Pemanfaatan Game Scratch sebagai Media Pembelajaran Interaktif di SD Inpres Waharia

Authors

  • Gunawan Prayitno STMIK Pesat Nabire
  • Merlin Tandi Pakila STMIK Pesat Nabire
  • Arief Rahman Hakim STMIK Pesat Nabire

DOI:

https://doi.org/10.55606/jupti.v4i3.5577

Keywords:

STMIK Pesat Nabire, Interactive, Learning media, Learning motivation, Scratch

Abstract

Low student learning motivation in conventional teaching remains a major challenge in elementary education, especially in regions with limited access to educational technology. This study aims to develop and evaluate the effectiveness of interactive learning media based on games created with the Scratch application to improve learning motivation among fourth-grade students at SD Inpres Waharia. The research employed a Research and Development (R&D) approach with a prototyping model, encompassing stages of needs analysis, media design, prototyping, implementation, and evaluation through limited trials. Data collection involved student engagement observations, teacher interviews, and validation sheets from media and subject experts. The results indicated that the use of Scratch significantly enhanced students’ attention and active participation, creating a more enjoyable and engaging learning atmosphere. Teachers acknowledged that the media supported visual and interactive material delivery, accelerating students’ understanding of key concepts. Therefore, Scratch-based media is a promising alternative for innovative learning tools, aligning with 21st-century educational needs and supporting digital transformation policies in elementary education.

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Published

2025-09-30

How to Cite

Gunawan Prayitno, Merlin Tandi Pakila, & Arief Rahman Hakim. (2025). Pemanfaatan Game Scratch sebagai Media Pembelajaran Interaktif di SD Inpres Waharia. Jurnal Publikasi Teknik Informatika, 4(3), 237–249. https://doi.org/10.55606/jupti.v4i3.5577