Pemanfaatan Game Scratch sebagai Media Pembelajaran Interaktif di SD Inpres Waharia

Low student learning motivation in conventional teaching remains a major challenge in elementary education, especially in regions with limited access to educational technology. This study aims to develop and evaluate the effectiveness of interactive learning media based on games created with the Scratch application to improve learning motivation among fourth-grade students at SD Inpres Waharia. The research employed a Research and Development (R&D) approach with a prototyping model, encompassing stages of needs analysis, media design, prototyping, implementation, and evaluation through limited trials. Data collection involved student engagement observations, teacher interviews, and validation sheets from media and subject experts. The results indicated that the use of Scratch significantly enhanced students’ attention and active participation, creating a more enjoyable and engaging learning atmosphere. Teachers acknowledged that the media supported visual and interactive material delivery, accelerating students’ understanding of key concepts. Therefore, Scratch-based media is a promising alternative for innovative learning tools, aligning with 21st-century educational needs and supporting digital transformation policies in elementary education.

Authors

Publication Details

Journal
Jurnal Publikasi Teknik Informatika
Published
2025-09-30
DOI
https://doi.org/10.55606/jupti.v4i3.5577
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Pemanfaatan Game Scratch sebagai Media Pembelajaran Interaktif di SD Inpres Waharia

Gunawan Prayitno, Merlin Tandi Pakila, Arief Rahman Hakim
Jurnal Publikasi Teknik Informatika
Educational Methods and Media Use
article

Pemanfaatan Game Scratch sebagai Media Pembelajaran Interaktif di SD Inpres Waharia

Gunawan Prayitno, Merlin Tandi Pakila, Arief Rahman Hakim
article en

Abstract

Low student learning motivation in conventional teaching remains a major challenge in elementary education, especially in regions with limited access to educational technology. This study aims to develop and evaluate the effectiveness of interactive learning media based on games created with the Scratch application to improve learning motivation among fourth-grade students at SD Inpres Waharia. The research employed a Research and Development (R&D) approach with a prototyping model, encompassing stages of needs analysis, media design, prototyping, implementation, and evaluation through limited trials. Data collection involved student engagement observations, teacher interviews, and validation sheets from media and subject experts. The results indicated that the use of Scratch significantly enhanced students’ attention and active participation, creating a more enjoyable and engaging learning atmosphere. Teachers acknowledged that the media supported visual and interactive material delivery, accelerating students’ understanding of key concepts. Therefore, Scratch-based media is a promising alternative for innovative learning tools, aligning with 21st-century educational needs and supporting digital transformation policies in elementary education.

Jurnal Publikasi Teknik InformatikaVol. 4(3)
Openalex Percentile: Top 57%
Educational Methods and Media Use
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