GAME-BASED LEARNING BERBASIS SCRATCH 3.0 PADA MATERI KINEMATIKA GERAK: DAMPAKNYA TERHADAP HOTS DAN COMPUTATIONAL THINKING

Wahyuni Fajar Arum

Abstract


Penelitian ini bertujuan untuk mengembangkan dan menganalisis dampak game-based learning berbasis Scratch 3.0 pada materi kinematika gerak terhadap peningkatan High Order Thinking Skills (HOTS) dan Computational Thinking (CT) mahasiswa. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Produk yang dikembangkan berupa game edukasi fisika berbasis Scratch 3.0 yang memuat simulasi Gerak Lurus Beraturan dan Gerak Lurus Berubah Beraturan serta kuis interaktif berorientasi HOTS dan CT. Validasi dilakukan oleh ahli media, ahli materi, dan praktisi pembelajaran. Hasil validasi menunjukkan media berada pada kategori sangat valid. Uji coba dilakukan melalui skala perorangan, kelompok kecil, dan uji lapangan. Analisis data menggunakan uji paired sample t-test dan N-Gain. Hasil penelitian menunjukkan adanya peningkatan signifikan kemampuan HOTS dan CT mahasiswa dengan nilai signifikansi < 0,05 dan N-Gain berada pada kategori sedang dan efektif. Dengan demikian, game-based learning berbasis Scratch 3.0 terbukti efektif dalam meningkatkan keterampilan berpikir tingkat tinggi dan berpikir komputasional mahasiswa pada pembelajaran kinematika gerak.

Keywords


game; Scratch 3.0; kinematika; HOTS; CT

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DOI: https://doi.org/10.29100/eduproxima.v8i3.9969

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