Abstrak Perkembangan teknologi di abad ke-21 menuntut generasi muda untuk memiliki keterampilan berpikir komputasional, pemecahan masalah, dan dasar pemrograman. Namun, di daerah pedesaan seperti Kabupaten Sukabumi, pemanfaatan teknologi dalam proses pembelajaran masih terbatas. Kegiatan pengabdian ini bertujuan untuk mengenalkan dasar-dasar algoritma dan pemrograman visual kepada siswa SMP Negeri 1 Kabupaten Sukabumi melalui media Scratch. Scratch adalah software pemrograman berbasis visual yang mudah digunakan bagi pemula, serta mampu menstimulasi kreativitas siswa dalam membuat animasi dan permainan sederhana. Kegiatan ini sejalan dengan Sustainable Development Goals (SDGs) pada poin Quality Education dengan membekali siswa keterampilan algoritma dan pemrograman dasar agar lebih siap menghadapi tantangan era digital. Metode pelaksanaan kegiatan meliputi penyampaian materi, serta praktik langsung menggunakan modul pembelajaran yang telah disusun. Hasil kegiatan menunjukkan bahwa siswa antusias mengikuti pelatihan dan mampu memahami konsep dasar algoritma melalui praktik pemrograman visual. Analisis kuesioner pendahuluan dan akhir menunjukkan adanya peningkatan motivasi, wawasan, serta keterampilan siswa dalam memahami algoritma dan pemrograman visual. Dengan demikian, pelatihan ini berkontribusi positif dalam memberikan bekal awal literasi digital dan pemrograman bagi siswa SMP, yang diharapkan dapat menjadi fondasi untuk pembelajaran teknologi lebih lanjut. Abstract The development of technology in the 21st century requires young generations to possess computational thinking, problem-solving skills, and basic programming literacy. However, in rural areas such as Sukabumi Regency, the integration of technology into the learning process remains limited. This community service activity aims to introduce the fundamentals of algorithms and visual programming to students at SMP Negeri 1 Sukabumi Regency, through the use of Scratch. Scratch is a visual-based programming software that is easy for beginners to use and encourages students’ creativity in creating simple animations and games. This activity aligns with the Sustainable Development Goals (SDGs), particularly Goal 4: Quality Education, by equipping students with basic algorithmic and programming skills to prepare them for the challenges of the digital era. The implementation method included material delivery, and hands-on practice using a specially designed learning module. The results showed that students were enthusiastic during the training and successfully understood basic algorithmic concepts through visual programming practice. Analysis of pre- and post-questionnaires indicated an increase in students’ motivation, knowledge, and skills in understanding algorithms and visual programming. Therefore, this training contributed positively by providing an initial foundation in digital literacy and programming for junior high school students, which is expected to serve as a stepping stone for more advanced technology learning in the future.
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