The Contribution of Interactive Card Game-Based Learning Media in Stimulating Student Learning Motivation

Authors

  • Syifaul Azri Family Welfare Study Program, Faculty of Tourism and Hospitality, Padang State University, Indonesia
  • Cici Andriani Family Welfare Study Program, Faculty of Tourism and Hospitality, Padang State University, Indonesia
  • Wiwik Gusnita Family Welfare Study Program, Faculty of Tourism and Hospitality, Padang State University, Indonesia
  • Nurhasanah Family Welfare Study Program, Faculty of Tourism and Hospitality, Padang State University, Indonesia

Keywords:

Card Game Learning Media, Learning Motivation, Game Based-Learning

Abstract

Student learning motivation plays a crucial role in achieving successful learning outcomes, particularly in vocational education where theoretical knowledge must be integrated with practical competencies. However, theoretical instruction in the Basics of the Culinary Expertise Program is frequently delivered using conventional teacher-centered approaches, resulting in limited student participation and declining learning motivation. This study aimed to examine the relationship between the use of interactive card game learning media and the learning motivation of tenth-grade Culinary students at SMK Negeri 1 Pasaman. A quantitative correlational research design was employed involving all 65 students in the population through a total sampling technique. Data were collected using two structured Likert-scale questionnaires measuring the implementation of interactive card game learning media and students' learning motivation. The research instruments were validated and tested for reliability prior to data collection. Data were analyzed using descriptive statistics, the Shapiro Wilk normality test, the linearity test, Pearson Product Moment correlation analysis, and the coefficient of determination with the assistance of IBM SPSS Statistics version 25. The findings revealed that the implementation of interactive card game learning media was categorized as good (mean = 84.49), while students' learning motivation was categorized as high (mean = 87.83). Pearson correlation analysis demonstrated a positive and statistically significant relationship between the use of interactive card game learning media and learning motivation (r = 0.664, p < 0.001). Furthermore, the coefficient of determination indicated that interactive card game learning media explained 44.1% of the variance in students' learning motivation. These findings suggest that interactive card game learning media represent an effective instructional strategy for promoting active learning, strengthening student motivation, and improving the quality of learning management in vocational education.

References

Al-Said, K. (2023). Influence of teacher on student motivation: Opportunities to increase motivational factors during mobile learning. Education and information technologies, 28(10), 13439-13457. https://doi.org/10.1007/s10639-023-11720-w

Alam, A., & Mohanty, A. (2023). Educational technology: Exploring the convergence of technology and pedagogy through mobility, interactivity, AI, and learning tools. Cogent Engineering, 10(2), 2283282. https://doi.org/10.1080/23311916.2023.2283282

Anggraeni, R., Alamsyah, M. R. N., & Utami, F. P. (2025). Media Permainan Kartu Uno Untuk Meningkatkan Motivasi Belajar Dan Pemahaman Konsep Siswa Pada Materi Perubahan Lingkungan. Didaktika Biologi: Jurnal Penelitian Pendidikan Biologi, 9(1), 11-21. https://doi.org/10.32502/didaktikabiologi.v9i1.202

Fenezia, F., & Armiati, A. (2025). The effectiveness of the team games tournament (TGT) cooperative learning model supported by digital interactive media: A systematic literature review. Indonesian Journal of Education and Social Studies, 4(3), 324-336.

Fernando, Y., Andriani, P., & Syam, H. (2024). Pentingnya motivasi belajar dalam meningkatkan hasil belajar siswa. ALFIHRIS: Jurnal Inspirasi Pendidikan, 2(3), 61-68. https://doi.org/10.59246/alfihris.v2i3.843

Hafiza, H., Fitriani, W. R., & Mariyani, T. (2024). Peningkatan kemampuan kognitif anak usia dini melalui berbagai macam media pembelajaran. Abata: Jurnal Pendidikan Islam Anak Usia Dini, 4(2), 154-167.

Harahap, N. F., Anjani, D., & Sabrina, N. (2021). Analisis artikel metode motivasi dan fungsi motivasi belajar siswa. Indonesian Journal of Intellectual Publication, 1(3), 198-203. https://doi.org/10.51577/ijipublication.v1i3.121

Hoerudin, C. W. (2023). Upaya Meningkatkan Motivasi Belajar Siswa Pada Pembelajaran Bahasa Indonesia Dengan Menggunakan Media Pembelajaran Kartu Huruf. Jurnal Bakti Tahsinia, 1(2), 89-99.

Hsbollah, H. M., & Hassan, H. (2022). Creating meaningful learning experiences with active, fun, and technology elements in the problem-based learning approach and its implications. Malaysian Journal of Learning and Instruction (MJLI), 19(1), 147-181. https://doi.org/10.32890/mjli2022.19.1.6

Ilahude, N. M., Wantu, A., & Lukum, R. (2023). Faktor penghambat motivasi belajar siswa pada mata pelajaran PPKn di SMA Negeri 1 Popayato Kabupaten Pohuwato. Jurnal Kewarganegaraan, 7(2), 2294-2303. https://doi.org/10.31316/jk.v7i2.5702

Isnania, H., & Narulita, E. (2023). Pengaruh penggunaan media kartu kuartet terhadap hasil dan motivasi belajar siswa SMP dalam pembelajaran IPA. LENSA (Lentera Sains): Jurnal Pendidikan IPA, 13(1), 39-46. https://doi.org/10.24929/lensa.v13i1.295

Jiang, M. Y. C., Jong, M. S. Y., Lau, W. W. F., Chai, C. S., Liu, K. S. X., & Park, M. (2022). A scoping review on flipped classroom approach in language education: Challenges, implications and an interaction model. Computer Assisted Language Learning, 35(5-6), 1218-1249. https://doi.org/10.1080/09588221.2020.1789171

Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating augmented reality, gamification, and serious games in computer science education. Education Sciences, 13(6), 618. https://doi.org/10.3390/educsci13060618

Makbul, M. (2021). Metode pengumpulan data dan instrumen penelitian.

Maulana, I., Husain, M. T., & Hanif, M. M. (2025). Peran Motivasi Intrinsik dan Ekstrinsik dalam Upaya Meningkatkan Minat Belajar Siswa. Al-Ilmiya: Jurnal Pendidikan Islam, 1(3), 746-750.

Mavroudi, A., Almeida, T., Frennert, S., Laaksolahti, J., & Viberg, O. (2022). A card game for designing activities for technology-enhanced learning in higher education. Education and Information Technologies, 27(2), 2367-2383. https://doi.org/10.1007/s10639-021-10668-z

Meirani, M. (2021). Analisis Penggunaan Jenis-Jenis Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa Di SMP Negeri 15 Kota Bengkulu. Jurnal Economic Edu, 1(2).

Mollick, E., & Mollick, L. (2023). Assigning AI: Seven approaches for students, with prompts. arXiv preprint arXiv:2306.10052. https://doi.org/10.48550/arXiv.2306.10052

Muin, M. P. (2023). Metode penelitian kuantitatif.

Muthiyan, G., Kasat, P., Vij, V., Solanki, R. S., Sontakke, B., & Solanki IV, R. S. (2023). Effectiveness of an innovative card game as a supplement for teaching factual content to medical students: a mixed method study. Cureus, 15(10).

Mutiara, N. (2025). Interactive Card Game Media to Improving Understanding of The Prophet's Morals at SD Negeri Kuning Atas. Journal of Indonesian Teacher Development and Reflection, 1(2), 25-34. https://doi.org/10.62945/jitdr.v1i2.226

Pahi, K., Hawlader, S., Hicks, E., Zaman, A., & Phan, V. (2024). Enhancing active learning through collaboration between human teachers and generative AI. Computers and Education Open, 6, 100183. https://doi.org/10.1016/j.caeo.2024.100183

Prasetyo, Y. D. (2023). Pengaruh Media Pembelajaran Terhadap Motivasi Belajar Siswa Sma Negeri 01 Anak Ratu Aji (Doctoral dissertation, IAIN Metro).

Putra, L. D., Arlinsyah, N. D., Ridho, F. R., Syafiqa, A. N., & Annisa, K. (2024). Pemanfaatan Wordwall pada Model Game Based Learning terhadap Digitalisasi Pendidikan Sekolah Dasar. Jurnal Dimensi Pendidikan Dan Pembelajaran, 12(1), 81-95. https://doi.org/10.22373/pjp.v11i2.14133

Putra, P. A. N. (2024). Penerapan Pembelajaran Berbasis Permainan (Game-Based Learning) Pada Teori Konstruksi Bangunan. Jurnal Salome: Multidisipliner Keilmuan, 2(2), 813-818.

Rafiq, R., Matthews, H., Abedalreza, D., Yahya, F., & Jones, M. A. (2025). Card games are effective tools to enhance foundation year health and safety inductions. FEBS Open bio, 15(12), 2080-2095. https://doi.org/10.1002/2211-5463.70140

Redy Winatha, K., & Made Dedy Setiawan, I. (2020). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar The Effect Of Game-Based Learning Towards The Learning Motivation And Achievement. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198–206.

Reeve, J., & Jang, H. (2022). Agentic engagement. In Handbook of research on student engagement (pp. 95-107). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-031-07853-8_5

Sadiyah, S., Maspupah, M., & Yuliawati, A. (2023). Kemampuan Berpikir Kritis Siswa menggunakan Model Pembelajaran Game-Based Learning (GBL) Berbantu Wordwall pada Materi Ekosistem. Bioedutech: Jurnal Biologi, Pendidikan Biologi, Dan Teknologi Kesehatan, 2(2), 130-140.

Sari, W. N., Murtono, M., & Ismaya, E. A. (2021). Peran guru dalam meningkatkan motivasi dan minat belajar siswa kelas V SDN tambahmulyo 1. Jurnal Inovasi Penelitian, 1(11), 2255-2262.

Skinner, E. A., Kindermann, T. A., Vollet, J. W., & Rickert, N. P. (2022). Complex Social Ecologies and the Development of Academic Motivation: Complex Social Ecologies of Motivational Development. Educational Psychology Review, 34(4), 2129-2165. https://doi.org/10.1007/s10648-022-09714-0

Tursyngozhayev, K., Kavak, N., & Akhmetov, N. K. (2024). Enhancing chemistry education for students through a novel card game: Compound Chain. Journal of Chemical Education, 101(3), 1367-1372. https://doi.org/10.1021/acs.jchemed.3c00983

Vashishth, T. K., Sharma, V., Sharma, K. K., Kumar, B., Chaudhary, S., & Panwar, R. (2024). Transforming classroom dynamics: The social impact of AI in teaching and learning. In AI-enhanced teaching methods (pp. 322-346). IGI Global Scientific Publishing.

Yulianti, D., & Minsih, M. (2022). Pengembangan media pembelajaran kartu pak alam berbasis game edukatif IPS di Sekolah Dasar. Jurnal Basicedu, 6(3), 5086-5096.

Yusuf, M. A. (2024). Motivasi dalam Organisasi; Pengertian Motivasi dan Proses Motivasi; Teori-Teori Motivasi; Penerapan Motivasi dalam Organisasi; Motivasi dan Kinerja. MUTAADDIB: Islamic Education Journal, 2(2), 1-24.

Zhao, D., Muntean, C. H., Chis, A. E., Rozinaj, G., & Muntean, G. M. (2022). Game-based learning: Enhancing student experience, knowledge gain, and usability in higher education programming courses. IEEE transactions on education, 65(4), 502-513.

Zhou, H. (2025). Exploring the dynamic teaching-learning relationship in interactive learning environments. Interactive learning environments, 33(7), 4363-4393. https://doi.org/10.1080/10494820.2025.2462149

Downloads

Published

2026-08-08

How to Cite

Azri, S., Andriani, C. ., Gusnita, W. ., & Nurhasanah, N. (2026). The Contribution of Interactive Card Game-Based Learning Media in Stimulating Student Learning Motivation. Educia Journal, 4(2), 320–334. Retrieved from https://www.scieclouds.com/index.php/ej/article/view/1132