Sri Handayani Siregar
Universitas Islam Negeri Sumatera Utara, Indonesia

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Mindmatch Game Development to Train Students' Visual Cognitive Skills Sri Handayani Siregar; Ali Daud Hasibuan
Journal of Society Counseling Vol. 4 No. 2 (2026): Journal of Society Counseling
Publisher : Scidacplus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59388/josc.v4i2.1067

Abstract

This study aimed to develop the MindMatch Game as an educational game medium for training elementary school students’ visual cognitive abilities and to determine its feasibility and practicality. The study employed a Research and Development (R&D) method using the Four-D (4D) development model, consisting of the Define, Design, Develop, and Disseminate stages; however, the study was limited to the Develop stage. The research subjects consisted of one media expert, one subject-matter expert, one Grade III-C classroom teacher, and 15 Grade III-C students at SDN 101873 Desa Baru. Data were collected through observation, interviews, and questionnaires and were analyzed using descriptive quantitative and qualitative methods. The needs analysis indicated that students’ visual cognitive abilities were in the low category, with a percentage of 37.6%, while the need for game-based media reached 92.27%, indicating that such media were highly needed. The MindMatch Game was developed as a picture-card-based educational game consisting of a user guide, main picture cards, choice cards, distractor cards, a timer, and a bottle flip, with five levels of difficulty. The results of media expert validation improved from 60%, categorized as moderately feasible, to 80%, categorized as feasible, following revision, while subject-matter expert validation yielded a score of 80%, categorized as feasible. The practicality test showed a teacher response of 97.5%, categorized as highly practical, and a student response of 69.70%, categorized as practical. Thus, the MindMatch Game was considered feasible and practical as an alternative game-based medium in elementary schools for providing practice in students’ memory, recognition, concentration, processing speed, and visual accuracy. However, this study did not establish the effectiveness of the medium in improving visual cognitive abilities because it did not employ a pretest-posttest experimental design or a control group.