Development and Feasibility of BIOSTACKO, a Game-Based Biology Learning Media Integrating Religious Values for Biodiversity in Senior High School
DOI:
https://doi.org/10.60005/ijlens.v3i1.153Keywords:
BIOSTAKO, game-based learning, biodiversity, religious values, biology learning media, 4D modelAbstract
This study aimed to develop BIOSTACKO, a game-based biology learning media integrating religious values for biodiversity material in senior high school, and to determine its feasibility and practicality. The study employed a Research and Development (R&D) approach using the 4D model, which includes define, design, develop, and limited disseminate stages. The product was validated by a material expert, a media expert, and a religious expert, and its practicality was assessed through responses from one biology teacher and students in a limited classroom trial. The validation results showed that BIOSTACKO obtained scores of 97% from the material expert, 88% from the media expert, and 95% from the religious expert, indicating that the product was highly feasible. The practicality test showed scores of 98% from the teacher and 92% from students, indicating that the media was highly practical for classroom use. These findings suggest that BIOSTACKO is a feasible and practical alternative learning media for biodiversity material that may support student engagement, conceptual understanding, and the integration of religious values in biology learning.
References
Greipl, S., Moeller, K., & Ninaus, M. (2020). Potential and limits of game-based learning. International Journal of Technology Enhanced Learning, 12(4), 363-389. https://doi.org/10.1504/IJTEL.2020.110047
Jayantika, I. G. N., & Putri, N. M. R. P. (2023). Penerapan game based learning dalam pembelajaran biologi untuk meningkatkan kreativitas siswa. Emasains: Jurnal Edukasi Matematika dan Sains. https://doi.org/10.5281/zenodo.7900617
Kumala, S. A., Sumarni, R. A., & Widiyatun, F. (2020). Pengembangan media pembelajaran menggunakan Uno Stacko pada materi fisika kelas X. Navigation Physics: Journal of Physics Education, 2(1), 14–20. https://doi.org/10.30998/npjpe.v2i1.269
Mukarromah, A., & Andriana, M. (2022). Peranan guru dalam mengembangkan media pembelajaran. Journal of Science and Education Research, 1(1), 43–50. https://jurnal.insanmulia.or.id/index.php/jser/
Putri, N. M. R. P., & Jayantika, I. G. N. T. (2022). Game-based learning: Strategi peningkatan hasil belajar biologi siswa kelas XI MIPA di SMA Negeri 1 Kuta Utara. Jurnal Santiaji Pendidikan (JSP), 13(2). https://doi.org/10.36733/jsp.v13i2.7004
Reni, S., Asbari, M., & Ramadhan, M. B. (2024). Pendidikan yang Membebaskan. Journal of Information Systems and Management (JISMA), 3(4), 5-11. https://doi.org/10.70508/literaksi.v1i01.439
Safitri, R. R., Rahmania, U. G., Putri, A. F., & Jumadi, J. (2025). The impact of game-based learning on student competencies in science: A systematic review. Jurnal Pendidikan dan Kebudayaan, 10(1), 116–136. https://doi.org/10.24832/jpnk.v10i1.5188
Sholeh, M. I. S. (2024). Penerapan game edukasi dalam pembelajaran biologi untuk meningkatkan minat siswa di MAN Tulungagung. SEARCH: Science Education Research Journal, 3(1), 1–14. https://doi.org/10.47945/search.v3i1.1541
Sifa, N. N., Listiawati, M., & Maspupah, M. (2024, October). Media Pembelajaran Bioedutaiment Uno Stacko Biologi (USBI) Berbasis Kemampuan Pemecahan Masalah Materi Keanekaragaman Hayati. In Pena Masum Sujai Inspire Conference (Vol. 1, pp. 150-159).
Sudjana. (2005). Metode statistika. Bandung: Tarsito.
Whitton, N. (2012). The place of game based learning in an age of austerity. Electronic Journal of E-learning, 10(2), pp249-256.
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2026 Early Deswita Uzla, Achmad Ali Fikri

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


