Using Nearpod for Teaching Arabic in Kindergarten and Madrasah Ibtidaiyah

Nur Anisah Ridwan, Hanik Mahliatussikah


The rapid development of technology lately has had a great influence on various aspects of life, including the world of education. Among them is the creation of various kinds of online learning applications in the form of games. The game application is one of the educational media models that can be used by teachers and students as a learning tool. The use of game applications in the learning process aims in addition to attracting the attention of students to focus more on learning material, it is also intended to create a natural, active and fun learning atmosphere. Thus, it is hoped that students can gain knowledge without feeling forced to learn. This article aims to present the application of the Nearpod game in Arabic learning for vocabulary recognition (mufradat) and basic sentence patterns. Nearpod is a website-based application (accessible on the page) that can support the learning process, both offline and online, so that the learning process becomes easy and fun for students.


Nearpod; Learning Games; Application; Arabic

Full Text:



Abdullah,Azrul dkk. 2019. The Impact of Nearpod Interactive Learning Platform in Quality Accounting Education for Sustainable Development.

SSRN Electronic Journal

Acep Hermawan, Acep. 2011. Metodologi Pembelajaran Bahasa Arab, Bandung: PT. Remaja Rosdakarya

Adam dan Rollings, 2007. Game online. n/fundamentals_ch21.pdf

Al- Ghalayin Mustafa. 2005. Jami’ ad-Durus al-‘abiyah jilid I. Beirut: Dar al-kutub al- ilmiyah.

Arsyad, Azhar. 2003. Bahasa Arab dan Metode Pengajarannya. Surabaya: Pustaka Pelajar.

Fitriyah, Tika. 2015. Lancar berbahasa Arab. Yogyakarta

Handriyantini. 2009. Permainan Edukatif Berbasis Komputer Untuk Siswa Sekolah Dasar. Sekolah Tinggi Malang.

Kurniawan, N. A. T. S., Buana, I P.W., & Piarsa., I N. 2014. Rancang Bangun Game “Who Wants to Be a Brillianaire” Berbasis Android. Merpati, (Online), 2 (2):195—204, ISSN: 2252-3006, (

Melero, J., Leo, H., & Davinia. 2014. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects. International Forum of Educational Technology & Society, (Online), 17 (3):192—207, (

Unita, Ni Kadek. 2020. Penggunaan Media Nearpod Untuk Meningkatkan Motivasi Belajar Siswa Dalam Pembelajaran Pendidikan Agama Hindu Secara Daring di SD Petra Berkat Tahun Pelajaran 2020/2021. Jurnal ilmu pendidikan vol 3 no. 3x 2020.

Stephen McClean dan William Crowe. Making room for interactivity: using the cloud-based audience response system Nearpod to enhance engagement in lectures FEMS Microbiology Letters, Volume 364, Issue 6, March 2017, fnx052,

Hakami, Mohssen. Using Nearpod as a Tool to Promote Active Learning in Higher Education in a BYOD Learning Environment

Journal of Education and Learning, v9 n1 p119-126 2020

Pujiadi. 2014. Pengembangan Game Edukasi untuk Media Bantu Pembelajaran. (Online), (



  • There are currently no refbacks.

Copyright (c) 2021 Nur Anisah Ridwan, Hanik Mahliatussikah

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

AL-ARABI is indexed by:


Editorial Office:

Al-Arabi: Journal of Teaching Arabic as a Foreign Language
Arabic Department, Faculty of Letters, Universitas Negeri Malang (UM)

Jalan Semarang 5, Malang 65145, Indonesia.

Telephone: (0341) 551312 Ext. 239. Fax (0341) 567475.

Creative Commons License
Al-Arabi: Journal of Teaching Arabic as a Foreign Language is licensed under a Creative Commons Attribution 4.0 International License.
Based on a work at