Nurhidayat, Indra
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Systematic Review Of Scratch As A Media For Teaching Computational Thinking In Mathematics Nurhidayat, Indra; Sukjaya Kusumah, Yaya
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 10 No. 2 (2025): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v10i2.869

Abstract

The use of Scratch software has become the focus of research in the context of mathematics learning. This study focuses on analyzing the effect of using Scratch on students' computational thinking skills. Methods This research uses the SLR (Systematic Literature Review) using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) for the topics of Computational Thinking (CT) and Scratch media.   The literature search was carried out thoroughly and systematically using various academic databases, namely Erick Jurnal. Research shows that the use of Scratch is effective in improving students' CT skills, especially when integrated into various subjects, one of that mathematics. Integrating Scratch is also effective in improving students' CT skills in elementary level, more effective with another approach like m-block, python, STEAM, and VEE. Next deep research is needed to support CT learning through Scratch programming.
The Development of Scratch Based Interactive Mathematics Learning Media “Zuma Function” to Enhance Understanding in Relations and Functions Sari, Merisa Ammelia; Sudihartinih, Eyus; Usdiyana, Dian; Elisya, Nur; Nurhidayat, Indra
Jurnal Pendidikan MIPA Vol 25, No 3 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

Objective: This study aims to describe the process of developing educational multimedia, specifically the “Zuma Function” game, using Scratch programming for mathematics learning on the topic of relations and functions. Methods: The research employed a Research and Development (R&D) approach, following the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The study involved 35 mathematics education students from a university in West Java and 6 eighth-grade students from a junior high school in Bandung, Indonesia. Data were collected using various instruments, including questionnaires, tests, interviews, and documentation. Findings: The developed learning media was evaluated by experts, receiving a material expert test score of 81%, and a learning media expert test score of 83%, both categorized as feasible. The functionality test, measured through User Acceptance Testing, yielded an average score of 85.1%, indicating a very feasible category, while the effectiveness test showed a 30.5% improvement in students’ conceptual understanding, with scores rising from 64.83 to 95.33. Conclusion: Based on the study’s findings, the Scratch-based multimedia for teaching relations and functions in mathematics was successfully developed using the ADDIE model. Positive user feedback and significant improvements in student test scores suggest that this multimedia is effective in enhancing students’ understanding of the concept, though there are areas that could be further refined.        Keywords: learning media, mathematics game, function, Scratch, ADDIE.DOI: http://dx.doi.org/10.23960/jpmipa/v25i3.pp1410-1427