Penerapan Pembelajaran Pemrograman Visual Berbasis Scratch untuk Meningkatkan Kemampuan Computational Thinking Siswa Sekolah Dasar
DOI:
https://doi.org/10.62712/juribmas.v5i1.1056Keywords:
Computational Thinking, Elementary School, Game-Based Learning, Project-Based Learning, ScratchAbstract
Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kemampuan computational thinking (CT) siswa sekolah dasar melalui pembelajaran pemrograman visual berbasis Scratch. Kegiatan dilaksanakan pada 9 April 2026 di Laboratorium Komputer SD Hosanna Palembang dengan melibatkan 16 siswa. Sebelum kegiatan, siswa hanya memahami animasi dasar Scratch dan belum familiar dengan konsep game logic, sensing, operators, serta variables. Metode yang diterapkan meliputi ceramah dan demonstrasi, praktik langsung (hands-on learning), serta diskusi dan evaluasi. Materi mencakup pengenalan antarmuka Scratch, komponen Stage dan Sprite, Block Palette, Area Scripting, sensing, operators, variables, storytelling, game logic, sistem skor, serta logika Game Over. Proyek utama yang dikerjakan siswa adalah pembuatan game sederhana bertema Flappy Bird. Hasil kegiatan menunjukkan bahwa seluruh siswa berhasil menyelesaikan proyek game, mampu mengoperasikan variabel skor, memahami logika interaksi antara objek, serta menunjukkan peningkatan kemampuan CT yang mencakup dekomposisi masalah, pengenalan pola, abstraksi, penyusunan algoritma, dan kemampuan debugging sederhana. Siswa juga tampak lebih antusias dan termotivasi dalam belajar. Kegiatan ini membuktikan bahwa pendekatan project-based learning dan game-based learning melalui Scratch efektif dalam membangun fondasi computational thinking pada pendidikan dasar.
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Copyright (c) 2026 Bagus Aufa Ariq Armeidi, Affan Abdul Majid Syahrul, Dea Gusriyanti, M. Krisna Pramudya, Ery Hartati

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