Pengembangan Media Pembelajaran MathCase Berbantuan SCRATCH Berbasis STEAM pada Materi SPLDV untuk Meningkatkan Kemampuan Computational Thinking Siswa
| dc.contributor.author | Ananda Putri Nabila | |
| dc.date.accessioned | 2026-07-21T07:29:57Z | |
| dc.date.issued | 2026-01-05 | |
| dc.description | Reuploud Repository hasyim Juni 2026 Approved by Teddy | |
| dc.description.abstract | The development of students’ computational thinking skills is an essential aspect of mathematics learning in the 21st century, particularly in solving Systems of Linear Equations in Two Variables, which require logical, analytical, and systematic reasoning. However, students’ computational thinking skills are still relatively low, and the utilization of interactive digital learning media in mathematics learning has not been optimal. Therefore, this study aims to develop a STEAM-based learning media called MathCase, assisted by Scratch, on the topic of Systems of Linear Equations in Two Variables to improve students’ computational thinking skills. The research employed a Research and Development (R&D) method using the 4D model, which consists of the stages of define, design, develop, and disseminate. The MathCase media was developed as a web-based learning tool using the Scratch platform, integrating the elements of Science, Technology, Engineering, Art, and Mathematics along with Indonesian cultural contexts. The media is equipped with profile features, learning materials, computational thinking based worked examples, tiered simulations, and evaluation quizzes. The research subjects were students of class IX-H at SMPN 1 Muncar. The results indicate that the MathCase learning media achieved a very high level of validity based on expert evaluations, categorized as very valid. The practicality of the media was classified as very practical, as shown by student response questionnaires with a percentage score of 82.45%. The effectiveness of the media is demonstrated by an improvement in students’ computational thinking skills across all indicators decomposition, pattern recognition, algorithmic thinking, and abstraction with an average N-gain value of 0.73, which falls into the high effectiveness category. Based on these findings, the MathCase learning media is considered feasible for use as an innovative, interactive, and contextual alternative learning media in mathematics instruction.. | |
| dc.description.sponsorship | Dosen Pembimbing : Edy Wihardjo, S.Pd., M.Pd., M.C.E. | |
| dc.identifier.uri | https://repository.unej.ac.id/handle/123456789/11711 | |
| dc.language.iso | other | |
| dc.publisher | Fakultas Keguruan dan Ilmu Pendidikan | |
| dc.subject | Learning media | |
| dc.subject | SCRATCH | |
| dc.subject | STEAM | |
| dc.subject | computational thinking | |
| dc.subject | system of linear equations in two variables | |
| dc.title | Pengembangan Media Pembelajaran MathCase Berbantuan SCRATCH Berbasis STEAM pada Materi SPLDV untuk Meningkatkan Kemampuan Computational Thinking Siswa | |
| dc.type | Other |
