Abstract
The learning process is strongly influenced by student motivation, which plays an important role in determining instructional effectiveness. Learning methods that tend to be monotonous, such as lectures or excessive assignments, may negatively affect students’ understanding. Therefore, more interactive and enjoyable approaches are needed to improve student participation and learning outcomes. One model that can be applied is game-based learning, such as Teams Games Tournament (TGT). This study developed instructional materials using the Design Thinking method, which considers emotional, aesthetic, and interaction-related aspects between the system and its users. The main objective was to develop the Domino Adventure game medium to improve student engagement and learning outcomes in the topic of changes in states of matter. Data were collected through questionnaires, interviews, and pretest–posttest assessments. The quantitative data included evaluations from subject-matter and media experts, practicality ratings, and student learning outcomes. Validation of the Domino Adventure game produced an average score of 84.82%, indicating that the product was highly valid. The practicality test yielded an average score of 94.48%, showing that the product was highly practical, while the N-gain score of 68.72% indicated that the medium was moderately effective.
First Page
495
Last Page
510
Recommended Citation
Putri, R.,
Solikhah, A.,
Yustiani, I.,
Qoiriyah, M.,
Setiyani, R.,
Supriyadi, S.,
&
Sulistina, O.
(2025).
Pengembangan Domino Adventure dengan Model Teams Games Tournament melalui Pendekatan Design Thinking pada Pembelajaran Perubahan Wujud Zat Kelas VIII.
Journal of Innovation and Teacher Professionalism, 3(3), 495-510.
DOI: https://doi.org/10.17977/um084v3i32025p495-510
Available at:
https://citeus.um.ac.id/jitpro/vol3/iss3/1
