Vol. 11 No. 1 (2025): January
Open Access
Peer Reviewed

Development of Digital Literacy Based Game Cards on Hydrocarbon Material

Authors

Eny Enawaty , Ira Lestari , Nadila , Fadhil Alwa Faridy , Rizki Furqanul Ichsan

DOI:

10.29303/jppipa.v11i1.9775

Published:

2025-01-24

Downloads

Abstract

This research is motivated by the lack of learning media used in learning hydrocarbon material, so that student learning outcomes are not good. With the increasing development of digital technology in learning. Then it can be utilized in learning. Therefore, in this study, the researcher aims to develop digital literacy-based learning media in the form of game cards called Hy-Card cards so that learning is more enjoyable and learning outcomes are better. This study uses the ADDIE R&D model research method. The instruments used in this study were feasibility sheets and response questionnaires with a Likert scale. The results of the content feasibility test were obtained with an average of 98.5% (very feasible), the language was obtained with an average of 98% (very feasible), and the media was obtained with an average of 97% (very feasible). The results of the individual response trial obtained a result of 85% (very good), and the small group trial obtained an average of 89% (very good) and the large group trial obtained an average of 88% (very good). So, it can be concluded that the Hy-Card game card is very suitable for use in hydrocarbon learning with the average response trial obtaining very good results.

Keywords:

Digital Literacy, Game cards, Hydrocarbon

References

A’yuni, Q. Q. (2015). Literasi Digital Remaja Di Kota Surabaya: Studi Deskriptif tentang Tingkat Kompetensi Literasi Digital pada Remaja SMP, SMA dan Mahasiswa di Kota Surabaya. Retrieved from https://repository.unair.ac.id/17685/

Ardyansyah, A., & Rahayu, S. (2023). Development and Implementation of Augmented Reality-Based Card Game Learning Media with Environmental Literacy for Improving Students’ Understanding of Carbon Compounds. Orbital, 15(2), 118–126. https://doi.org/10.17807/orbital.v15i2.17617

Badajos, S. J., Obsioma, T. K. E., Tungal, T. T. W., & Walag, A. M. P. (2023). Go Carb Deck: A Card Game for Teaching Classification of Simple Monosaccharides. Journal of Chemical Education, 100(12), 4619–4624. https://doi.org/10.1021/acs.jchemed.3c00595

Boonpotjanawetchakit, P., Kaweerat, K., & Vittayakorn, S. (2020). Elemem: Interactive digital card game for chemistry. IEEE Global Engineering Education Conference, 344–348. https://doi.org/10.1109/EDUCON45650.2020.9125339

Branch, R. M. (2009). Instructional Design-The ADDIE Approach (1st ed.). Springer US. https://doi.org/10.1007/978-0-387-09506-6

Buendía-Atencio, C., Pieffet, G. P., & Lorett Velásquez, V. P. (2022). WERNER: A Card Game for Reinforcement Learning of Inorganic Chemistry Nomenclature. Journal of Chemical Education, 99(5), 2198–2203. https://doi.org/10.1021/acs.jchemed.2c00166

Chan, C. L., Lee, R., Goh, L. I., Chong, N. H. K., Lee, L. N., & Ch’ng, J. H. (2024). Student feedback guides the development of a microbiome card game “No Guts No Glory.” Asia Pacific Scholar, 9(3), 50–54. https://doi.org/10.29060/TAPS.2024-9-3/SC3107

Chen, P., Kuo, R., Chang, M., & Heh, J. S. (2017). The effectiveness of using in-game cards as reward. Research and Practice in Technology Enhanced Learning, 12(1). https://doi.org/10.1186/s41039-017-0054-8

Erlina, C., C., & Williams, D. P. (2018). Prediction! the VSEPR Game: Using Cards and Molecular Model Building to Actively Enhance Students’ Understanding of Molecular Geometry. Journal of Chemical Education, 95(6), 991–995. https://doi.org/10.1021/acs.jchemed.7b00687

Fatmala, F., Lestari, I., Enawaty, E., Hairida, H., & Erlina, E. (2024). Development of Multiple Representation Learning Videos on Hydrocarbon Nomenclature. Jurnal IPA & Pembelajaran IPA, 8(3), 249–266. https://doi.org/10.24815/jipi.v8i3.39504

Gomez, R., Newell, B. C., Vannini, S., & Vannini, S. (2020). Mind the Five Card Game: Participatory Games to Strengthen Information Practices and Privacy Protections of Migrants. International Journal of Information, Diversity and Inclusion, 4, 116–122. https://doi.org/10.33137/ijidi.v4i2.33216

Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game on: Exploring the effectiveness of game-based learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859

Jafar, E. S., Nurabdillah, A. L. D., Maulana, U. L., Ramdani, A., & Galib, Y. L. (2023). Efektivitas Metode Drill and Practice Menggunakan Media Kartu Kata Dalam Meningkatkan Kemampuan Pengenalan Huruf Pada Anak Down Syndrome. BULLET: Jurnal Multidisiplin Ilmu, 2(3), 661–666. Retrieved from https://www.journal.mediapublikasi.id/index.php/bullet/article/view/3018

Knudtson, C. A. (2015). ChemKarta: A Card Game for Teaching Functional Groups in Undergraduate Organic Chemistry. Journal of Chemical Education, 92(9), 1514–1517. https://doi.org/10.1021/ed500729v

Larasati, L. D., Poedjiastoeti, D. S., Kimia, J., Matematika, F., Ilmu, D., & Alam, P. (2016). Pengembangan Permainan Kartu Domino Kimia Sebagai Media Pembelajaran Pada Materi Unsur Bagi Siswa SMALB Tunarungu Development Of Domino Chemistry Card Games On The Subject Matter Of Unsure For Learning Media For SMALB Deaf Students. UNESA Journal of Chemical Education, 5(1), 115–119. https://doi.org/10.26740/ujced.v5n1.p%25p

Lisdiana, L. (2021). Pembuatan media permainan kartu UNO smart kimia pada materi tata nama senyawa hidrokarbon. Retrieved from https://digilib.uinsgd.ac.id/48581/

Mahardhika, S., Santoso, F., & Alfath, N. (2017). Paruman The Khemion Master: Learning Chemistry Periodic table with Trading Card game. Journal of Games, Game Art, and Gamification, 2(2). https://doi.org/10.21512/JGGAG.V2I2.7195

Martí-Centelles, V., & Rubio-Magnieto, J. (2014). ChemMend: A card game to introduce and explore the periodic table while engaging students’ interest. Journal of Chemical Education, 91(6), 868–871. https://doi.org/10.1021/ed300733w

Naufal, H. A. (2021). Literasi Digital. Perspektif, 1(2), 195–202. https://doi.org/10.53947/perspekt.v1i2.32

Ong, D. J. (2021). The development of food mission: A nutritionbased card game for grade 6 students. E3S Web of Conferences, 244. https://doi.org/10.1051/e3sconf/202124411020

Piyawattanaviroj, P., Maleesut, T., & Yasri, P. (2019). An educational card game for enhancing students’ learning of the periodic table. ACM International Conference Proceeding Series, 380–383. https://doi.org/10.1145/3345120.3345165

Putera, D. B. R. A., & Hadi, W. P. (2024). Chemical domino card game integrated with ‘Jamu Madura’ natural materials in improving students’ science literacy. E3S Web of Conferences, 499. https://doi.org/10.1051/e3sconf/202449901018

Riduwan. (2009). Dasar-Dasar Statistika. Bandung: Alfabeta.

Saithongdee, A., & Sirirat, T. (2024). Learning Mole Calculation through a Board Game in an Engaging and Enjoyable Environment: Design, Implementation, and Evaluation. Journal of Chemical Education, 101(4), 1551–1563. https://doi.org/ 10.1021/acs.jchemed.3c01010

Samuelson, A. G. (2018). Card Games and Chemistry Teaching Organometallic Reactions Through Card Games. Resonance, 23(8), 915–923. https://doi.org/10.1007/s12045-018-0693-0

Sari, Y., Hadiatus Solehah, G., Taufiq Mashuri, M., Arsyad Albanjari Jalan Adhiyaksa No, M., & Tangi Banjarmasin, K. (2018). Pengaruh Penggunaan Media Permainan Kartu Uno Pada Materi Senyawa Hidrokarbon Terhadap Hasil Belajar Siswa. Jurnal Vidya Karya, 33(1), 35–41. https://doi.org/10.20527/jvk.v33i1.5391

Setiyati, C. (2016). Pembelajaran Kimia dengan Permainan Kartu Kimia di Sekolah Menengah Atas. Jurnal Ilmiah Guru Caraka Olah Pikir Edukatif, 20(1). https://doi.org/10.21831/jig cope.v20i1.10796

Silva-Júnior, J. N., Sousa Lima, M. A., Ávila Pimenta, A. T., Nunes, F. M., Monteiro, Á. C., Sousa, U. S., Leite Júnior, A. J. M., Zampieri, D., Oliveira Alexandre, F. S., Pacioni, N. L., & Winum, J. Y. (2021). Design, implementation, and evaluation of a game-based application for aiding chemical engineering and chemistry students to review the organic reactions. Education for Chemical Engineers, 34, 106–114. https://doi.org/10.1016/J.ECE.2020.11.007

Sofian, S. R. A., Subchan, W., & Yushardi, Y. (2023). Digital Literacy of Junior High School Students in Jember as an Indicator of Readiness in Facing the Society 5.0 Era in Science Learning. Jurnal Penelitian Pendidikan IPA, 9(6), 4078–4083. https://doi.org/10.29303/jppipa.v9i6.3336

Suherlin, A., Wigati, I., & Laksono, P. J. (2023). Pengaruh Penggunaan Media Pembelajaran Bridge Card Chemistry Terhadap Hasil Belajar Siswa Pada Materi Kimia Unsur Di MAN 1 Prabumulih. Prosiding Seminar Nasional Pendidikan Kimia, 152–161. Retrieved from https://proceedings.radenfatah.ac.id/index.php/snpk/article/view/1091

Tsay, C. H. H., Kofinas, A. K., Trivedi, S. K., & Yang, Y. (2020). Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance. Journal of Computer Assisted Learning, 36(2), 128–146. https://doi.org/10.1111/JCAL.12385

Zamista, A. A., & Azmi, K. (2023). Digital Learning: How the Process Enhances Students’ Digital Literacy. Jurnal Penelitian Pendidikan IPA, 9(9), 7189–7195. https://doi.org/10.29303/jppipa.v9i9.5401

Zulkarnain, Z., Heleni, S., & Thahir, M. (2020). Digital literacy skills of math students through e-learning in COVID-19 era: A case study in Universitas Riau. Journal of Physics: Conference Series, 1663(1). https://doi.org/10.1088/1742-6596/1663/1/012015

Author Biographies

Eny Enawaty, Tanjungpura University, Pontianak

Ira Lestari, Tanjungpura University, Pontianak

Nadila, Tanjungpura University, Pontianak

Fadhil Alwa Faridy, Tanjungpura University, Pontianak

Rizki Furqanul Ichsan, Tanjungpura University, Pontianak

Downloads

Download data is not yet available.

How to Cite

Enawaty, E., Lestari, I., Nadila, Faridy, F. A., & Ichsan, R. F. (2025). Development of Digital Literacy Based Game Cards on Hydrocarbon Material. Jurnal Penelitian Pendidikan IPA, 11(1), 45–51. https://doi.org/10.29303/jppipa.v11i1.9775