PENGEMBANGAN KARTU GAMES MAKE A MATCH BERBASIS QR CODE UNTUK MENINGKATKAN KOGNITIF SISWA

The purpose of this study was to determine the response of the developed media, the influence of the media on students and to analyze the media that reads the media on the human results system material. The method used is R&D (Research and Development), with 3-D stages (Define, Design, and Devel...

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Bibliographic Details
Main Authors: Triska Riyanti, Tri wahyu agustina, Hadiansah Hadiansah
Format: Article
Language:English
Published: Department of Biology Education, Faculty of Education and Teacher Training, UIN Sunan Gunung Djati Bandung 2021-02-01
Series:Jurnal BIOEDUIN
Subjects:
Online Access:https://journal.uinsgd.ac.id/index.php/bioeduin/article/view/12195
Description
Summary:The purpose of this study was to determine the response of the developed media, the influence of the media on students and to analyze the media that reads the media on the human results system material. The method used is R&D (Research and Development), with 3-D stages (Define, Design, and Development). The instruments used included validation test sheets for playing cards, making matches based on QR Code, pretest, posttest and questionnaire questionnaires. The main characteristic of this media is in the form of text hidden in the QR Code, and given a 2D image on each card, the card media developed is 79% valid so it is suitable for use as a learning medium. Based on the results of data analysis on the game card media validation questionnaire, the match was based on the QR Code, the acquisition of an N-Gain value of 0.56 criteria was moderate. The results of student trials on the media obtained an average value of 89.00% is categorized as valid and good enough to be used as learning media.   Abstrak. Penelitian ini bertujuan untuk mendapatakan karakteritik baru dari media yang di kembangkan dan media ini juga dikembangkan untuk mengetahui pengaruhnya terhadap perkembangan kognitif siswa. Pada penelitian ini menggunakan metode R&D (Research and Development), dengan tahapan 3-D (Define, Design, dan Development). Perangkat instrumen dalam penelitian ini menggunakan lembar uji validasi media, lembar soal test dan angket kendala. Ciri khas atau yang menjadi karakteristik dari media ini adalah tulisan yang disimpan didalam QR Code berGambar 2D dalam setiap desain kartunya, hasil analisis media yang dikembangkan sebesar 79% valid dan layak digunakan sebagai media pembelajaran. Berdasarkan hasil analisis data terhadap angket validasi media diperoleh nilai N-Gain sebesar 0,56 dengan kriteria sedang. Hasil uji coba siswa terhadap media didapatkan hasil rata-rata nilai 89,00 % dikategorikan valid dan cukup baik untuk dijadikan media pembelajaran.
ISSN:2338-7173
2615-0417