Development and effectiveness of multimedia interactive learning Scratch Wabimendu (World Indonesian Cultural Heritage)

Introduction Using digital technologies helps enhance learners' interest and participation in classes such as Integrated Natural and Social Sciences (IPAS). The purpose of this study is to create animated interactive learning multimedia using Scratch that aims to teach Indonesian cultural heritages that have received international acknowledgment in a stylized and engaging way. Methods The research and development (R&D) of the interactive learning multimedia, Scratch Wabimendu, was conducted using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The effectiveness of the intervention was evaluated through a quasi-experimental study employing a non-equivalent control group design. Data were collected through in-depth interviews with three experts in game-based learning, education, and software development. Results Experts reported that the implementation of Scratch Wabimendu MIL (Multimedia Interactive Learning) resulted in increased engagement, motivation, and comprehension among learners. The findings also revealed that the media was successfully developed, and students who were exposed to it exhibited significant improvements in learning outcomes. Inferential analyses demonstrated these improvements, with normalized gains of 0.493 for the experimental group and 0.209 for the control group ( p < 0.001), accompanied by a substantial effect size (Cohen's d > 1.726). Discussion Thus, Scratch Wabimendu has been well developed and serves as an effective instructional media for enhancing the learning outcomes of learners while fostering a greater understanding of Indonesia's cultural history and heritage.

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Publication Details

Journal
Frontiers in Education
Published
2025-10-08
DOI
https://doi.org/10.3389/feduc.2025.1628412
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Development and effectiveness of multimedia interactive learning Scratch Wabimendu (World Indonesian Cultural Heritage)

Hisbulloh Als Mustofa, Anita Rahmawati, Nur Fajrie, Mohamed Nor Azhari Azman et al.
Frontiers in Education
Educational Games and Gamification
article

Development and effectiveness of multimedia interactive learning Scratch Wabimendu (World Indonesian Cultural Heritage)

Hisbulloh Als Mustofa, Anita Rahmawati, Nur Fajrie, Mohamed Nor Azhari Azman, Ika Ari Pratiwi
article en

Abstract

Introduction Using digital technologies helps enhance learners' interest and participation in classes such as Integrated Natural and Social Sciences (IPAS). The purpose of this study is to create animated interactive learning multimedia using Scratch that aims to teach Indonesian cultural heritages that have received international acknowledgment in a stylized and engaging way. Methods The research and development (R&D) of the interactive learning multimedia, Scratch Wabimendu, was conducted using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The effectiveness of the intervention was evaluated through a quasi-experimental study employing a non-equivalent control group design. Data were collected through in-depth interviews with three experts in game-based learning, education, and software development. Results Experts reported that the implementation of Scratch Wabimendu MIL (Multimedia Interactive Learning) resulted in increased engagement, motivation, and comprehension among learners. The findings also revealed that the media was successfully developed, and students who were exposed to it exhibited significant improvements in learning outcomes. Inferential analyses demonstrated these improvements, with normalized gains of 0.493 for the experimental group and 0.209 for the control group ( p < 0.001), accompanied by a substantial effect size (Cohen's d > 1.726). Discussion Thus, Scratch Wabimendu has been well developed and serves as an effective instructional media for enhancing the learning outcomes of learners while fostering a greater understanding of Indonesia's cultural history and heritage.

Frontiers in EducationVol. 10
Sultan Idris Education University (MY), Muria Kudus University (ID)
Openalex Percentile: Top 70%
Educational Games and Gamification
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