Development of scratch-based mathematics learning media on algebra
DOI:
https://doi.org/10.30606/absis.v9i2.4677Keywords:
MDLC model, Algebra, learning media, game, scratch, game-based learning, aljabar, media pembelajaranAbstract
This study aimed to develop Scratch-based mathematics learning media entitledSpongeBob Squad in Algebra Wonderland and describe initial users’ responses to the media. The product was developed using the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The initial trial involved 18 third semester pre-service mathematics teachers selected through convenience sampling at a university in Bandung. Data were collected using an open-ended questionnaire and semi-structured interviews and were analyzed through thematic coding and percentages of positive responses. The results showed that the algebra learning game was successfully developed through all MDLC stages. The participants gave an average positive response of 99%, categorized as very good. The appearance indicator received 94% positive responses, while programming, material, language, interest, and usefulness each received 100%. These findings indicate that the prototype received very favorable initial evaluations and was considered engaging, easy to operate, conceptually relevant, and useful for mathematics learning. However, trials involving junior high school students and classroom-based effectiveness studies are still required before broader implementation.
Downloads
References
Ambarsari, I. F., Hasanah, N., Azizah, N., Agusti, & Yana, I. 2022. Implementasi belajar matematika menyenangkan berbasis pembelajaran game inovatif di MTs Sarji Ar Rasyid. Jurnal
Pengabdian Mandiri, 1(8), 1493–1500. https://doi.org/10.56849/jpm.v2i3.1493-1500.
Assulamy, H., Aunnurahman, & Halida. 2023. Penggunaan media pembelajaran Scratch pada
SMP. Journal on Education, 6(1), 9521–9528. https://doi.org/10.78426/joe.v6i1.9521-952
Audina, R., & Dewi, D. F. 2021. Analisis faktor penyebab kesulitan belajar matematika kelas IV
Sekolah Dasar Negeri 105364 Lubuk Rotan. All Fields of Science Journal Liaison Academia
and Society, 1(3), 147–158. https://doi.org/10.58939/afosj-las.v1i3.102.
Bagasputera, M. A., Sundari, F. S., & Utami, S. 2023. Penerapan media Scratch untuk
meningkatkan hasil belajar matematika pada materi bilangan cacah. Sindoro: Cendikia
Pendidikan, 1(1), 50–63. https://doi.org/10.9644/scp.v1i1.332.
Aulia, C. N., & Bernard, M. 2021. Analisis minat belajar siswa sekolah dasar pada pembelajaran
matematika dengan menggunakan media Scratch. Jurnal Pembelajaran Matematika Inovatif, 4(6), 1577–1584. https://doi.org/10.22460/jpmi.v4i6.1577-1584.
Dermawan, D. A., & Ramadhan, A. 2024. Pembelajaran matematika melalui media game Quizizz
untuk meningkatkan hasil belajar siswa. ALACRITY: Journal of Education, 4(2), 381–390.
https://doi.org/10.52121/alacrity.v4i2.363.
Imarotun, Abdullah, R., & Kusuma, R. 2022. Studi literatur: Penggunaan media Scratch terhadap
minat belajar dan kemampuan berpikir kreatif matematis siswa. Prosiding Seminar Nasional Pendidikan Matematika IV, 1–8. https://proceeding.unikal.ac.id/index.php/sand
ika/issue/view/17.
Isnaniyah, L., Alfisyahra, & Nurhayadi. 2023. Penerapan model pembelajaran problem-based
learning untuk meningkatkan hasil belajar siswa pada materi persamaan garis lurus. Jurnal
Elektronik Pendidikan Matematika Tadulako, 11(1), 91–104. https://jurnalfkipuntad.com/
index.php/jpmt/article/view/3341.
Jalal, N. M. 2020. Kecemasan siswa pada mata pelajaran matematika. J-PiMat: Jurnal Pendidikan
Matematika, 2(2), 256–264. https://doi.org/10.31932/j-pimat.v2i2.886.
Lestari, A., & Sudihartinih, E. 2022. Pengembangan media pembelajaran matematika
berjudul Game Learn with Adventure menggunakan Scratch. Buana Matematika:
Jurnal Ilmiah Matematika dan Pendidikan Matematika, 12(2), 127–144. h t t p s :
//doi.org/10.36456/buanamatematika.v12i2.5451.
Libryanti, F., & Sudihartinih, E. 2023. Desain game berbasis Android sebagai media pembelajaran
matematika materi bentuk penyajian fungsi memanfaatkan software Scratch. Postulat:
Jurnal Inovasi Pendidikan Matematika, 4(1). https://doi.org/10.30587/postulat.v4i1.5696.
Munasiah, M. 2021. Analisis pemahaman konsep matematika pada materi aljabar. Jurnal Jendela Pendidikan, 1(3), 73–79. https://doi.org/10.57008/jjp.v1i03.11.
Mustika, M., Sugara, E. P. A., & Pratiwi, M. 2018. Pengembangan media pembelajaran interaktif
dengan menggunakan metode Multimedia Development Life Cycle. Jurnal Online Informatika, 2(2), 121–130. https://doi.org/10.15575/join.v2i2.139.
Nabilah, A. P., Alindra, A. L., Nurhikmah, I., & Nur, N. 2024. Penggunaan media Scratch
meningkatkan motivasi belajar dan kemampuan berpikir kreatif matematis siswa. Jurnal
Pendidikan Tambusai, 8, 1975–1986. https://jptam.org/index.php/jptam/article/view/126
Nuraeni, E. L., Muharram, M. R. W., & Fajrin, B. S. 2021. Desain game edukasi sifat-sifat bangun
datar segiempat menggunakan aplikasi Scratch. Attadib: Journal of Elementary Education,5(2), 140–149. https://doi.org/10.32507/attadib.v5i2.962.
Pratama, R. A., & Waskitoningtyas, R. S. 2020. Game Android “MENALAR” berbasis Adobe Animation CC. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(3), 617–630. https:
//doi.org/10.24127/ajpm.v9i3.3027.
Pratiwi, A. P., & Bernard, M. 2021. Analisis minat belajar siswa kelas V sekolah dasar pada materi
satuan panjang dalam pembelajaran menggunakan media Scratch. Jurnal Pembelajaran
Matematika Inovatif, 4(4), 891–898. https://doi.org/10.22460/jpmi.v4i4.891-898.
Sudihartinih, E., Novita, G., & Rachmatin, D. 2021. Desain media pembelajaran matematika topik
luas daerah segitiga menggunakan aplikasi Scratch. Jurnal Cendekia: Jurnal Pendidikan
Matematika, 5(2), 1390–1398. https://www.j-cup.org/index.php/cendekia/article/view/6
Sudihartinih, E., Wilujeng, S., & Rachmatin, D. 2021. Desain media pembelajaran matematika
topik faktor persekutuan terbesar berbasis aplikasi Scratch. Jurnal Pendidikan Matematika,9(4), 456–466. https://doi.org/10.23960/mtk/v9i4.pp456-466.
Suprihatiningsih, S., Sujadi, I., & Sari, D. S. R. 2014. Penalaran matematis siswa dalam pemecahan
masalah pada materi pokok faktorisasi bentuk aljabar di kelas VIII SMP Negeri 1 Surakarta.Jurnal Elektronik Pembelajaran Matematika, 2(7), 750–757. https://www.neliti.com/publi
cations/116716/penalaran-matematis-siswa-dalam-pemecahan-masalah-pada-materi-p
okok-faktorisasi.
Wally, N., Sailila, A., Dingomaba, L., & Afandi, A. 2024. Analisis hambatan belajar matematika
bagi siswa SD pada materi pecahan. Jurnal Pendidikan Guru Matematika, 4(3), 190–195.
https://ejournal.unkhair.ac.id/index.php/matematika/article/view/8246.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Surtiah Surtiah, Turmudi, Eyus Sudihartinih

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


