Penelitian ini bertujuan untuk memperoleh permainan Chemistry Adventure yang layak sebagai media pembelajaran pada materi Ikatan Kimia kelas X SMA. Kelayakan permainan Chemistry Adventure ditinjau dari aspek validitas, kepraktisan, dan keefektifan. Validitas ditinjau dari validitas isi dan konstruk yang didapatkan dari hasil validasi oleh 3 ahli, kepraktisan didapatkan dari hasil observasi aktivitas dan angket respon peserta didik, sedangkan keefektifan didapatkan dari hasil belajar dan minat belajar peserta didik. Metode penelitian yang digunakan adalah penelitian dan pengembangan yang dilakukan hingga tahap uji coba terbatas. Uji coba terbatas dilakukan di kelas X MIPA 7 SMA Negeri 1 Sidoarjo. Hasil validitas isi dan konstruk masing-masing setiap aspeknya diperoleh persentase 73,33% hingga 86,67% dengan kategori valid hingga sangat valid. Hasil observasi aktivitas peserta didik menunjukkan aktivitas relevan dengan perolehan persentase sebesar 88,06% dan respon peserta didik diperoleh persentase sebesar 89%. Hasil belajar peserta didik menunjukkan ketuntasan klasikal sebesar 90,91% dan minat belajar peserta didik tergolong tinggi dengan persentase rata-rata sebesar 83,76%. Berdasarkan hasil penelitian dapat disimpulkan bahwa permainan Chemistry Adventure yang dikembangkan layak digunakan sebagai media pembelajaran.
This research aims to get feasible Chemistry Adventure game as a learning media on Chemical Bonding for 10th grade of high school. The feasibility of Chemistry Adventure game is viewed from three criteria that are validity, practicality, and effectiveness. The validity is determined from results of the assessment by three validators of contents and construct validity, the practicality is determined by results of activities observation and response questionnaire of student, while the effectiveness is determined from the learning outcome of students and interest to learn of students. This research method uses Research and Development (R&D) was carried out until limited trial step. The trial was done in class 10th Sidoarjo 1 High School, East Java. The result of content and construct validity for every aspect obtained percentage of 73.33% to 86.67% which means valid to very valid. The result of activity observation of students shows relevant activity that obtained percentage of 88.06% and response of students obtained percentage of 89%. Learning outcome of students shows classical completeness of 90.91% and the interest to learn of students was classified as high with average percentage of 83.76%. Based on the research result can be concluded that Chemistry Adventure game is feasible to be used as learning media.