This research aims to design and implement Arabic language learning materials incorporating gamification through the Quizizz application to enhance students’ motivation and interactivity. Grounded in the ADDIE model, this R posttest Sig. = 0.001), although the Kolmogorov-Smirnov test for pretest was acceptable (Sig. = 0.200), allowing for parametric testing. The paired samples t-test confirmed a statistically significant difference (t = -12.677, df = 59, Sig. 0.000) with a mean difference between -23.639 and -17.194. These findings affirm that gamified learning materials significantly enhance student performance and engagement in Arabic instruction.
Fidya Fadila Safriana Laiya (Sun,) studied this question.