Scratch Gamification in Ipas Learning for Grade V Elementary School Students
Year: 2025
Type: article
Abstract: This research seeks to evaluate the feasibility of Scratch Gamification learning media in learning IPAS and to assess their effectiveness in enhancing student IPAS learning outcomes after implementing learning. The study addresses challenges such as students’ difficulty in grasping IPAS concepts and the lack of technology-integrated learning resources. A Research and Development (R&D) approach was applied, utilizing the 4D of four phases: definition, design, development, and dissemination. Data were collected through expert validation, and learning outcomes tests and analyzed quantitatively and statistically. The validation results showed that media experts awarded a score of 96%, while material experts gave a score of 93%, both of which fall under the "Very Feasible" category. Student learning outcomes showed a marked improvement following the use of Scratch Gamification as a media with the average pre-test score recorded at 51.25 and the post-test average rising to 87.75. The resulting N-Gain value of 0.75 falls within the high category. These findings indicate that Scratch Gamification is an effective and appropriate tool for enhancing student learning outcomes in IPAS instruction.
Source: JURNAL PENDIDIKAN GLASSER
Institution: Universitas PGRI Delta
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W4415216033
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