PENGEMBANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN SCRATCH: SOLUSI PEMBELAJARAN DI ERA SOCIETY 5.0

Edi Irawan(1*), Yaya Sukjaya Kusumah(2), Veni Saputri(3),

(1) Institut Agama Islam Negeri Ponorogo
(2) Universitas Pendidikan Indonesia
(3) Universitas Media Nusantara Citra
(*) Corresponding Author


Abstract


Abstrak

Di era society 5.0, perkembangan teknologi membuka peluang besar untuk meningkatkan kualitas pembelajaran. Salah satu caranya adalah dengan mengembangkan multimedia pembelajaran interaktif. Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif pada materi persamaan kuadrat menggunakan Scratch sekaligus menguji kelayakan. Metode yang digunakan untuk pengembangan media ini adalah penelitian pengembangan (RnD) menggunakan model 4D, yang terdiri dari define, design, develop, dan disseminate. Produk yang dihasilkan melalui penelitian pengembangan ini adalah multimedia interaktif yang dapat diakses secara online melalui laman Scratch. Berdasarkan penilaian dari lima orang pakar di bidang pendidikan matematika, multimedia berbasis ICT, dan evaluasi pembelajaran menunjukkan bahwa media yang dikembangkan menggunakan Scratch tersebut sangat layak untuk digunakan, baik dari aspek desain pembelajaran, aspek rekayasa, maupun komunikasi visual. Scratch yang memiliki fungsi utama untuk membuat game dan animasi, ternyata juga dapat dimanfaatkan untuk membuat multimedia pembelajaran yang interaktif. Sejalan dengan itu, tulisan ini menyarankan pemanfaatan Scratch untuk mengembangkan media pembelajaran pada materi lainnya sekaligus menguji efektivitas penggunaan media tersebut dalam meningkatkan kemampuan matematika dan computational thinking siswa.

Abstract

In the era of society 5.0, technological developments open up great opportunities to improve the quality of learning. One way is to develop interactive learning multimedia. This study aims to develop interactive multimedia learning on quadratic equation material using Scratch and its testing feasibility. The method used for the development of this media is development research (RnD) using the Four-D Model (define, design, develop, and disseminate). The product produced through this development research is interactive multimedia which can be accessed online via the Scratch page. The assessment of five mathematics education experts, ICT-based multimedia, and learning evaluation shows that the media developed using Scratch is very suitable for learning design, engineering aspects, and visual communication. Scratch, which has the primary function of making games and animations, can also be used to create interactive multimedia learning. In line with that, this paper suggests using Scratch to develop learning media on other materials and test the effectiveness of using these media in improving students' mathematical and computational thinking skills.


Keywords


Computational thinking; multimedia interaktif; pembelajaran digital; Scratch; society 5.0

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DOI: http://dx.doi.org/10.24127/ajpm.v12i1.6226

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