Pengembangan media permainan edukatif science card untuk meningkatkan pemahaman siswa pada materi klasifikasi makhluk hidup
-
Published: November 2, 2026
-
Page: 118-126
Abstract
Penelitian ini dilatarbelakangi oleh kesulitan peserta didik dalam memahami materi klasifikasi makhluk hidup, khususnya dalam mengenali karakteristik organisme dan mengelompokkannya berdasarkan persamaan dan perbedaan ciri. Penelitian ini bertujuan untuk mengembangkan media permainan edukatif Science Card serta mengevaluasi tingkat validitas, kepraktisan, dan efektivitasnya dalam meningkatkan pemahaman peserta didik kelas VII SMP. Penelitian menggunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek uji coba terdiri atas 30 peserta didik kelas VII.6 SMP Negeri 6 Padang dengan desain satu kelompok pretest–posttest (one-group pretest–posttest design). Data dikumpulkan melalui lembar validasi ahli, angket respons guru dan peserta didik, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media memperoleh persentase validasi ahli media sebesar 98,67% dan 93,33% setelah revisi, sedangkan validasi ahli materi mencapai 82,67%. Respons peserta didik mencapai 94,93% dan respons guru sebesar 95,71%. Rata-rata nilai peserta didik meningkat dari 42,50 menjadi 82,33, dengan nilai N-Gain sebesar 0,69 dalam kategori sedang. Dengan demikian, Science Card dinyatakan sangat valid, praktis, dan menunjukkan efektivitas kategori sedang berdasarkan N-Gain sebagai media pendukung pembelajaran IPA pada materi klasifikasi makhluk hidup, meskipun desain satu kelompok belum memungkinkan penarikan kesimpulan kausal.
- Science card, Media pembelajaran, Permainan edukatif, Klasifikasi makhluk hidup, Pemahaman siswa

This work is licensed under a Creative Commons Attribution 4.0 International License.
- Alfitri, B. R., Bentri, A., Yusri, M. A. K., & Amsal, M. F. (2024). Development Si Ceria game in science subjects in class VIII SMP. JISIP (Jurnal Ilmu Sosial dan Pendidikan), 8(4), 2867–2872. https://doi.org/10.58258/jisip.v8i4.7705
- Audie, N. (2019). Peran media pembelajaran meningkatkan hasil belajar peserta didik. Prosiding Seminar Nasional Pendidikan FKIP, 2(1), 586–595.
- Azizah, N. N., Sholihin, H., Rusyati, L., & Kania, F. (2026). Educational card games, creativity, and conceptual understanding in biology learning. Curricula: Journal of Curriculum Development, 5(2), 815–828. https://doi.org/10.17509/curricula.v5i2.615
- Bahar, M., Johnstone, A. H., & Hansell, M. H. (1999). Revisiting learning difficulties in biology. Journal of Biological Education, 33(2), 84–86. https://doi.org/10.1080/00219266.1999.9655648
- Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6
- Chi, M. T. H., & Wylie, R. (2014). The ICAP framework: Linking cognitive engagement to active learning outcomes. Educational Psychologist, 49(4), 219–243. https://doi.org/10.1080/00461520.2014.965823
- Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
- Clark, J. M., & Paivio, A. (1991). Dual coding theory and education. Educational Psychology Review, 3(3), 149–210. https://doi.org/10.1007/BF01320076
- Devi, P. K., & Anggraeni, S. (2018). Ilmu Pengetahuan Alam. Pusat Perbukuan, Departemen Pendidikan Nasional.
- Franco Mariscal, A. J., Oliva Martínez, J. M., & Bernal Márquez, S. (2012). An educational card game for learning families of chemical elements. Journal of Chemical Education, 89(8), 1044–1046. https://doi.org/10.1021/ed200542x
- Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415. https://doi.org/10.1073/pnas.1319030111
- Gutierrez, A. F. (2014). Development and effectiveness of an educational card game as supplementary material in understanding selected topics in biology. CBE—Life Sciences Education, 13(1), 76–82. https://doi.org/10.1187/cbe.13-05-0093
- Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809
- Indriyani, L. (2019). Pemanfaatan Media Pembelajaran Dalam Proses Belajar Untuk Meningkatkan Kemampuan Berpikir Kognitif Siswa. Prosiding Nasional Pendidikan FKIP Universitas Sultan Ageng Tirtayasa, 2(1), 17-26.
- Johnson, D. W., & Johnson, R. T. (2009). An educational psychology success story: Social interdependence theory and cooperative learning. Educational Researcher, 38(5), 365–379. https://doi.org/10.3102/0013189X09339057
- Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), Article 22. https://doi.org/10.3390/educsci11010022
- Kattmann, U. (2001). Aquatics, flyers, creepers and terrestrials: Students’ conceptions of animal classification. Journal of Biological Education, 35(3), 141–147. https://doi.org/10.1080/00219266.2001.9655763
- Kordaki, M., & Gousiou, A. (2017). Digital card games in education: A ten year systematic review. Computers & Education, 109, 122–161. https://doi.org/10.1016/j.compedu.2017.02.011
- Krathwohl, D. R. (2002). A revision of Bloom’s taxonomy: An overview. Theory Into Practice, 41(4), 212–218. https://doi.org/10.1207/s15430421tip4104_2
- Mayer, R. E. (2019). Computer games in education. Annual Review of Psychology, 70, 531–549. https://doi.org/10.1146/annurev-psych-010418-102744
- Norizan, N. A., Abu Bakar, A., & Saidin, S. (2025). GeneXPress card: Development and evaluation of educational card game for DNA transcription subtopics in genetics. International Journal of Evaluation and Research in Education, 14(1), 482–491. https://doi.org/10.11591/ijere.v14i1.30741
- Nurrita, T. (2018). Pengembangan Media Pembelajaran untuk Meningkatkan Hasil Belajar Siswa. Jurnal Misykat, 3(1), 171–187.
- Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
- Renatha, G. T. B., & Rosdiana, L. (2020). Validitas permainan kartu truth and dare materi pencemaran lingkungan untuk siswa SMP kelas VII. PENSA E-Jurnal: Pendidikan Sains, 8(2), 138–145. https://doi.org/10.26740/pensa.v8i2.38362
- Reza, M. (2022). Pengaruh media Card Game Terhadap Hasil Belajar IPS Siswa SD Inpres Bertingkat Butung Kota Makassar. Universitas BOSOWA.
- Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
- Sardiman, A. M. (2018). Interaksi dan motivasi belajar mengajar. Rajawali Pers.
- Sari, S. A. (2017). Pengembangan Media Kartu Kuartet Pada Materi Asam Basa Untuk Meningkatkan Motivasi Dan Aktivitas Belajar Siswa Kelas VII Di SMP N 6 Banda Aceh. Jurnal Ilmiah Mahasiswa Pendidikan Kimia, 2(1). 1–10.
- Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.
- Skinner, B. F. (1954). The science of learning and the art of teaching. Harvard Educational Review, 24(2), 86–97.
- Su, T., Cheng, M.-T., & Lin, S.-H. (2014). Investigating the effectiveness of an educational card game for learning how human immunology is regulated. CBE—Life Sciences Education, 13(3), 504–515. https://doi.org/10.1187/cbe.13-10-0197
- Sugiyono. (2012). Metode Penelitian pendidikan: pendekatan kuantitatif, kualitatif, dan R&D. Alfabeta.
- Sumatowa, U. (2016). Pembelajaran IPA di Sekolah Menengah Pertama. Indeks.
- Sweller, J., van Merriënboer, J. J. G., & Paas, F. (2019). Cognitive architecture and instructional design: 20 years later. Educational Psychology Review, 31(2), 261–292. https://doi.org/10.1007/s10648-019-09465-5
- Trianto. (2014). Model Pembelajaran Terpadu: Konsep, Strategi, dan Implementasinya dalam kurikulum Tingkat Satuan Pendidikan (KTSP). Bumi Aksara.
- Trowbridge, J. E., & Mintzes, J. J. (1988). Alternative conceptions in animal classification: A cross-age study. Journal of Research in Science Teaching, 25(7), 547–571. https://doi.org/10.1002/tea.3660250704
- Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
- Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311