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Hafif Assulamy
Universitas Tanjungpura

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Pengaruh Pengunaan Media Pembelajaran Power Point Dan Scratch Pada Mata Pelajaran Informatika Materi Sistem Komputer Hafif Assulamy; Haratua Tiur Maria S; Venny Karolina
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

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Abstract

This research aims to evaluate the influence of the use of instructional media, specifically PowerPoint and Scratch, on the learning outcomes of seventh-grade students at MTS Islamiyah Pontianak in the subject of Informatics with Computer System material. Using an experimental method and data analysis through SPSS, the results of the study indicate that there is no significant difference in learning outcomes between the group using PowerPoint and the group using Scratch as instructional media. This finding holds important implications for the development of instructional media in the context of Informatics education, demonstrating that both media options have an equal impact on enhancing students' understanding of Computer System material. These findings provide valuable guidance for the development of more effective and engaging teaching strategies in the digital education era.
Pengunaan Media Pembelajaran Scratch pada SMP Hafif Assulamy; Aunnurahman Aunnurahman; Halida Halida
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4553

Abstract

This research is a literature review that explores the use of Scratch learning media in the context of computer systems learning. The literature review method is used to combine and analyze research results that have been previously published in national journals. Scratch, as a visual programming platform, has played an important role in supporting programming learning and understanding of computer concepts at various levels of education. In this research, researchers collected references from previous studies that are relevant to this topic. With a descriptive approach, this research explains and analyzes the development of Scratch use in various forms, including online Scratch projects and Android-based applications. The research results show that Scratch has facilitated more interactive, in-depth, and creative learning for students, increased interest in programming, and expanded inclusive learning opportunities across a variety of subjects. These studies reveal a wide variety in the use of Scratch, from evaluations of its effectiveness to its impact on students' concept understanding and creativity, reinforcing Scratch's role as an educational tool that supports problem solving and concept mastery. In an ever-evolving educational context, Scratch shows exciting and varied potential, leading to a more dynamic and inclusive educational future.