DEVELOPMENT OF ORBITOPOLY GAME MEDIA ON DISASTER MITIGATION SUBJECT TO EMPOWER SCIENCE LITERACY OF EIGHTH GRADE STUDENTS. Erlina Ferdiana1, Lina Mahardiani1,2,*, Supurwoko1, Bayu Antrakusuma1
UNS
Abstract
The demands of the 21st century highlight the importance of scientific literacy as an essential skill for students. However, the 2022 PISA results show that the scientific literacy of Indonesian students remains relatively low. One of the contributing factors is the lack of interactive and contextual learning media. To address this issue, this study aims to: (1) identify the characteristics of the Orbitopoly Game on disaster mitigation to enhance the scientific literacy of eighth-grade students, (2) examine the feasibility of its implementation, and (3) analyze students^ and teachers^ responses to the Orbitopoly Game. This research is a development study using the ADDIE model, carried out up to the implementation stage. The research subjects consisted of 28 eighth-grade students and 2 science teachers. The instruments used included a needs analysis questionnaire, expert validation sheets, and response questionnaires. The findings indicate that the Orbitopoly Game is interactive, visual, user-friendly, and enjoyable, making it suitable for contextual science learning. Validation by two content experts and two media experts yielded scores of 0.90 and 0.93, respectively, categorized as highly feasible. Student responses averaged 88.50%, while teacher responses reached 90.6%, both falling into the very good category. These results indicate a highly positive reception toward the developed media. Therefore, the Orbitopoly Game is considered feasible to be used as an alternative science learning medium to foster scientific literacy through active and engaging learning experiences.