Development of Scratch-Based Educational Games Media to Enhance Natural Sciences and Social Sciences (IPAS) Learning Outcomes in Elementary School

Maya Nur Amalia, Sri Sukasih

Abstract


This study aims to develop scratch-based educational game media to enhance Natural Sciences and Social Sciences (IPAS) Learning Outcomes in Elementary School. The research uses a Research and Development method with the ADDIE model, which has five stages, namely Analyze, Design, Development, Implement, and Evaluate. The subject of this study were fourth-grade elementary school students. Data were collected through questionnaires containing questions and interviews for teachers and students, and observastion of learning. The results of this study showed that scratch-based educational game media can significantly increase student learning outcomes, especially in elementary school IPAS learning. This is evidenced by statistical analysis through a paired sample t-test shows a significant result of 0.000, because the significant result is below 0.05. The development of scratch-based education game media is considered to provide a different learning experience because students can explore learning directly. With the increased participation of students, the learning outcomes obtained will also increase. The practicality of using scratch-based educational game media obtained a score of 86.5%, which indicates that it is very feasible and practical to use.


Keywords


Educational Games; Scratch; Learning Outcomes.

References


Fitri, A., Kusumawardhani, A., Fatimah, K., Setianingsih, N. I., Nursya’bani, K. K., & Rasa, A. A. (2023). ILMU PENGETAHUAN ALAM (M. R. Suryanita, Ed.). Kementrian Pendidikan, Kebudayaan, Riset, Dan Teknologi. https://buku.kemdikbud.go.id

Gustafon, K. L., Branch, & Maribe, R. (2002). Survey of Instructional Development Models (4th ed.). Eric Clearinghouse on Information and Technology.

Habbah, E. S. M., & Sari, L. A. D. (2023). Evaluasi Motivasi Belajar Peserta Didik dalam Mata Pelajaran IPAS Kelas IV di Sekolah Dasar. Jurnal Tonggak Pendidikan Dasar, 2, 193–200. https://doi.org/10.22437/jtpd.v2i2.29172

Hafni Sahir, S. (2021). Metodologi Penelitian (T. Koryati, Ed.; 1st ed.). KBM Indonesia. www.penerbitbukumurah.com

Hakim, M. W. A., & Kasiyun, S. (2024). Penerapan Scratch sebagai Media Pembelajaran Inovatif pada Materi Bangun Ruang Siswa Kelas V Sekolah Dasar. Jurnal Review Pendidikan dan Pengajaran, 7(4), 12487–12493. https://doi.org/10.31004/jrpp.v7i4.34055

Hidayah, S. N., & Prasetyo, T. (2022). Pengembangan Media Game Edukasi Tematik Berbasis Web Wordwall Berpadukan Classroom untuk Meningkatkan Hasil Belajar Siswa Kelas 4 Sekolah Dasar Kata kunci. Jurnal Ilmiah Ilmu Pendidikan, 5(7), 2614–8854. https://doi.org/10.5281/zenodo.524476

Juhaeni, J., Cahyani, E. I., Utami, F. A. M., & Safaruddin, S. (2023). Pengembangan Media Game Edukasi dalam Meningkatkan Hasil Belajar Matematika Kelas III Siswa Madrasah Ibtidaiyah. Journal of Instructional and Development Researches, 3(2), 58–66. https://doi.org/10.53621/jider.v3i2.225

Kudsiyah, S., & Harmanto. (2017). Pengembangan Multimedia Power Point Interaktif Materi Tata Urutan Peraturan Perundangan-Undangan Nasional Kelas VIIID SMPN 1 Jabon. Kajian Moral dan Kewarganegaraan, 5, 1–15. https://doi.org/10.26740/kmkn.v5n01.p%25p

Maola, P. S., & Irianto, D. M. (2023). Development of Interactive Media Scratch-Based Educational Games on Environmental Conservation Materials in Elementary Schools. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 9(4), 1290. https://doi.org/10.33394/jk.v9i4.9254

Mufidah, E., & Lestari, P. D. (2022). PENGEMBANGAN MEDIA GAME EDUKASI UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN IPA KELAS IV. Ibtida’, 3, 186–187. https://doi.org/10.37850/ibtida

Mulyani, Purwati, P. D., & Sabilillah, N. S. (2024). Development of E-Comic Media Assisted by Class Minimum Competency Assessment (AKM) for Enhancing Competency in Elaborating Fairy Tale Messages among Lower Grade Students. KEMBARA Journal of Scientific Language Literature and Teaching, 10(1), 227–244. https://doi.org/10.22219/kembara.v10i1.30847

Nkosi, P. B., & Ramaligela, S. M. (2025). The Use of Educational Technologies for Creative Teaching in South African Technology Classrooms : A Social Constructivist Approach. Jurnal Paedagogy, 12(2), 252–262. https://doi.org/10.33394/jp.v12i2.14886

Pagarra, H., Syawaluddin, A., Krismanto, W., & Sayidiman. (2022). MEDIA PEMBELAJARAN (1st ed.). Badan Penerbit UNM.

Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 21 Tahun 2022 tentang Standar Penilaian Pendidikan pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, dan Jenjang Pendidikan Menengah (2022). https://jdih.kemdikbud.go.id/

Permendikbudristek Nomor 12 Tahun 2024 (2024).

Rayanto, Y. H. (2020). Penelitian pengembangan model addie dan r2d2: teori & praktek. Lembaga Academic & Research Institute.

Rozie, F., & Pratikno, A. S. (2023). MEDIA PEMBELAJARAN DIGITAL DALAM PEMBELAJARAN DI SEKOLAH DASAR. Rena Cipta Mandiri. https://books.google.co.id/books?id=PJCoEAAAQBAJ

Saputro, B. (2021). Best practices penelitian pengembangan (research & development) bidang manajemen pendidikan ipa. Academia Publication.

Sukarelawan, Moh. I., Indratno, T. K., & Ayu, S. M. (2024). N-Gain vs Stacking. Suryacahya.

Sukasih, S. (2021). Digital Literation and Development Emotional Social Skills at Elementary School Students in The Social Era 5.0. In Proceeding, 26.

Wahyuni, S. S., & Solfema. (2020). Pengembangan dan Pemamfaatan Desain Pembelajaran Tematik Terpadu Berbasis Model ASSURE di Sekolah Dasar. EDUKATIF : JURNAL ILMU PENDIDIKAN, 2(3), 221–226. https://doi.org/10.31004/edukatif.v2i3.143

Wibawanto, W. (2020). GAME EDUKASI RPG (ROLE PLAYING GAME) (W. Wibawanto, Ed.; 1st ed.). LPPM UNNES.

Yusuf, M. (2023). Inovasi Pendidikan Abad 21 : Perspektif, Tantangan, dan Praktik Terkini (1st ed.). Selat Media Partners.

Zakiyah, A., Riyanto, Y., & Jacky, M. (2021). PENGEMBANGAN MEDIA GAME EDUKASI KINCIR PINTAR ASEAN MELALUI PEMBELAJARAN DARING UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK KELAS VI SEKOLAH DASAR. Jurnal Education and Development, 9(2), 575–579. https://doi.org/https://doi.org/10.37081/ed.v9i2.2805




DOI: https://doi.org/10.33394/jp.v12i3.15872

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 The Author(s)

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Jurnal Paedagogy

ISSN: 2722-4627 (Online)

Published by Fakultas Ilmu Pendidikan dan Psikologi (FIPP)

Universitas Pendidikan Mandalika (UNDIKMA)

Email: [email protected]

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.