This study aims to: (1) Produce interactive learning media in the subject of Islamic Religious Education at SDIT Izzatul Islam Getasan, (2) Determine the feasibility of interactive learning media scratch games in the subject of Islamic Religious Education at SDIT Izzatul Islam Getasan. This type of research uses the development of Research and Development (R&D) which refers to the phase (4D), namely: the define phase (define), the design phase (design), the develop phase (develop) and the disseminate phase (disseminate). The subjects of this study were students of class V B SDIT Izzatul Islam Getasan in the academic year 2024/2025. The results of the validation test conducted by the two validators as a whole were 95% which means that the scratch game media is valid for use. The results of the practicality test of students' scores obtained a score of 96%. This proves that scratch game media is practically used. In the effectiveness test, the average student at the time of posttest increased. The average student learning outcomes during the pretest were 61,78. After using scratch game media, the average student posttest learning result increased to 83,92. ABSTRAKPenelitian ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif pada mata Pelajaran Pendidikan Agama Islam di SDIT Izzatul Islam Getasan, (2) Mengetahui kelayakan media pembelajaran interaktif game scratch pada mata pelajaran Pendidikan Agama Islam di SDIT Izzatul Islam Getasan. Jenis Penelitian ini mengunakan pengembangan Research and Development (R&D) yang mengacu pada fase (4D) yaitu: fase define (mendefinisikan), fase design (merancang), fase develop (mengembangkan) dan fase disseminate (menyebarkan). Subjek penelitian ini siswa kelas V B SDIT Izzatul Islam Getasan tahun 2024/2025. Hasil uji validasi yang dilakukan dua validator secara keseluruhan sebesar 95% yang berati bahwa media game scratch sangat valid untuk digunakan. Hasil uji kepraktisan nilai siswa diperoleh nilai 96%. Hal ini membuktikan bahwa media game scratch praktis digunakan. Pada uji efektifitas, rata-rata siswa pada saat posttest meningkat. Rerata hasil belajar siswa pada saat diadakan pretest adalah 61,78. Setelah mengunakan media game scratch, rerata hasil belajar siswa pada posttest meningkat menjadi 83,92.
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