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.v7i4.25360Abstrak
Pembelajaran sistem peredaran darah manusia sering sulit bagi peserta didik karena prosesnya tidak dapat diamati langsung. Penelitian ini bertujuan mengembangkan board game edukatif Blood Race sebagai media pembelajaran IPA serta menguji kevalidan, kepraktisan, dan keefektifannya. Penelitian pengembangan ini menggunakan model ADDIE dengan pendekatan kuantitatif. Kevalidan dinilai tiga ahli materi dan tiga ahli media dengan koefisien V Aiken, kepraktisan diukur melalui angket respons 32 peserta didik kelas VIII, dan keefektifan diuji dengan desain one group pretest-posttest. Hasil penelitian menunjukkan koefisien V Aiken sebesar 0,83 (materi) dan 0,87 (media) dengan persentase kelayakan 86,67% dan 89,44%. Respons peserta didik mencapai 84,52% (sangat praktis). Rerata skor meningkat dari 45,47 menjadi 82,81 (t(31) = 12,61; p < 0,001; d = 2,73) dengan rerata N-Gain 0,68 kategori sedang dan ketuntasan klasikal 81,25%. Dengan demikian, Blood Race valid, praktis, dan efektif meningkatkan hasil belajar IPA pada materi sistem peredaran darah manusia, tetapi desain tanpa kelas pembanding menjadikan hasil ini bukti awal yang perlu diuji lebih lanjut.
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