DEVELOPMENT OF INTERACTIVE MATHEMATICS LEARNING MULTIMEDIA BASED ON SCRATCH USING THE 4D MODEL

Authors

DOI:

https://doi.org/10.24127/ajpm.v15i2.15545

Keywords:

applied algebra, interactive learning media, scratch, 4D development model

Abstract

This study is motivated by students’ difficulties in understanding applied algebra, particularly when solving contextual problems, as well as the limited availability of interactive digital learning resources for applied algebra learning. Therefore, this study aims to develop and evaluate the validity, usability, and user acceptance of a Scratch-based learning medium for applied algebra using the 4D development model. The research followed the Define, Design, Develop, and Disseminate stages. The development process involved needs analysis, prototype design, and implementation through Scratch, integrating contextual tasks, visual representations, and game-based activities within a single learning environment. Validation was conducted by one mathematics education expert and two experts in educational media and ICT-based learning, while usability and user acceptance were examined through a User Acceptance Test (UAT) involving 18 prospective mathematics teachers. Data were collected using validation sheets and a UAT questionnaire and analyzed using Aiken’s V coefficient and percentage-based descriptive statistics. The findings revealed a high level of validity with an average Aiken’s V value of 0.85 and positive evaluations regarding usability and user acceptance, reflected in an average UAT score of 87.50%. In addition, Dr. Scratch evaluation produced a score of 20 out of 21, placing the project in the Master category. Future studies should involve junior high school students and evaluate the effectiveness of the media in classroom settings.

Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam memahami materi aplikasi aljabar, khususnya dalam menyelesaikan masalah kontekstual, serta terbatasnya ketersediaan sumber belajar digital interaktif pada pembelajaran aplikasi aljabar. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan dan mengevaluasi validitas, usability, dan penerimaan pengguna terhadap media pembelajaran berbasis Scratch pada materi aplikasi aljabar menggunakan model pengembangan 4D. Penelitian ini dilaksanakan melalui empat tahap, yaitu Define, Design, Develop, dan Disseminate. Proses pengembangan meliputi analisis kebutuhan, perancangan prototipe, dan implementasi media menggunakan Scratch yang mengintegrasikan tugas kontekstual, representasi visual, dan aktivitas berbasis permainan dalam satu lingkungan pembelajaran. Validasi dilakukan oleh satu ahli pendidikan matematika dan dua ahli media pembelajaran serta pembelajaran berbasis TIK, sedangkan usability dan penerimaan pengguna dievaluasi melalui User Acceptance Test (UAT) yang melibatkan 18 calon guru matematika. Data dikumpulkan menggunakan lembar validasi dan angket UAT, kemudian dianalisis menggunakan koefisien Aiken’s V dan statistik deskriptif berbasis persentase. Hasil penelitian menunjukkan tingkat validitas yang tinggi dengan nilai rata-rata Aiken’s V sebesar 0,85 serta penilaian positif terhadap usability dan penerimaan pengguna yang ditunjukkan oleh skor rata-rata UAT sebesar 87,50%. Selain itu, evaluasi menggunakan Dr. Scratch menghasilkan skor 20 dari 21 sehingga proyek yang dikembangkan termasuk dalam kategori Master. Penelitian selanjutnya perlu melibatkan siswa SMP sebagai pengguna sasaran serta menguji efektivitas media dalam situasi pembelajaran yang sebenarnya.

Author Biography

Al Jupri, Universitas Pendidikan Indonesia

Al Jupri is currently working as a Professor in mathematics education at the Department of Mathematics Education and at the Graduate School of Mathematics Education, Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia, Bandung, Indonesia. His research interests include algebra education, geometry education, realistic mathematics education, and the role of ICT in mathematics and algebra education. He has published research articles in both nationally accredited journals and reputed international journals. In addition, he has published books for school and university levels.

References

Afrilianto, M., Rosyana, T., & Linda. (2022). Pengembangan Aplikasi Scratch untuk Meningkatkan Berpikir Kreatif Matematik. Aksioma: Jurnal Program Studi Pendidikan Matematika, 11(3). https://doi.org/10.24127/ajpm.v11i3.5612

Aiken, L. R. (1985). Three Coefficients for Analyzing the Reliability and Validity of Ratings. Educational and Psychological Measurement, 45(1), 131–142. https://doi.org/10.1177/0013164485451012

Annisa, N. F., Sudihartinih, E., & Usdiyana, D. (2025). Enhancing Mathematical Connection Ability through Scratch-Assisted Problem-Based Learning on Exponent Topics. Jurnal Pendidikan MIPA, 26(4), 2209–2223. https://doi.org/10.23960/jpmipa.v26i4.pp2209-2223

Batista, E. J. S., De Castro, C. P. C., & De Castro, A. A. (2016). Development of Learning Objects on Scratch: Training of Teachers of Information and Communication Technologies. Proceedings - 2016 11th Latin American Conference on Learning Objects and Technology, LACLO 2016. https://doi.org/10.1109/LACLO.2016.7751768

Bottge, B. A. (2010). Math Instruction for Children with Special Needs. In International Encyclopedia of Education (pp. 767–773). https://doi.org/10.1016/B978-0-08-044894-7.01126-X

Calder, N. (2018). Using scratch to facilitate mathematical thinking. Waikato Journal of Education, 23(2), 43–58. https://doi.org/10.15663/wje.v23i2.654

Chekour, M., Seghroucheni, Y. Z., Aboulkacem, A., & Hafid, M. M. (2023). A Proposal of a Scenario to Integrate Active Pedagogical Approaches to Teach Scratch in Primary School. International Journal of Interactive Mobile Technologies, 17(9), 150–158. https://doi.org/10.3991/ijim.v17i09.36797

Dúo-Terrón, P. (2023). Analysis of Scratch Software in Scientific Production for 20 Years: Programming in Education to Develop Computational Thinking and STEAM Disciplines. Education Sciences, 13(4). https://doi.org/10.3390/educsci13040404

Fang, X., Ng, D. T. K., Tam, W. T., & Yuen, M. (2023). Integrating Computational Thinking Into Primary Mathematics: A Case Study of Fraction Lessons With Scratch Programming Activities. Asian Journal for Mathematics Education, 2(2), 220–239. https://doi.org/10.1177/27527263231181963

Fang, X., Ng, D. T. K., & Yuen, M. (2025). Effects of Geogebra-Enhanced Scratch Computational Thinking Instruction on Fifth-Grade Students’ Motivation, Anxiety, Cognitive Load. Education and Information Technologies, 30(1), 377–402. https://doi.org/10.1007/s10639-024-13052-9

Fitrianingsih, A. N. A., Rosjanuardi, R., & Sudihartinih, E. (2024). Super Geo-Bros Game: A Scratch-Based Mathematics Game for Learning Geometric Transformations to Improve Learning Outcomes. Jurnal Pendidikan MIPA, 25(2), 792–802. https://doi.org/10.23960/jpmipa.v25i2.pp792-802

Gökçe, S., & Yenmez, A. A. (2023). Ingenuity of Scratch Programming on Reflective Thinking Towards Problem Solving and Computational Thinking. Education and Information Technologies, 28(5), 5493–5517. https://doi.org/10.1007/s10639-022-11385-x

Hsu, T.-C., Chang, S.-C., & Hung, Y.-T. (2022). Effects of Block-Based Programming on Computational Thinking and Problem-Solving. Computers & Education. https://doi.org/10.1016/j.compedu.2021.104359

Iskandar, R. S. F., Dahlan, J. A., Jupri, A., & Supriyadi, E. (2024). How to Analyze Objects in the Context of Realistic Mathematics Education (RME) Using Scratch Programming? Journal of Engineering Science and Technology, 19, 10–17. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85218718203&partnerID=40&md5=3b233f26e4f7f64753cb11c291d8a361

Kong, S. C., & Kwok, W. Y. (2021). From Mathematical Thinking to Computational Thinking: Use Scratch Programming to Teach Concepts of Prime and Composite Numbers. 29th International Conference on Computers in Education Conference, ICCE 2021 - Proceedings, 1, 549–558. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85126633246&partnerID=40&md5=9274171f7b2be653222db7bdaf7d71d6

Moreno-León, J., Robles, G., & Román-González, M. (2015). Dr. Scratch: Automatic Analysis of Scratch Projects to Assess Computational Thinking. Revista de Educación a Distancia, 46, 1–23.

Mukambetova, S., Dzhaparova, S., Madanbekova, E., Nazaralieva, A., & Makeeva, S. (2025). Advantages and Opportunities of Integrating Educational Programmes for Teaching Rational Numbers in 6th-Grade Mathematics. Journal of Information Technology Education: Innovations in Practice, 24, 1–17. https://doi.org/10.28945/5627

My, N. H., Huong, N. T. C., Ngoc, T. T. B., Hai, P. T., Tham, N. T., Long, P. T., & Hai, D. T. (2025). Understanding Mathematical Learning Difficulties in Early Primary Grades in Vietnam: A Contextualized Contribution to Global Insights. Multidisciplinary Science Journal, 7(11). https://doi.org/10.31893/multiscience.2025608

Naim, M. A., Rizkiya, N. B., & Rahmatullah, J. (2025). Integration of Scratch Media in Mathematics Learning to Improve Computational Thinking Skills of High School Students. Journal of Teaching and Learning Mathematics, 2(2), 45–81. https://doi.org/10.22219/jtlm.v2i2.37686

Ninsiana, W., Ihsan Dacholfany, M., Kamar, K., Kamarul Shukri, M. T., Huda, M., Hananto, A. L., Muslihudin, M., Shankar, K., Kamenez, N. V, & Maseleno, A. (2018). Developing Multimedia Application Model for Basic Mathematics Learning. Journal of Advanced Research in Dynamical and Control Systems, 10(14), 1347–1356. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85058197892&partnerID=40&md5=4e38ed0af04e769219eaf61e3cb09b8a

Nurhayati, & dkk. (2023). Pengembangan Media Pembelajaran Berbasis Scratch untuk Meningkatkan Kemampuan Problem Solving Matematis. Aksioma: Jurnal Program Studi Pendidikan Matematika.

Pinto-Llorente, A. M., Casillas-Martín, S., Cabezas-González, M., & García-Peñalvo, F. J. (2018). Building, Coding and Programming 3D Models via a Visual Programming Environment. Quality and Quantity, 52(6), 2455–2468. https://doi.org/10.1007/s11135-017-0509-4

Riduwan, & Akdon. (2015). Rumus dan Data dalam Analisis Statistika. ALFABETA.

Rodríguez-Martínez, J. A., González-Calero, J. A., & Sáez-López, J. M. (2020). Computational Thinking and Mathematics Using Scratch: An Experiment with Sixth-Grade Students. Interactive Learning Environments, 28(3), 316–327. https://doi.org/10.1080/10494820.2019.1612448

Ruamba, M. Y., Sukestiyarno, Y. L., Rochmad, R., & Asih, T. S. N. (2025). The Impact of Visual and Multimodal Representations in Mathematics on Cognitive Load and Problem-Solving Skills. International Journal of Advanced and Applied Sciences, 12(4), 164–172. https://doi.org/10.21833/ijaas.2025.04.018

Sari, M. A., Sudihartinih, E., Usdiyana, D., Elisya, N., & Nurhidayat, I. (2024). The Development of Scratch-Based Interactive Mathematics Learning Media “Zuma Function” to Enhance Understanding in Relations and Functions. Jurnal Pendidikan MIPA, 25(3), 1410–1427. https://doi.org/10.23960/jpmipa.v25i3.pp1410-1427

Setyaningrum, W., Pastoriko, F. M., Fabian, K., & Ying, C. Y. (2024). The Effect of Scaffolding-Based Digital Instructional Media on Higher-Order Thinking Skills. Journal on Mathematics Education, 15(4), 1077–1094. https://doi.org/10.22342/jme.v15i4.pp1077-1094

Soboleva, E. V, Sabirova, E. G., Babieva, N. S., Sergeeva, M. G., & Torkunova, J. V. (2021). Formation of Computational Thinking Skills Using Computer Games in Teaching Mathematics. Eurasia Journal of Mathematics, Science and Technology Education, 17(10), 1–16. https://doi.org/10.29333/ejmste/11177

Sungkono, S., Apiati, V., & Santika, S. (2022). Media Pembelajaran Berbasis Teknologi Augmented Reality. Mosharafa: Jurnal Pendidikan Matematika, 11(3), 459–470. https://doi.org/10.31980/mosharafa.v11i3.737

Syarifah, N. R., Yuhana, Y., & Fathurrohman, M. (2025). Development of Scratch-Based Mathematics Learning Media to Increase Students’ Learning Motivation. EMTEKA: Jurnal Pendidikan Matematika, 6(2), 920–934. https://doi.org/10.24127/emteka.v6i1.8399

Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1974). Instructional Development for Training Teachers of Exceptional Children. Indiana University.

Zhang, L., & Nouri, J. (2023). The impact of Scratch programming on students’ learning performance and engagement. Education and Information Technologies. https://doi.org/10.1007/s10639-022-11215-1

Downloads

Published

30-06-2026

Issue

Section

Articles