Development of the Blood Race Educational Board Game as a Science Learning Medium on the Human Circulatory System
DOI:
https://doi.org/10.32832/jpg.v7i4.25360Abstract
Learning the human circulatory system is often difficult for students because the process cannot be observed directly. This study aimed to develop Blood Race, an educational board game for science learning, and to test its validity, practicality, and effectiveness. This quantitative development research followed the ADDIE model. Validity was assessed by three content experts and three media experts using Aiken's V, practicality was measured through a response questionnaire completed by 32 eighth-grade students, and effectiveness was tested using a one-group pretest-posttest design. Aiken's V was 0.83 for content and 0.87 for media, with feasibility percentages of 86.67% and 89.44%. Student responses reached 84.52%, categorized as very practical. The mean score increased from 45.47 to 82.81 (t(31) = 12.61; p < 0.001; d = 2.73), with a mean N-Gain of 0.68 (medium category) and classical mastery of 81.25%. Therefore, Blood Race is valid, practical, and effective in improving science learning outcomes on the human circulatory system; however, the absence of a comparison group means that the findings are preliminary evidence.
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