Pengembangan Media Pembelajaran TCG (Trade Card Game) Untuk Meningkatkan Motivasi Belajar Pada Materi Bangun Ruang KelasVIII SMP Negeri I Tinggimoncong
Keywords:
Learning media, TCG (Trade Card Game), motivationAbstract
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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