth or Dare With Spin Wheel. Lughawiyah Journal of Arabic Education and Linguistics, 6(1), 16–33. https://doi.org/10.31958/lughawiyah.v6i1.12224 [↗](https://doi.org/10.31958/lughawiyah.v6i1.12224)
15. Huang, W. (2023). Gamified Project-Based Learning: A Systematic Review of the Research Landscape. Sustainability Switzerland, 15(2). https://doi.org/10.3390/su15020940 [↗](https://doi.org/10.3390/su15020940)
16. Ismail, U. S., Chulan, M., & Ismail, N. (2023). A Model Framework for the Implementation of Gamification in Arabic Teaching in Malaysia. Theory and Practice in Language Studies, 13(11), 2800–2805. https://doi.org/10.17507/tpls.1311.09 [↗](https://doi.org/10.17507/tpls.1311.09)
17. Jaya, I. (2019). Penerapan Statistik untuk penelitian pendidikan. Prenada Media. Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab UIN Palangka Raya Vol. 14, No. 1 |169‐184 Al-Ta’rib | p-ISSN 2354-5887 | e-ISSN 2655-5867 [find](https://scholar.google.com/scholar?q=Jaya%2C+I%2E+%282019%29%2E+Penerapan+Statistik+untuk+penelitian+pendidikan%2E+Prenada+Media%2E+Jurnal+Ilmiah+Program+Studi+Pendidikan+Bahasa+Arab+UIN+Palangka+Raya+Vol%2E+14%2C+No%2E+1+%7C169%E2%80%90184+Al%2DTa%E2%80%99rib+%7C+p%2DISSN+2354%2D58)
18. Luo, Z. (2023). The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review. In Behavioral Sciences (Vol. 13, Issue 4). https://doi.org/10.3390/bs13040331 [↗](https://doi.org/10.3390/bs13040331)
19. Maulana, A. (2022). Analisis Validtas, reliabilitas, dan kelayakan instrumen penilaian rasa percaya diri siswa. Jurnal Kualita Pendidikan, 3(3), 133–139. [find](https://scholar.google.com/scholar?q=Maulana%2C+A%2E+%282022%29%2E+Analisis+Validtas%2C+reliabilitas%2C+dan+kelayakan+instrumen+penilaian+rasa+percaya+diri+siswa%2E+Jurnal+Kualita+Pendidikan%2C+3%283%29%2C+133%E2%80%93139%2E)
20. Nakiyemba, S. (2024). Impact of Gamification on Knowledge Acquisition. European Journal of Information and Knowledge Management, 3(1), 1–12. https://doi.org/10.47941/ejikm.1749 [↗](https://doi.org/10.47941/ejikm.1749)
21. Qiao, S., Yeung, S. S., Shen, X., & Chu, S. K. W. (2022). The Effects of a Gamified Morphological Awareness Intervention on Students’ Cognitive, Motivational and Affective Outcomes. British Journal of Educational Technology, 53(4), 952–976. https://doi.org/10.1111/bjet.13178 [↗](https://doi.org/10.1111/bjet.13178)
22. Rahayu, F. (2019). Efektivitas self efficacy dalam mengoptimalkan kecerdasan dan prestasi belajar peserta didik. Consilia: Jurnal Ilmiah Bimbingan Dan Konseling, 2(2), 119–129. [find](https://scholar.google.com/scholar?q=Rahayu%2C+F%2E+%282019%29%2E+Efektivitas+self+efficacy+dalam+mengoptimalkan+kecerdasan+dan+prestasi+belajar+peserta+didik%2E+Consilia%3A+Jurnal+Ilmiah+Bimbingan+Dan+Konseling%2C+2%282%29%2C+119%E2%80%93129%2E)
23. Ratinho, E. (2023). The role of gamified learning strategies in student’s motivation in high school and higher education: A systematic review. In Heliyon (Vol. 9, Issue 8). https://doi.org/10.1016/j.heliyon.2023.e19033 [↗](https://doi.org/10.1016/j.heliyon.2023.e19033)
24. Rueda, M. M., Cerero, J. F., Mena-Guacas, A. F., & Reyes-Rebollo, M. M. (2023). Impact of Gamified Teaching on University Student Learning. Education Sciences, 13(5), 470. https://doi.org/10.3390/educsci13050470 [↗](https://doi.org/10.3390/educsci13050470)
25. Santoso, A. (2010). Studi deskriptif effect size penelitian-penelitian di fakultas psikologi universitas sanata dharma. Jurnal Penelitian, 14(1). [find](https://scholar.google.com/scholar?q=Santoso%2C+A%2E+%282010%29%2E+Studi+deskriptif+effect+size+penelitian%2Dpenelitian+di+fakultas+psikologi+universitas+sanata+dharma%2E+Jurnal+Penelitian%2C+14%281%29%2E)
26. Schwarzer, R., & Jerusalem, M. (2010). The general self-efficacy scale (GSE). Anxiety, Stress, and Coping, 12(1), 329–345. [find](https://scholar.google.com/scholar?q=Schwarzer%2C+R%2E%2C+%26+Jerusalem%2C+M%2E+%282010%29%2E+The+general+self%2Defficacy+scale+%28GSE%29%2E+Anxiety%2C+Stress%2C+and+Coping%2C+12%281%29%2C+329%E2%80%93345%2E)
27. Shen, Z., Lai, M., & Wang, F. (2024). Investigating the Influence of Gamification on Motivation and Learning Outcomes in Online Language Learning. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1295709 [↗](https://doi.org/10.3389/fpsyg.2024.1295709)
28. Susanti, L., Handriyantini, E., & Hamzah, A. (2023). Guru Kreatif Inovatif Era Merdeka Belajar. Penerbit Andi. [find](https://scholar.google.com/scholar?q=Susanti%2C+L%2E%2C+Handriyantini%2C+E%2E%2C+%26+Hamzah%2C+A%2E+%282023%29%2E+Guru+Kreatif+Inovatif+Era+Merdeka+Belajar%2E+Penerbit+Andi%2E)
29. Susanto, H., & Muis, A. A. (2024). UNDERSTANDING INDIVIDUAL DIFFERENCES IN EDUCATION: THEORIES AND APPLICATIONS. Proceeding of International Conference on Education and Sharia, 1, 681–699. [find](https://scholar.google.com/scholar?q=Susanto%2C+H%2E%2C+%26+Muis%2C+A%2E+A%2E+%282024%29%2E+UNDERSTANDING+INDIVIDUAL+DIFFERENCES+IN+EDUCATION%3A+THEORIES+AND+APPLICATIONS%2E+Proceeding+of+International+Conference+on+Education+and+Sharia%2C+1%2C+681%E2%80%93699%2E)
30. Susilawati, W. (2020). Contextual teaching & learning: Meningkatkan kemampuan representasi multiple matematis. [find](https://scholar.google.com/scholar?q=Susilawati%2C+W%2E+%282020%29%2E+Contextual+teaching+%26+learning%3A+Meningkatkan+kemampuan+representasi+multiple+matematis%2E)
31. Ulum, M., Riyanto, Y., & Setyowati, S. (2024). Self Efficacy Guru Sebagai Kunci Keberhasilan Pengajaran: Analisis Berbasis Kajian Literatur. Jurnal Administrasi Pendidikan Islam, 6(2), 212–229. [find](https://scholar.google.com/scholar?q=Ulum%2C+M%2E%2C+Riyanto%2C+Y%2E%2C+%26+Setyowati%2C+S%2E+%282024%29%2E+Self+Efficacy+Guru+Sebagai+Kunci+Keberhasilan+Pengajaran%3A+Analisis+Berbasis+Kajian+Literatur%2E+Jurnal+Administrasi+Pendidikan+Islam%2C+6%282%29%2C+212%E2%80%93229%2E)
32. Yu, Z. (2023). Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning. SAGE Open, 13(2). https://doi.org/10.1177/21582440231158332 Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab UIN Palangka Raya Vol. 14, No. 1 |169‐184 Al-Ta’rib | p-ISSN 2354-5887 | e-ISSN 2655-5867 [↗](https://doi.org/10.1177/21582440231158332)
33. Yustikasari, V., & Wahyuni, S. (2024). Peningkatan Self-Efficacy Peserta Didik dalam Menjalani Penugasan Pendidikan Agama Islam. Sasana: Jurnal Pendidikan Agama Islam, 2(2), 121–126. COPYRIGHT NOTICE Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal. Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab UIN Palangka Raya Vol. 14, No. 1 |169‐184 Al-Ta’rib | p-ISSN 2354-5887 | e-ISSN 2655-5867 Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab UIN Palangka Raya Vol. 14, No. 1 |169‐184 Al-Ta’rib | p-ISSN 2354-5887 | e-ISSN 2655-5867 [find](https://scholar.google.com/scholar?q=Yustikasari%2C+V%2E%2C+%26+Wahyuni%2C+S%2E+%282024%29%2E+Peningkatan+Self%2DEfficacy+Peserta+Didik+dalam+Menjalani+Penugasan+Pendidikan+Agama+Islam%2E+Sasana%3A+Jurnal+Pendidikan+Agama+Islam%2C+2%282%29%2C+121%E2%80%93126%2E+COPYRIGHT+NOTICE+)
