THE USE OF SCRATCH CODING-BASED GAMES AS AN INNOVATIVE MEDIUM TO INCREASE STUDENTS' MOTIVATION TO LEARN MATHEMATICS
DOI:
https://doi.org/10.46773/v43eas54Keywords:
Learning Motivation, Educational Games, Scratch, Mathematics Learning, CodingAbstract
This study aims to analyse the effectiveness of using Scratch coding-based learning media in increasing primary school students' motivation to learn mathematics. The study used a qualitative descriptive approach with six fourth-grade students from MI IT Nurul Iman Punung as subjects. Data were collected through observation, practical tests, and questionnaires assessing aspects of attention, active participation, perseverance, confidence, and enjoyment of learning. The results showed that the use of Scratch significantly increased the motivation to learn mathematics in all students. Male students excelled in programming logic and technical exploration, while female students excelled in visual creativity and social collaboration. An important finding from this study is that Scratch-based learning is able to create an interactive, enjoyable, and meaningful learning atmosphere, thereby changing students' perceptions of mathematics from a difficult subject to an interesting and contextual activity. The conclusion of the study confirms that Scratch is effective as an innovative learning medium for fostering intrinsic motivation, logical thinking, and creativity in students in 21st-century learning.
References
Arifin, Z. (2016). Evaluasi Pembelajaran (Prinsip, Teknik, dan Prosedur). Jakarta: Rosda Karya.
Azmi, W. A., & Hasan, F. N. (2022). Rancang Bangun Game Edukasi Matematika Pada SDN Jatiwaringin XII. Prosiding Seminar Nasional Teknoka, 6, 24–33. https://doi.org/10.22236/teknoka.v6i1.428
Febrianingsih, F. (2022). Kemampuan Berpikir Kreatif Siswa dalam Memecahkan Masalah Matematis. Mosharafa: Jurnal Pendidikan Matematika, 11(1), 119–130. https://doi.org/10.31980/mosharafa.v11i1.692
Firdaus, F. M., Afani, A. S., Utami, N. N., & Al Mega, R. (2022). Pengaruh Model Realistic Mathematics Education Terhadap Kemampuan Koneksi Matematis Siswa. JMIE (Journal of Madrasah Ibtidaiyah Education), 6(1), 32. https://doi.org/10.32934/jmie.v6i1.399
Gusteti, M. U., & Neviyarni, N. (2022). Pembelajaran Berdiferensiasi Pada Pembelajaran Matematika Di Kurikulum Merdeka. Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika Dan Statistika, 3(3), 636–646. https://doi.org/10.46306/lb.v3i3.180
Hadari Nawawi. (1985). Metode Penelitian Bidang Sosial. Gajah Mada University Press.
Haryanto, H., & Bagas Friana. (2018). Aplikasi Permainan Edukatif Mengaji Berbasis Multimedia Interaktif Haryanto. Jurnal Teknik Informatika Unis, 6(1). https://doi.org/https://doi.org/10.33592/jutis.Vol6.Iss1.36
Maharani, M., Supriadi, N., & Widiyastuti, R. (2018). Media Pembelajaran Matematika Berbasis Kartun Untuk Menurunkan Kecemasan Siswa. Desimal Jurnal Matematika, 1(1), 101. https://doi.org/10.24042/djm.v1i1.2036
Muwaffaq, M. D., Fitriani, L., & Atmadja, A. R. (2019). Media Pembelajaran Interaktif Pengenalan Alat Pencernaan Manusia Dengan Perangkat Mobile. Jurnal Algoritma, 16(2), 186–191. https://doi.org/10.33364/algoritma/v.16-2.186
Novitasari, A. T. (2023). Motivasi Belajar sebagai Faktor Intrinsik Peserta Didik dalam Pencapaian Hasil Belajar. Journal on Education, 5(2), 5110–5118. https://doi.org/10.31004/joe.v5i2.1248
Puteri, S. N., & Farhurrohman, O. (2024). Pemanfaatan Media Scratch Untuk Meningkatkan Motivasi Belajar Matematis Siswa Sd. Js (Jurnal Sekolah), 8(3), 480. https://doi.org/10.24114/js.v8i3.57912
Rahmawati, I. (2023). Kemampuan Literasi Matematika Mahasiswa Pendidikan Guru Sekolah Dasar Berbasis PMRI. Elementary School Journal PGSD Fip Unimed, 13(2), 152–167. https://doi.org/10.24114/esjpgsd.v13i2.43197
Runisah, R. R. (2021). Pembelajaran Matematika Untuk Menghadapi Era Society 5.0. Euclid, 8(2), 159. https://doi.org/10.33603/e.v8i2.4498
Ryan & Deci. (2017). Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. https://doi.org/10.1521/978.14625/28806
Safari, Y., & Nurhida, P. (2024). Pentingnya Pemahaman Konsep Dasar Matematika dalam Pembelajaran Matematika. 3, 9817–9824.
Saputra, D. K., & Perdana, R. (2024). Pengembangan Media Pembelajaran Fisika Berbantuan 3D Application Scratch Pada Topik Tekanan Hidrostatis. MAGNETON: Jurnal Inovasi Pembelajaran Fisika, 2(1), 61–68. https://doi.org/10.30822/magneton.v2i1.3018
Sugiyono. (2015). Sugiyono, Metode Penelitian dan Pengembangan Pendekatan Kualitatif, Kuantitatif, dan R&D , (Bandung: Alfabeta, 2015), 407 1. Metode Penelitian Dan Pengembangan Pendekatan Kualitatif, Kuantitatif, Dan R&D, (2015).
Wiryana, R., & Alim, J. A. (2023). Permasalahan Pembelajaran Matematika Di Sekolah Dasar. Jurnal Kiprah Pendidikan, 2(3), 271–277. https://doi.org/10.33578/kpd.v2i3.187
Yunus Anis, Y., Bayu Mukti, A., & Mulyani, S. (2023). Perancangan Game Sederhana Perancangan Game Sederhana Menggunakan Scratch Programming Sebagai Media Pembelajaran Visual Bagi Anak Usia Dini. Bulletin of Information Technology (BIT), 4(3), 320–327. https://doi.org/10.47065/bit.v4i3.769
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Gandung Adhi Wibawa, Rohmanuddin Ahmad, Erna Yayuk

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

