Pengembangan kartu truth or dare interaktif berbasis canva pada materi perubahan lingkungan kelas x di SMA
DOI:
https://doi.org/10.23969/jp.v11i03.60073Abstract
This study aims to develop interactive Truth or Dare cards based on Canva for environmental change topics, as well as to determine their level of validity, practicality, and effectiveness in Biology learning. This research and development (R&D) study applied the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The developed product was validated by three material experts, three media experts, three language experts, and two educational practitioners. The product trial was conducted on 31 tenth-grade students of SMA Negeri 10 Banjarmasin. Data were collected using validation sheets, teacher and student response questionnaires, and learning outcomes tests consisting of a pre-test and a post-test. The results showed that the developed Truth or Dare cards obtained an average score of 79.04% in the valid category, comprising media validity of 82.66%, material validity of 71.33%, language validity of 80.66%, practitioner 1 assessment of 79.33%, and practitioner 2 assessment of 82.00%. The level of practicality based on the teacher's response was 72.00%, and the students' response was 78.83%. The product's effectiveness was demonstrated by an increase in classical learning completeness from 67.74% in the pre-test to 80.64% in the post-test. Based on these results, the Canva-based interactive Truth or Dare cards for environmental change topics meet the criteria for being valid, practical, and effective, making them feasible for use as a Biology learning medium in senior high schools.
Downloads
References
Akbar, S. (2017). Instrumen Perangkat Pembelajaran. Bandung: PT; Remaja Rosdakarya.
Arsyad, A. (2021). Media Pembelajaran. Jakarta: Rajawali Pers.
Fanny, C. D. A., & Sakti, N. C. (2021). Pengembangan media pembelajaran permainan truth and dare untuk meningkatkan hasil belajar siswa. Jurnal Penelitian dan Pengembangan Pendidikan, 5(3), 399–405.
Hamid, F., & Bae, K. 2021. Keefektifan Media Pembelajaran Digital dalam Pendidikan Sekolah Dasar. Jurnal Pendidikan dan Teknologi, 10 (3), 103-113
Hamid, A., Yusra, D., & Rahman, M. 2020. Media Pembelajaran: Teori dan Aplikasi dalam Dunia Pendidikan. Bandung: Alfabeta.
Isnanita, N., Rakhmawati, F., & Reflina. 2024. Pengembangan media pembelajaran Truth or Dare berbasis permainan untuk meningkatkan kemampuan berpikir kritis. Relevan: Jurnal Pendidikan Matematika, 4(4).
Karlina, L., Nugraha, A., & Merliana, A. 2023. Pengembangan media kartu Truth or Dare pada materi ekosistem kelas V SDN 2 Sukaraja.
Kinanti, K. A., & Manalu, S. A. (2025). Pengembangan media pembelajaran Truth or Dare berbasis Team Games Tournament (TGT) untuk meningkatkan keterlibatan peserta didik. Jurnal Inovasi Pembelajaran, 11(1), 45–58.
Marwarinda, I., Andayani, S., & Rahmawati, Y. (2022). Pengembangan media pembelajaran matematika PowerPoint interaktif berbasis realistic mathematic education (RME) disertai game. Jurnal Pendidikan Matematika, 3(2), 219–227.
Munadi, Y. 2013. Media Pembelajaran: Sebuah Pendekatan Baru. Jakarta: Gaung Persada Press.
Pramesti, H. P., & Budijastuti, W. (2024). Pengembangan Media Truth or Dare Berbasis TGT untuk Meningkatkan Hasil Belajar pada Materi Sistem Pernapasan. BioEdu: Berkala Ilmiah Pendidikan Biologi, 13(3).
Puspitasari, W. T., & Wulandari, S. S. (2022). Pengembangan lembar kerja peserta didik berbasis discovery learning pada siswa kelas XI di SMK PGRI 3 Blitar. Journal of Office Administration: Education and Practice, 2(1), 51-61.
Putra, Y. I., Fadli, R., & Dahry, S. (2023). Meta analyzing the ease of use of e-modules in learning. Jurnal Inovasi Teknologi Pendidikan, 10(4), 338–343.
Putra, L. D., & Filianti. (2022). Pemanfaatan Canva for Education sebagai media pembelajaran kreatif dan kolaboratif untuk pembelajaran jarak jauh. EDUCATE: Jurnal Teknologi Pendidikan, 7(1), 125–138.
Rahmi, S. N., & Yogica, R. (2021). Media kartu permainan berbasis Truth or Dare Play (TODP) pada materi virus. Jurnal Penelitian dan Pengembangan Pendidikan, 5(3), 432–439.
Sofiasyari, I., Amanaturrakhmah, I., & Yuliyanto, A. (2023). Analisis Kepraktisan Pengembangan Media Ajar IPS Berbasis Video Interaktif. Jurnal Elementaria Edukasia, 6(4), 1789–1798.
Sugiyono. 2019. Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.
Weldami, T. P., & Yogica, R. (2023). Model ADDIE Branch dalam pengembangan e-learning biologi. Journal on Education, 5(4), 11984–11991.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.