Pengembangan Media Pembelajaran TCG (Trade Card Game) Untuk Meningkatkan Motivasi Belajar Pada Materi Bangun Ruang KelasVIII SMP Negeri I Tinggimoncong

  • Khaidir K
  • Thamrin Tayeb
  • Angriani A
  • et al.
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Abstract

Penelitian ini bertujuan untuk mengetahui (1) proses pengembangan media pembelajaran TCG (Trade Card Game) untuk meningkatkan motivasi belajar pada materi bangun ruang kelas VIII SMP Negeri 1 Tinggimoncong, dan (2) kualitas media pembelajaran TCG dari segi kevalidan, kepraktisan, dan keefektifan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang mencakup lima tahap: Analysis, Design, Development, Implementation, dan Evaluation. Produk yang dikembangkan berupa media pembelajaran berbasis TCG untuk materi bangun ruang. Subjek uji coba adalah 31 siswa kelas VIII.4 SMP Negeri 1 Tinggimoncong. Instrumen yang digunakan meliputi lembar validasi ahli, observasi aktivitas guru dan siswa, angket motivasi belajar siswa, angket respon guru, serta tes hasil belajar. Hasil penelitian menunjukkan bahwa: (1) Kevalidan media pembelajaran TCG berada pada kategori “Sangat Tinggi” dengan skor 0,96. (2) Kepraktisan media tergolong “Sangat Positif” dengan respon guru sebesar 91% dan skor observasi aktivitas guru sebesar 4 (“Sangat Baik”). (3) Efektivitas media ditunjukkan oleh motivasi belajar siswa sebesar 90,6% (“Tinggi”), dengan peningkatan sebesar 41,8% dari motivasi awal (48,8%), aktivitas siswa sebesar 85% (“Sangat Baik”), dan ketuntasan belajar mencapai 80,5% secara klasikal. Dengan demikian, pengembangan media pembelajaran TCG ini terbukti valid, praktis, dan efektif untuk meningkatkan motivasi dan hasil belajar siswa pada materi bangun ruang.This study aims to determine (1) the process of developing TCG (Trade Card Game) learning media to increase learning motivation on solid geometry material for eighth-grade students at SMP Negeri 1 Tinggimoncong, and (2) the quality of TCG learning media in terms of validity, practicality, and effectiveness. This research employs the Research and Development (R&D) method with the ADDIE development model consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The developed product is a TCG-based learning media for solid geometry material. The subjects for the trial are 31 students from class VIII.4 at SMP Negeri 1 Tinggimoncong. The instruments used include expert validation sheets, observations of teacher and student activities, student learning motivation questionnaires, teacher response questionnaires, and learning outcome tests. The research results show that: (1) The validity of the TCG learning media is in the "Very High" category with a score of 0.96. (2) The practicality of the media is classified as "Very Positive" with a teacher response rate of 91% and a teacher activity observation score of 4 ("Very Good"). (3) The effectiveness of the media is indicated by the student learning motivation of 90.6% ("High"), with an increase of 41.8% from the initial motivation (48.8%), student activity at 85% ("Very Good"), and learning completeness reaching 80.5% in a classical setting. Thus, the development of this TCG learning media has been proven to be valid, practical, and effective in enhancing student motivation and learning outcomes in spatial geometry material.

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APA

Khaidir, K., Thamrin Tayeb, Angriani, A. D., & Baharuddin. (2025). Pengembangan Media Pembelajaran TCG (Trade Card Game) Untuk Meningkatkan Motivasi Belajar Pada Materi Bangun Ruang KelasVIII SMP Negeri I Tinggimoncong. Alauddin Journal of Mathematics Education, 7(2), 175–193. https://doi.org/10.24252/ajme.v7i2.60562

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