NEEDS ANALYSIS OF QUARTET CARDS IN HISTORY LEARNING OF CLASS X AT SMA GAMA YOGYAKARTA
Abstract
This research aims to develop and test the feasibility of an innovative learning medium in the form of QR Code-based Quartet Cards for history learning, specifically on the Hindu-Buddhist Kingdoms in the Indonesian Archipelago, for 10th-grade social studies students at GAMA High School in Yogyakarta. The background of this research is based on low student interest and engagement in history learning, which is often perceived as boring and difficult to understand and remember historical figures and events. The method used was Research and Development (R&D), referring to the Sugiyono model, which includes six stages: identifying potential and problems, data collection, product design, design validation, design improvement, and product testing. The study subjects included 19 10th-grade social studies students and a history teacher. Data were collected through observation, interviews, and a 16-item questionnaire. Data were then analyzed descriptively using quantitative and qualitative methods.
The validation results by media experts and material experts indicated that the product was in the feasible to very feasible category for use. The trial results showed that student responses to the media were positive, with 52.96% in the excellent category, 35.86% in the good category, 9.21% in the adequate category, and 1.97% in the poor category. These findings indicate increased student engagement and positive acceptance of the developed learning media. The novelty of this media lies in the integration of the quartet card game with QR Code technology, which is directly connected to the learning video, allowing students not only to play but also to access visual and contextual explanations of the material. This integration facilitates student understanding of the history material and creates a more interactive and meaningful learning experience. Thus, QR Code-based Quartet Cards have the potential to become an alternative learning medium that is innovative, interactive, and relevant to the needs of learning in the digital age.
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DOI: https://doi.org/10.17509/mimbardik.v11i2.100213
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