The Effect of Using Scratch Website-Based Learning Media on Cognitive Science Learning Outcomes of Middle School Students
Pengaruh Penggunaan Media Pembelajaran Berbasis Website Scratch Terhadap Hasil Belajar Kognitif IPA Siswa SMP
DOI:
https://doi.org/10.21070/ups.6034Keywords:
Science, Scratch, Cognitive Learning OutcomesAbstract
This research aims to examine the impact of using Scratch-based website learning tools on the cognitive performance of junior high school students. The study focused on ecology and biodiversity topics in the seventh grade at a junior high school in Sidoarjo district. Two classes were chosen using random sampling; the experimental group utilized the Scratch website, while the control group employed PowerPoint. Data was gathered through pre-test and post-test evaluations, consisting of 20 questions that assessed cognitive skills. The T-test (Independent sample T-Test) results, with a significance level of 0.039, revealed a significant effect on cognitive performance. Although both groups achieved medium-level N-Gain scores, the experimental group scored higher (0.56) than the control group (0.41). Thus, it can be inferred that incorporating the Scratch website into science lessons positively influences the cognitive outcomes of junior high school students.
Downloads
References
Y. Sizi, Y. Bare, and R. Galis, “Pengaruh Model Pembelajaran Kooperatif Tipe Talking Stick Terhadap Keaktifan dan Hasil Belajar Kognitif Peserta Didik SMP Kelas VIII,” Spizaetus J. Biol. dan Pendidik. Biol., vol. 2, no. 1, p. 39, 2021, doi: 10.55241/spibio.v2i1.30.
Fahmi, Abdullah, and Y. Irhasyuarna, “Empowering Peat Lands as a Resource of Learning Natural Science to Strengthening Environment Care,” Proc. 2nd Int. Conf. Soc. Sci. Educ. (ICSSE 2020), vol. 525, no. Icsse 2020, pp. 428–431, 2021, doi: 10.2991/assehr.k.210222.072.
A. Makfiroh and F. E. Wulandari, “The Effect of Science Learning Assisted by TikTok Media on Learning Outcomes of Junior High School Students,” 2024. [Online]. Available: http://dx.doi.org/10.21070/ups.4060
E. Wahjudi, “Penerapan Discovery Learning Dalam Pembelajaran Ipa Sebagai Upaya Untuk Meningkatkan Hasil Belajar Siswa Kelas Ix-I Di Smp Negeri 1 Kalianget,” J. Lentera Sains, vol. 5, no. 1, pp. 1–16, 2015, doi: 10.24929/lensa.v5i1.242.
I. K. W. Sari and R. Wulandari, “Analisis kemampuan kognitif dalam pembelajan IPA SMP,” J. Pendidik. dan Pembelajaran Sains Indones., vol. 3, no. 2, pp. 145–152, 2020.
R. Erina and H. Kuswanto, “PENGARUH MODEL PEMBELAJARAN InSTAD TERHADAP KETERAMPILAN PROSES SAINS DAN HASIL BELAJAR KOGNITIF FISIKA DI SMA,” J. Inov. Pendidik. IPA, vol. 1, no. 2, pp. 202–211, 2015, doi: 10.21831/jipi.v1i2.7507.
E. Fatmawati, Karmin, and R. S. Sulistiyawati, “Pengaruh Media Pembelajaran Berbasis Video Terhadap Hasil Belajar Siswa Sejarah Artikel: Influence of Video-Based Learning Media to Student Learning Outcomes,” Cakrawala J. Pendidik., vol. 12, no. 1, pp. 24–31, 2018, [Online]. Available: http://e-journal.upstegal.ac.id/index.php/Cakrawala
Maslani, “Meningkatkan Hasil Belajar dan Keaktifan Siswa melalui Permainan (game) Ranking I pada Materi Norma dalam Kehidupan Bermasyarakat di Kelas VII B SMPN 4 Pelaihari,” J. Pendidik. Kewarganegaraan, vol. 6, no. 2, pp. 1010–1020, 2016.
M. A. Bagasputera, F. S. Sundari, and S. Utami, “PENERAPAN MEDIA SCRATCH UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA PADA MATERI BILANGAN CACAH,” Sindoro CENDIKIA Pendidik., vol. 1, no. 1, pp. 1–12, 2023, doi: 10.9644/scp.v1i1.332.
S. Hidayatulloh, H. Praherdhiono, and A. Wedi, “Pengaruh Game Pembelajaran Terhadap Peningkatan Hasil Belajar Pemahaman Ilmu Pengetahuan Alam,” JKTP J. Kaji. Teknol. Pendidik., vol. 3, no. 2, pp. 199–206, 2020, doi: 10.17977/um038v3i22020p199.
H. Assulamy, Aunnurahman, and Halida, “Pengunaan Media Pembelajaran Scratch pada SMP,” J. Educ., vol. 6, no. 01, pp. 9521–9528, 2023.
E. Sudihartinih, G. Novita, and D. Rachmatin, “Desain Media Pembelajaran Matematika Topik Luas Daerah Segitiga Menggunakan Aplikasi Scratch,” J. Cendekia J. Pendidik. Mat., vol. 5, no. 2, pp. 1390–1398, 2021.
I. A. Sudarno, Hartini, and H. K. Widyaningrum, “Pengaruh media pembelajaran scratch terhadap hasil belajar tematik siswa SD,” 2023.
O. N. N. Sekti, V. Rulviana, and S. Lestari, “Pengaruh Model Problem Based Learning Terhadap Kemampuan Berpikir Kritis Siswa,” Prosiding Konferensi Ilmiah Dasar, vol. 5, pp. 163–183, 2024. doi: 10.37411/pedagogika.v13i2.1354.
N. M. Janna and Herianto, “KONSEP UJI VALIDITAS DAN RELIABILITAS DENGAN MENGGUNAKAN SPSS Nilda,” J. Darul Dakwah Wal-Irsyad, no. 18210047, pp. 1–12, 2021, [Online]. Available: http://dx.doi.org/10.21070/ups.4060
R. Parlika, O. i Anggun Permatasar, R. Taufiq Yufananda, D. Rizward Hikmah Utomo, M. Zayyan Ramadhan, and I. Rachmad, “Pembuatan Game Edukatif Menggunakan App Inventor Dengan Tema Mata Pelajaran Kimia,” e-NARODROID, vol. 4, no. 2, pp. 1–11, 2018, doi: 10.31090/narodroid.v4i2.729.
E. R. Widayanti and S. Slameto, “Pengaruh Penerapan Metode Teams Games Tournament Berbantuan Permainan Dadu Terhadap Hasil Belajar Ipa,” Sch. J. Pendidik. dan Kebud., vol. 6, no. 3, pp. 182–195, 2016, doi: 10.24246/j.scholaria.2016.v6.i3.p182-195.
U. Usmadi, “Pengujian Persyaratan Analisis (Uji Homogenitas Dan Uji Normalitas),” Inov. Pendidik., vol. 7, no. 1, pp. 50–62, 2020, doi: 10.31869/ip.v7i1.2281.
Junardin, “PENGARUH MEDIA PEMBELAJARAN SCRATCH BERBASIS PEMBELAJARAN PROYEK TERHADAP HASIL BELAJAR SISWA PADA MATERI GERAK MELINGKAR KELAS X SMA NEGERI 1 DONGGO 2020/2021,” 2021.
E. R. Kusumawati, “Efektivitas Media Game Berbasis Scratch pada Pembelajaran IPA Sekolah Dasar,” J. BASICEDU, vol. 6, no. 2, pp. 1500–1507, 2022.
L. Lenggogeni, S. Roqoyyah, and I. Siliwangi, “Penggunaan Media Video Animasi Berbantuan Scratch Melalui Model Pembelajaran Picture and Picture Terhadap Kemampuan Berfikir Kreatif Siswa Pada Mata Pelajaran Ipa Materi Daur Hidup Hewan Kelas Iv,” J. Elem. Educ., vol. 04, no. 02, pp. 249–256, 2021.
Downloads
Additional Files
Posted
License
Copyright (c) 2024 UMSIDA Preprints Server
This work is licensed under a Creative Commons Attribution 4.0 International License.