PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS SCRATCH DALAM MODEL PROBLEM-BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS MATEMATIS DAN ADVERSITY QUOTIENT SISWA SMP

    Siti Nafiah, - and Yaya S Kusumah, - and Bambang Avip Priatna Martadiputra, - (2025) PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS SCRATCH DALAM MODEL PROBLEM-BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS MATEMATIS DAN ADVERSITY QUOTIENT SISWA SMP. S2 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Scratch dengan nama Math Box pada materi volume kubus dan balok dalam model problem-based learning guna meningkatkan kemampuan berpikir kritis matematis dan adversity quotient siswa SMP. Penelitian menggunakan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas VIII di SMP Negeri 15 Bandung. Instrumen penelitian meliputi tes kemampuan berpikir kritis matematis, angket adversity quotient, lembar validasi ahli, serta angket praktikalitas guru dan siswa. Hasil penelitian menunjukkan bahwa pengembangan media interaktif berjalan sistematis melalui lima tahap ADDIE, mulai dari analisis kebutuhan, perancangan storyboard dan alur game petualangan, pengembangan prototipe di Scratch, implementasi di kelas, hingga evaluasi efektivitas. Desain dan tampilan Math Box memiliki visual menarik yang dilengkapi dengan animasi, ilustrasi, navigasi sederhana, dan soal interaktif berupa isian singkat, drag-and-drop, pilihan ganda, serta nuansa game petualangan dengan tantangan kontekstual. Validitas media berdasarkan penilaian ahli materi, ahli pedagogi, dan ahli media berada pada kategori sangat valid. Praktikalitas media dinilai sangat baik oleh guru dan siswa ditunjukkan dengan kemudahan penggunaan, navigasi yang jelas, dan serta daya tarik visual yang tinggi. Efektivitas media terbukti dari peningkatan rata-rata kemampuan berpikir kritis matematis siswa dari 53,33% (pre-test) menjadi 81,17% (post-test) dengan N-Gain 0,61 kategori sedang. Sementara itu, adversity quotient siswa juga meningkat dari 82,83 menjadi 91,17 dengan N-Gain rata-rata 0,30 (kategori sedang). Dengan demikian, Math Box merupakan media pembelajaran interaktif berbasis Scratch yang valid, praktis, dan efektif digunakan pada pembelajaran matematika SMP. Media ini tidak hanya mendukung pemahaman siswa pada materi Volume Kubus dan Balok, tetapi juga meningkatkan kemampuan berpikir kritis (interpretation, analysis, evaluation, dan inference) dan adversity quotient siswa (control, origin & ownership, reach, dan endurance). This study aims to develop Scratch-based interactive learning media called Math Box on the volume of cubes and cuboids material in a problem-based learning model to enhance mathematical critical thinking skills and adversity quotient of junior high school students. The study uses the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were eighth-grade students at SMP Negeri 15 Bandung. The research instruments included a mathematical critical thinking ability test, an adversity quotient questionnaire, an expert validation sheet, and a teacher and student practicality questionnaire. The results of the study show that the development of interactive media runs systematically through five ADDIE stages, starting from needs analysis, storyboard design, and adventure game flow; prototype development in Scratch; implementation in the classroom; and effectiveness evaluation. The design and appearance of Math Box have attractive visuals equipped with animations, illustrations, simple navigation, and interactive questions in the form of short answers, drag-and-drop, multiple choice, and an adventure game feel with contextual challenges. The assessment by material experts, pedagogical experts, and media experts categorizes the media as very valid. The practicality of the media was assessed as very good by teachers and students, as indicated by its ease of use, clear navigation, and high visual appeal. The effectiveness of the media is proven by the increase in the average of students' mathematical critical thinking ability from 53.33% (pre-test) to 81.17% (post-test) with an N-Gain of 0.61 in the medium category. Meanwhile, students' adversity quotient also increased from 82.83 to 91.17 with an average N-Gain of 0.30 (medium category). Thus, Math Box is a valid, practical, and effective Scratch-based interactive learning medium used in junior high school mathematics learning. This media not only supports students' understanding of the volume of cubes and cuboids material but also improves students' critical thinking skills (interpretation, analysis, evaluation, and inference) and adversity quotient (control, origin & ownership, reach, and endurance).

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S2)
    Additional Information: https://scholar.google.com/citations?user=KnqH4IMAAAAJ&hl=en ID SINTA Dosen Pembimbing: Yaya S Kusumah: 6676817 Bambang Avip Priatna Martadiputra: 6124136
    Uncontrolled Keywords: media interaktif, Scratch, kemampuan berpikir kritis matematis, adversity quotient, volume kubus dan balok interactive media, Scratch, mathematical critical thinking skills, adversity quotient, cube and cuboid volume
    Subjects: L Education > L Education (General)
    L Education > LB Theory and practice of education
    L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
    Q Science > QA Mathematics
    Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Pendidikan Matematika - S2
    Depositing User: Siti Nafiah
    Date Deposited: 15 Sep 2025 09:16
    Last Modified: 15 Sep 2025 09:16
    URI: http://repository.upi.edu/id/eprint/138859

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