Eka R. Wardhani
SMP Negeri 16 Malang

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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS TEMPLATE UNTUK MENINGKATKAN PEMAHAMAN BLOK PEMROGRAMAN SCRATCH PADA SISWA SMP Muhammad Aidil Febianto; Didik Dwi Prasetya; Eka R. Wardhani
EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/educational.v6i4.15542

Abstract

This study aims to develop template-based learning media to improve students' understanding of programming blocks in Scratch. The background of this study was based on observations during the teaching practicum (PPL) in a junior high school class and initial questionnaire results showing that students' understanding of Scratch tools was predominantly in the low category (56.5%). This study employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The product was validated by two media experts and two material experts, obtaining feasibility percentages of 84.0% and 95.5%, respectively, both categorized as very feasible. The trial involved 33 ninth-grade students selected through purposive sampling using a one-group pretest-posttest design, resulting in an average N-Gain of 0.49, categorized as moderate. The student response questionnaire yielded an average score of 83.9%, categorized as strongly agree. The results indicate that the developed template-based learning media for Scratch is highly feasible, has the potential to improve students' understanding, and receives positive responses in learning programming blocks in Scratch among junior high school students. ABSTRAK Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis template guna meningkatkan pemahaman siswa terhadap blok pemrograman pada Scratch. Latar belakang penelitian ini didasarkan pada hasil observasi kegiatan PPL di kelas IX SMP serta hasil angket awal yang menunjukkan bahwa pemahaman siswa terhadap tools Scratch didominasi kategori rendah (56,5%). Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Produk divalidasi oleh dua ahli media dan dua ahli materi, dengan persentase kelayakan masing-masing sebesar 84,0% dan 95,5% dalam kategori sangat layak. Uji coba dilakukan terhadap 33 siswa kelas IX yang dipilih secara purposive sampling menggunakan desain one group pretest-posttest, dengan rata-rata N-Gain sebesar 0,49 dalam kategori sedang. Angket respon siswa menunjukkan rata-rata 83,9% dalam kategori sangat setuju. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis template Scratch yang dikembangkan sangat layak digunakan, berpotensi meningkatkan pemahaman siswa, dan memperoleh respon positif dalam pembelajaran blok pemrograman Scratch pada siswa SMP.