Needs Analysis for Game-Based Learning Integration: Developing Blooket Media for Teaching Matter and Its Changes in Junior High School

Main Article Content

Putri Rahma
M. Hidayat
Erlida Amnie

Abstract

Background: Junior high school students often struggle with the abstract concepts of physics, particularly in the topic of Matter and Its Changes. This study aims to analyze the need for integrating Blooket, a game-based learning platform, to address these learning difficulties. Methods: A mixed-methods approach was employed, combining semi-structured interviews with two science teachers and a needs assessment questionnaire administered to 26 eighth-grade students at Adhyaksa 1 Junior High School in Jambi. Qualitative data were analyzed thematically, while quantitative data were processed descriptively. Results: The findings indicate that 88.5% of students experience difficulties in learning physics, with 61.5% identifying Matter and Its Changes as the most challenging topic. Key contributing factors included abstract material (30.8%), unclear explanations (38.5%), and lack of real-life examples (26.9%). Conversely, student interest in game-based learning was very high: 92.3% expressed interest in using Blooket, and 57.7% believed educational games enhance learning activity. Teacher support and high digital device accessibility (96.2%) further support its feasibility. Conclusion: There is a strong need for interactive, game-based media like Blooket to bridge the gap between students' learning difficulties and their high interest in engaging methods. This media is proposed as a potential solution to visualize abstract concepts and increase motivation in physics education.

Article Details

How to Cite
Rahma, P., M. Hidayat, & Erlida Amnie. (2026). Needs Analysis for Game-Based Learning Integration: Developing Blooket Media for Teaching Matter and Its Changes in Junior High School. Journal of Advances in Physics Education, 2(1), 1–15. https://doi.org/10.23960/jape.v2i1.1313
Section
Articles

References

Adiningsih, K. R., & Sulur. (2024). Efektivitas Penerapan Permainan Blooket Sebagai Media Digital Terhadap Pembelajaran Ipa Pada Siswa Kelas VII SMP Negeri 3 Malang Kata kunci Efektivitas Blooket IPA. Jurnal MIPA Dan Pembelajarannya, 4(4), 1–9. https://doi.org/10.17977/um067.v4.i4.2024.5.

Aiken, L. R. (1985). Three coefficients for analyzing the reliability and validity of ratings. Educational and Psychological Measurement, 45(1), 131–142. https://psycnet.apa.org/doi/10.1177/0013164485451012.

Azizah Siti Lathifah, Khoirunisa Hardaningtyas, Pratama, Z. A., & Moewardi, I. (2024). Penerapan Teori Belajar Konstruktivisme dalam Meningkatkan Keaktifan dan Hasil Belajar Siswa. DIAJAR: Jurnal Pendidikan Dan Pembelajaran, 3(1), 36–42. https://doi.org/10.54259/diajar.v3i1.2233.

Creswell, J. W., & Creswell, J. D. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (5th ed.). SAGE Publications.

Creswell, J. W., & Plano Clark, V. L. (2018). Designing and Conducting Mixed Methods Research (3rd ed.). SAGE Publications.

Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. Psychometrika, 16(3), 297–334. https://psycnet.apa.org/doi/10.1007/BF02310555.

Denzin, N. K., & Lincoln, Y. S. (Eds.). (2018). The SAGE Handbook of Qualitative Research (5th ed.). SAGE Publications.

Eka, M. (2020). Hakikat Fisika dan Keterampilan Proses Sains. Jurnal Filsafat Indonesia, 3(3), 72–80. https://doi.org/10.23887/jfi.v3i3.22195.

Febriana, N., & Pujosusanto, A. (2023). Pengembangan Latihan Soal Keterampilanmembaca Bahasa Jerman Kelas XI Sma Semester Ii Di Media Blooket. E-Book Journal Laterne, 12(02), 2.

Fetters, M. D., Curry, L. A., & Creswell, J. W. (2013). Achieving integration in mixed methods designs—principles and practices. Health Services Research, 48(6pt2), 2134–2156. https://doi.org/10.1111/1475-6773.12117.

Hasan, M. F., Monita, D., & Hayati, K. N., (2021). Guru di Era Digital (Inovasi dan Strategi Pembelajaran Gen Alpha dan Gen Z). Publisher: Cipta Gading Artha. OI:10.5281/zenodo.16214908.

Johnstone, A. H. (1991). Why is science difficult to learn? Things are seldom what they seem. Journal of Computer Assisted Learning, 7(2), 75–83. https://doi.org/10.1111/j.1365-2729.1991.tb00230.x.

Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic Inquiry. SAGE Publications.

Miles, M. B., Huberman, A. M., & Saldana, J. (2020). Qualitative Data Analysis: A Methods Sourcebook (4th ed.). SAGE Publications.

Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. https://psycnet.apa.org/doi/10.1111/j.1467-9620.2006.00684.x.

Nur, N., Hanan, E., & Hasanudin, I. (2023). Model Pembelajaran Kooperatif Team Game Tournament Berbasis Media Digital Blooket untuk Mengembangkan Motivasi dan Hasil Belajar Pendidikan Pancasila. 4(3), 259–273.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://psycnet.apa.org/doi/10.1080/00461520.2015.1122533.

Rahmasari, S. (2019). Penguasaan Konsep Aljabar Dan Aritmatika Untuk Menyelesaikan Soal-Soal Fisika Dasar. Math Didactic: Jurnal Pendidikan Matematika, 5(1), 65 – 74.

Rozi F., Fajri Z., Yulia and Nuraini P. I. (2024). Penggunaan Metode Question Student Have Dalam Meningkatkan Keaktifan Belajar Siswa. Jurnal Pendidikan, 10(1), 2548–4419. https://doi.org/10.55210/attalim.v10i1.1444.

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://psycnet.apa.org/doi/10.1037/0003-066X.55.1.68.

Saba, S. S. (2024). Pemanfaatan game edukasi untuk meningkatkan minat dan pemahaman siswa dalam pembelajaran sains. JSE Journal Sains and Education, 2(02), 33–39. https://doi.org/10.59561/jse.v2i02.380.

Scherer, R., Siddiq, F., & Tondeur, J. (2019). The Technology Acceptance Model (TAM): A Meta-Analytic Structural Equation Modeling Approach to Explaining Teachers’ Adoption of Digital Technology in Education. Computers & Education, 128, 13-35.

https://doi.org/10.1016/j.compedu.2018.09.009

Sweller, J., van Merriënboer, J. J. G., & Paas, F. (2019). Cognitive Architecture and Instructional Design: 20 Years Later. Educational Psychology Review, 31(2), 261–292. https://psycnet.apa.org/doi/10.1007/s10648-019-09465-5.

Syalwa, A. T., Shaff, C. A., & Huda, A. N. (2025). Peningkatan Pembelajaran Active Learning Melalui Media Digital Dan Aplikasi Blooket Dalam Memahami Materi Hakikat Mencintai Allah Swt ., Khauf , Raja ’, Dan Tawakal Kepada-Nya Pada Siswa Kelas X Di Sman 1 Telagasari. Qolamuna: Keislaman, Pendidikan, Literasi Dan Humaniora, 2(1), 231-242. https://jurnal.qolamuna.id/index.php/JQ/article/view/184.

Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach's alpha. International Journal of Medical Education, 2, 53–55. http://dx.doi.org/10.5116/ijme.4dfb.8dfd.

Tebriani, S. (2020). Filosofi dalam Islamisasi Pembelajaran Fisika. Natural Science: Jurnal Penelitian Bidang IPA Dan Pendidikan IPA, 6(2), 190–196. https://doi.org/10.15548/nsc.v6i2.1832.

Zahara, L., Suastra, I. W., Atmaja, A. W. T., & Tika, I. N. (2024). Perspektif Filsafat Pendidikan Dalam Mengembangkan Pemahaman Konsep Fisika. CONSILIUM Journal : Journal Education and Counseling, 5(1), 257–267. https://doi.org/10.36841/consilium.v5i1.5507.