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

Jurnal BIOEDUIN · Vol. 11 No. 1 (2021) · pp. 1–9

DOI
10.15575/bioeduin.v11i1.12195
ISSN
2615-0417, 2338-7173
Published
2021-02-28
Publisher
Department of Biology Education UIN Sunan Gunung Djati Bandung
Language
eng

Abstract

English

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.

Indonesian

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.Keywords: Media Development, Reproductive System, Cognitive.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.

Keywords

Collaboration network of the authors

24 authors · 42 co-authorship links

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Indonesia University of Education
  • Sunan Gunung Djati State Islamic University Bandung
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Tuti KurniatiAffiliation unknown4
Andra Rian MulynaAffiliation unknown2
Maya amelia FebrianiAffiliation unknown2
Yusi YuliawatiAffiliation unknown2
Ajeng Nadia Utami AbdilahAffiliation unknown1
Yulia SukmawardhaniAffiliation unknown1
Mulyawan Safwandi NAffiliation unknown1
R. Ading PramadiAffiliation unknown1
Elda Dewi HandayaniAffiliation unknown1
Sri Wulan Siti FatimahAffiliation unknown1
Agus MartonoAffiliation unknown1
ading pramadiAffiliation unknown1
Riandi RiandiIndonesia University of Education1
Widi PurwianingsihIndonesia University of Education1
Nuryani Y RustamanAffiliation unknown1
Milla ListiawatiAffiliation unknown1
Rani Oktafiani IsdayantiAffiliation unknown1
Aini KhairunnisaAffiliation unknown1
Mohamad ErihadianaSunan Gunung Djati State Islamic University Bandung1
Muhibbin SyahAffiliation unknown1
Hafidin NurhadiAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.uinsgd.ac.id/index.php/bioeduin/oai, first harvested 7 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">PENGEMBANGAN KARTU GAMES MAKE A MATCH BERBASIS QR CODE UNTUK MENINGKATKAN KOGNITIF SISWA</dc:title>
	<dc:title xml:lang="id-ID">PENGEMBANGAN KARTU GAMES MAKE A MATCH BERBASIS QR CODE UNTUK MENINGKATKAN KOGNITIF SISWA</dc:title>
	<dc:creator>Riyanti, Triska</dc:creator>
	<dc:creator>agustina, Tri wahyu</dc:creator>
	<dc:creator>Hadiansah, Hadiansah</dc:creator>
	<dc:subject xml:lang="en-US">Media Development</dc:subject>
	<dc:subject xml:lang="en-US">Reproductive System</dc:subject>
	<dc:subject xml:lang="en-US">Cognitive.</dc:subject>
	<dc:subject xml:lang="id-ID">Pengembangan Media</dc:subject>
	<dc:subject xml:lang="id-ID">Sistem Reproduksi</dc:subject>
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	<dc:description xml:lang="en-US">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&amp;amp;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&amp;amp;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.</dc:description>
	<dc:description xml:lang="id-ID">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&amp;amp;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.Keywords: Media Development, Reproductive System, Cognitive.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&amp;amp;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.</dc:description>
	<dc:publisher xml:lang="en-US">Department of Biology Education UIN Sunan Gunung Djati Bandung</dc:publisher>
	<dc:date>2021-02-28</dc:date>
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	<dc:source xml:lang="en-US">Jurnal BIOEDUIN; Vol. 11 No. 1 (2021): Bioeduin Februari; 1-9</dc:source>
	<dc:source xml:lang="id-ID">Jurnal BIOEDUIN : Program Studi Pendidikan Biologi; Vol 11 No 1 (2021): Bioeduin Februari; 1-9</dc:source>
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	<dc:rights xml:lang="en-US">Copyright (c) 2021 Jurnal BIOEDUIN : Program Studi Pendidikan Biologi</dc:rights>
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