Abdillah, Sefira Muti Sukma
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Pengembangan Media Pembelajaran Berbasis Animasi Scratch Pada Materi Algoritma Dan Pemrograman Kelas VII SMP Abdillah, Sefira Muti Sukma; Pramudiyanti, Pramudiyanti; Sagala, Margaretha Karolina; Riyanda, Afif Rahman
Journal of Authentic Research Vol. 5 No. 3 (2026): August
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/14e2xz12

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran berbasis animasi Scratch serta mengetahui tingkat validitas, kepraktisan, dan potensi peningkatan hasil belajar peserta didik. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas peserta didik kelas VII SMP Negeri 19 Bandar Lampung yang terbagi menjadi kelas eksperimen dan kelas kontrol. Data dikumpulkan melalui wawancara, angket, dokumentasi, serta tes pre-test dan post-test, kemudian dianalisis menggunakan uji validitas, kepraktisan, N-Gain, normalitas, homogenitas, dan Independent Sample t-test. Hasil penelitian menunjukkan bahwa media memperoleh kategori sangat valid berdasarkan penilaian ahli media (90%) dan ahli materi (92,35%), serta sangat praktis berdasarkan respons guru (92,14%) dan peserta didik (90,18%). Hasil N-Gain menunjukkan peningkatan hasil belajar pada kelas eksperimen dengan kategori tinggi (72%), sedangkan kelas kontrol memperoleh kategori sedang (61%). Namun, hasil Independent Sample t-test menunjukkan bahwa perbedaan hasil belajar antara kedua kelas belum signifikan secara statistik (Sig. = 0,054 > 0,05). Dengan demikian, media pembelajaran berbasis animasi Scratch dinyatakan layak dan praktis digunakan serta berpotensi mendukung peningkatan hasil belajar peserta didik pada materi Algoritma dan Pemrograman. This study aims to develop Scratch animation-based learning media and determine the level of validity, practicality, and potential for improving student learning outcomes. The study uses the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of seventh-grade students of SMP Negeri 19 Bandar Lampung who were divided into experimental and control classes. Data were collected through interviews, questionnaires, documentation, and pre-test and post-test, then analyzed using validity, practicality, N-Gain, normality, homogeneity, and Independent Sample t-test tests. The results showed that the media was categorized as very valid based on assessments by media experts (90%) and material experts (92.35%), and very practical based on responses from teachers (92.14%) and students (90.18%). The N-Gain results showed a high increase in learning outcomes in the experimental class (72%), while the control class received a moderate increase (61%). However, the Independent Sample t-test results indicated that the difference in learning outcomes between the two classes was not statistically significant (Sig. = 0.054 > 0.05). Thus, the Scratch animation-based learning media was declared feasible and practical to use, and has the potential to support improved student learning outcomes in Algorithms and Programming.