Preprint / Version 1

Teaching Implementation Report: The Influence of Interactive Games in Increasing Interest in Learning Scratch Coding Informatics in Fifth Grade Elementary School Students

Laporan Implementasi Pembelajaran: Pengaruh Permainan Interaktif dalam Meningkatkan Minat Belajar Informatika Coding Scratch pada Siswa Kelas V Sekolah Dasar

Authors

DOI:

https://doi.org/10.21070/ups.11978

Keywords:

interactive games, Scratch, coding, learning interest, informatics, elementary school

Abstract

This teaching implementation report documents the use of interactive games to increase fifth-grade students' interest in learning Scratch coding. Students often perceive coding as abstract and difficult, especially when learning is presented through explanation only. The strategy transformed conventional informatics learning into game-based project learning using Scratch, a visual block-based programming environment. Students observed a sample game, worked through a coding quest, practiced moving sprites, tested scores, and revised their projects through pair programming. The implementation showed a strong rise in enthusiasm and engagement, with active participation and learning interest reaching 85% after the intervention. Students also understood basic programming logic more quickly because instructions were represented through colored blocks and immediate game feedback.

References

J. M. Wing, "Computational thinking," Communications of the ACM, vol. 49, no. 3, pp. 33-35, 2006.

M. Resnick et al., "Scratch: Programming for all," Communications of the ACM, vol. 52, no. 11, pp. 60-67, 2009.

S. Papert, Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books, 1980.

D. W. Johnson and R. T. Johnson, Learning Together and Alone. Boston: Allyn and Bacon, 1999.

A. Arsyad, Media Pembelajaran. Jakarta: RajaGrafindo Persada, 2011.

Posted

2026-08-12