EFEKTIVITAS GAME SCRATCH INTERAKTIF PADA PEMBELAJARAN ALGORITMA PEMROGRAMAN TERHADAP PEMAHAMAN MAHASISWA

Puspa Dwi Setyorini, Ramona Aprilia Yuniar, Isnaeni Kholifatun, Mutiara Sofia Ramadhani, Dicky Anggriawan Nugroho

Abstract


This study aims to determine the effectiveness of the interactive game-based learning media Scratch in improving students’ understanding of programming algorithms at K.H. Abdurrahman Wahid State Islamic University in Pekalongan. The study used a descriptive, quantitative approach with a purposive sampling technique, involving 50 students enrolled in the Algorithms and Programming course. Data were obtained through pre-test and post-test questionnaires using a five-level Likert scale to measure conceptual understanding before and after using Scratch. Data were analyzed using descriptive statistics, including Normalized Gain (N-Gain), to determine improvements in learning outcomes. The results showed an increase in the average score from 27 to 49, with an N-Gain of 0.58, indicating a moderate effect. These findings indicate that Scratch can improve logical thinking skills and student engagement through visual, game-based learning experiences. This study concludes that visual-based learning media, such as Scratch, are effective in bridging abstract programming concepts to practical understanding and contribute to the development of learning innovation in higher education.

Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran berbasis game interaktif Scratch dalam meningkatkan pemahaman mahasiswa terhadap algoritma pemrograman di Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan. Penelitian menggunakan pendekatan kuantitatif deskriptif dengan teknik purposive sampling terhadap 50 mahasiswa yang telah menempuh mata kuliah Algoritma dan Pemrograman. Data diperoleh melalui kuesioner pre-test dan post-test menggunakan skala Likert lima tingkat untuk mengukur tingkat pemahaman konseptual sebelum dan sesudah penggunaan Scratch. Analisis data dilakukan secara statistik deskriptif dengan menghitung Normalized Gain (N-Gain) untuk mengetahui peningkatan hasil belajar. Hasil penelitian menunjukkan adanya peningkatan nilai rata-rata dari 27 menjadi 49 dengan nilai N-Gain sebesar 0,58 yang termasuk kategori sedang. Temuan ini menunjukkan bahwa Scratch mampu meningkatkan kemampuan berpikir logis dan keterlibatan mahasiswa melalui pengalaman belajar visual dan berbasis permainan. Penelitian ini menyimpulkan bahwa media pembelajaran berbasis visual seperti Scratch efektif dalam menjembatani konsep pemrograman yang abstrak menuju pemahaman yang aplikatif, serta memberikan kontribusi terhadap pengembangan inovasi pembelajaran di perguruan tinggi


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DOI: https://doi.org/10.56486/jeis.vol6no1.1040

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