Exploring Students’ Needs for Vocabulary Games in Learning Arabic for Business Purposes

This study was conducted to examine students’ needs regarding the use and development of an Arabic vocabulary game for business purposes. The background of this research lies in the growing importance of Arabic as a global business language, especially in trade and commerce involving the Middle East and other Arabic-speaking regions. Despite this, many students still face challenges in mastering business-related vocabulary, which highlights the need for effective learning tools to enhance vocabulary acquisition. The objective of this pilot study is to investigate students’ needs for the development of the Arabic vocabulary board game prototype “I-Mufradaat,” utilizing a vocabulary-based board game as an innovative approach to learning Arabic for business purposes. The research employed a survey design, with data collected through questionnaires administered to 45 undergraduate students in the field of business at Universiti Teknologi MARA (UiTM), Shah Alam. Findings indicate that learners expressed a strong need for engaging and gamified resources to supplement traditional methods, emphasizing motivation, interactivity, and contextual application. The results provide valuable preliminary insights for refining the design and content of I-Mufradaat, supporting its potential as an effective gamification-based tool to enhance Arabic vocabulary acquisition among non-native speakers. In conclusion, this study emphasizes the potential of vocabulary games as an innovative and interactive medium for enhancing Arabic learning in business contexts. It also suggests the development of gamified products as practical teaching aids to bridge the gap between students’ needs and effective learning strategies.

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Publication Details

Journal
International Journal of Academic Research in Business and Social Sciences
Published
2025-12-26
DOI
https://doi.org/10.6007/ijarbss/v15-i12/27223
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Exploring Students’ Needs for Vocabulary Games in Learning Arabic for Business Purposes

Wan Marfazila Wan Mahmud, Najihah Abd Wahid, Nursafira Ahmad Safian, Fitri Nurul'ain Nordin et al.
International Journal of Academic Research in Business and Social Sciences
Educational Games and Gamification
article

Exploring Students’ Needs for Vocabulary Games in Learning Arabic for Business Purposes

Wan Marfazila Wan Mahmud, Najihah Abd Wahid, Nursafira Ahmad Safian, Fitri Nurul'ain Nordin, Nor Zahidah Ahmad
article en

Abstract

This study was conducted to examine students’ needs regarding the use and development of an Arabic vocabulary game for business purposes. The background of this research lies in the growing importance of Arabic as a global business language, especially in trade and commerce involving the Middle East and other Arabic-speaking regions. Despite this, many students still face challenges in mastering business-related vocabulary, which highlights the need for effective learning tools to enhance vocabulary acquisition. The objective of this pilot study is to investigate students’ needs for the development of the Arabic vocabulary board game prototype “I-Mufradaat,” utilizing a vocabulary-based board game as an innovative approach to learning Arabic for business purposes. The research employed a survey design, with data collected through questionnaires administered to 45 undergraduate students in the field of business at Universiti Teknologi MARA (UiTM), Shah Alam. Findings indicate that learners expressed a strong need for engaging and gamified resources to supplement traditional methods, emphasizing motivation, interactivity, and contextual application. The results provide valuable preliminary insights for refining the design and content of I-Mufradaat, supporting its potential as an effective gamification-based tool to enhance Arabic vocabulary acquisition among non-native speakers. In conclusion, this study emphasizes the potential of vocabulary games as an innovative and interactive medium for enhancing Arabic learning in business contexts. It also suggests the development of gamified products as practical teaching aids to bridge the gap between students’ needs and effective learning strategies.

International Journal of Academic Research in Business and Social SciencesVol. 15(12)
International Islamic College (MY), International Islamic University Malaysia (MY), Sultan Zainal Abidin University (MY), Universiti Teknologi MARA (MY)
Universiti Sultan Zainal Abidin, Center for Research Excellence and Incubation Management, Universiti Sultan Zainal Abidin
Quality Education
Openalex Percentile: Top 28%
Educational Games and Gamification
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