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Effectiveness of Project-Based Scratch Programming to Improve Problem-Solving Skills of Elementary School Students Putra, Galih Mahardika Christian; Prasetyaningtyas, Fitria Dwi; Ansori, Isa; Kurnianto, Bagas; Wahyuni, Nur Indah; Xinzhe, Zhao; Nurmanto, Tirza Naya
International Journal of Social Learning (IJSL) Vol. 5 No. 2 (2025): April
Publisher : Indonesian Journal Publisher in cooperation with Indonesian Social Studies Association (APRIPSI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijsl.v5i2.417

Abstract

Problem-Solving Skills as an Essential Competency for Elementary School Students is a critical area that can be enhanced through Project-based Scratch Programming technology. This study aims to evaluate the effectiveness of Scratch Programming, applied through projects, on the problem-solving skills of students at SD Negeri Jatisari in Semarang City. The research employed a Quasi-Experimental design using a Pretest-Posttest Non-Equivalent Control Group approach. Participants in the control and experimental groups were not randomly selected, with each group consisting of 27 students. Data analysis techniques included the Independent Sample T-Test and N-Gain Test. Results from the Independent Sample T-Test indicated a significance value of 0.009 (Sig.<0.05), while the N-Gain score for the Experimental Group was 0.40, categorized as Medium. These results demonstrate that the Experimental Group saw a notable improvement in problem-solving skills, particularly in their ability to re-evaluate the outcomes of their problem-solving efforts.
Cara Melakukan Pembelajaran Sosial Sekolah Dasar Xinzhe, Zhao
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Pembelajaran sosial di sekolah dasar berperan penting dalam mengembangkan kemampuan berpikir kritis, keterampilan sosial, dan tanggung jawab siswa terhadap masyarakat. Penelitian ini bertujuan untuk menganalisis pendekatan pembelajaran sosial yang efektif dengan menggunakan metode tinjauan pustaka. Data dikumpulkan dari berbagai jurnal, buku, dan artikel ilmiah terkait pembelajaran sosial dan dianalisis menggunakan analisis isi. Hasil penelitian menunjukkan bahwa pendekatan berbasis proyek, teknologi interaktif, dan praktik sosial dapat meningkatkan pemahaman siswa. Kendala utama mencakup kurangnya pelatihan guru dan akses teknologi. Kesimpulannya, implementasi pembelajaran sosial membutuhkan sinergi antara pelatihan guru, pengembangan kurikulum inovatif, dan peningkatan akses teknologi.
Interactive Mobile Learning: Developing and Evaluating an Android-Based Monopoly Game for Enhancing Engagement and Learning Outcomes in Elementary School Setyasto, Novi; Tyas, Hastrika Cahyaning; Xinzhe, Zhao
IJORER : International Journal of Recent Educational Research Vol. 7 No. 3 (2026): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v7i3.1475

Abstract

Objective: To address the persistent challenges of low engagement and poor outcomes in elementary social studies instruction. This study aimed to develop an Android-based Monopoly game and examine its effects on fourth-grade students’ engagement and learning outcomes regarding Indonesian Cultural Diversity. Method: A Research and Development approach was integrated with a quasi-experimental nonequivalent control group pretest–posttest design involving 62 fourth-grade students (experimental: n = 32; control: n = 30) from two public elementary schools in Central Java. Data collected through validated engagement questionnaires and cognitive achievement tests were analyzed using one-way ANCOVA (with pretest as covariate), independent samples t-tests, N-gain, and Cohen’s d. Results: Expert validations confirmed the media’s feasibility as ‘Very Feasible’ (88.02%, ICC = 0.882). ANCOVA results demonstrated that the experimental group achieved significantly higher posttest scores than the control group after controlling for pretest scores (F(1, 59) = 6.12, p = 0.016, η²p = 0.094), supported by a larger N-gain (0.38 vs. 0.29) and a medium effect size (d = 0.58). Furthermore, experimental students reported meaningfully higher behavioral, emotional, and cognitive engagement (d = 0.65). Novelty: This study provides empirical evidence on the synergistic potential of combining gamification mechanics with mobile platforms for culturally specific content. It demonstrates how interactive game-based pedagogy can successfully operationalize the student-centered principles of the Kurikulum Merdeka framework, specifically addressing the lack of technology-enhanced media in the integrated IPAS (Ilmu Pengetahuan Alam dan Sosial) curriculum.