SCRATCH GAMIFICATION IN IPAS LEARNING FOR GRADE V ELEMENTARY SCHOOL STUDENTS

This research seeks to evaluate the feasibility of Scratch Gamification learning media in learning IPAS and to assess their effectiveness in enhancing student IPAS learning outcomes after implementing learning. The study addresses challenges such as students’ difficulty in grasping IPAS concepts and the lack of technology-integrated learning resources. A Research and Development (R&D) approach was applied, utilizing the 4D of four phases: definition, design, development, and dissemination. Data were collected through expert validation, and learning outcomes tests and analyzed quantitatively and statistically. The validation results showed that media experts awarded a score of 96%, while material experts gave a score of 93%, both of which fall under the "Very Feasible" category. Student learning outcomes showed a marked improvement following the use of Scratch Gamification as a media with the average pre-test score recorded at 51.25 and the post-test average rising to 87.75. The resulting N-Gain value of 0.75 falls within the high category. These findings indicate that Scratch Gamification is an effective and appropriate tool for enhancing student learning outcomes in IPAS instruction.

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Publication Details

Journal
JURNAL PENDIDIKAN GLASSER
Published
2025-10-15
DOI
https://doi.org/10.32529/glasser.v9i2.4253
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
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article

SCRATCH GAMIFICATION IN IPAS LEARNING FOR GRADE V ELEMENTARY SCHOOL STUDENTS

Endang Wahju Andjariani, Mochammad Ludfy Hadis Maqfiro, Feryawan Wahyu Dwiyanto
JURNAL PENDIDIKAN GLASSER
Sports and Physical Education Research
article

SCRATCH GAMIFICATION IN IPAS LEARNING FOR GRADE V ELEMENTARY SCHOOL STUDENTS

Endang Wahju Andjariani, Mochammad Ludfy Hadis Maqfiro, Feryawan Wahyu Dwiyanto
article en

Abstract

This research seeks to evaluate the feasibility of Scratch Gamification learning media in learning IPAS and to assess their effectiveness in enhancing student IPAS learning outcomes after implementing learning. The study addresses challenges such as students’ difficulty in grasping IPAS concepts and the lack of technology-integrated learning resources. A Research and Development (R&D) approach was applied, utilizing the 4D of four phases: definition, design, development, and dissemination. Data were collected through expert validation, and learning outcomes tests and analyzed quantitatively and statistically. The validation results showed that media experts awarded a score of 96%, while material experts gave a score of 93%, both of which fall under the "Very Feasible" category. Student learning outcomes showed a marked improvement following the use of Scratch Gamification as a media with the average pre-test score recorded at 51.25 and the post-test average rising to 87.75. The resulting N-Gain value of 0.75 falls within the high category. These findings indicate that Scratch Gamification is an effective and appropriate tool for enhancing student learning outcomes in IPAS instruction.

JURNAL PENDIDIKAN GLASSERVol. 9(2)
Delta Air Lines (United States) (US), Universitas PGRI Semarang (ID)
Openalex Percentile: Top 54%
Sports and Physical Education Research
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