Journal
PENGEMBANGAN KARTU GAMES MAKE A MATCH BERBASIS QR CODE UNTUK MENINGKATKAN KOGNITIF SISWA
Jurnal BIOEDUIN · Vol. 11 No. 1 (2021) · pp. 1–9
- 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-author | Organisation | Joint articles |
|---|---|---|
| Tuti Kurniati | Affiliation unknown | 4 |
| Andra Rian Mulyna | Affiliation unknown | 2 |
| Maya amelia Febriani | Affiliation unknown | 2 |
| Yusi Yuliawati | Affiliation unknown | 2 |
| Ajeng Nadia Utami Abdilah | Affiliation unknown | 1 |
| Yulia Sukmawardhani | Affiliation unknown | 1 |
| Mulyawan Safwandi N | Affiliation unknown | 1 |
| R. Ading Pramadi | Affiliation unknown | 1 |
| Elda Dewi Handayani | Affiliation unknown | 1 |
| Sri Wulan Siti Fatimah | Affiliation unknown | 1 |
| Agus Martono | Affiliation unknown | 1 |
| ading pramadi | Affiliation unknown | 1 |
| Riandi Riandi | Indonesia University of Education | 1 |
| Widi Purwianingsih | Indonesia University of Education | 1 |
| Nuryani Y Rustaman | Affiliation unknown | 1 |
| Milla Listiawati | Affiliation unknown | 1 |
| Rani Oktafiani Isdayanti | Affiliation unknown | 1 |
| Aini Khairunnisa | Affiliation unknown | 1 |
| Mohamad Erihadiana | Sunan Gunung Djati State Islamic University Bandung | 1 |
| Muhibbin Syah | Affiliation unknown | 1 |
| Hafidin Nurhadi | Affiliation unknown | 1 |
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.