%K kesiapsiagaan gempa, media pembelajaran digital, Game MITGAMI, Scratch, STEAM, mitigasi bencana, siswa sekolah dasar, earthquake preparedness, digital learning media, MITGAMI Game, Scratch, STEAM, disaster mitigation, elementary students. %I Universitas Pendidikan Indonesia %T PENGARUH GAME MITGAMI BERBASIS SCRATCH-STEAM TERHADAP PEMAHAMAN KESIAPSIAGAAN GEMPA BUMI SISWA: Penelitian Kuasi Eksperimen Kelas V SDN Sekemandung 1 Kecamatan Cilengkrang, Kabupaten Bandung %A - Seilla Julya Marlita Khaerunisa %A - Dede Margo Irianto %A - M. Ridwan Sutisna %D 2025 %L repoupi137276 %O https://scholar.google.com/citations?view_op=list_works&hl=id&authuser=2&user=0kjFIbYAAAAJ ID SINTA Dosen Pembimbing: Dede Margo Irianto: 0015058704 M. Ridwan Sutisna: 0006016202 %X Penelitian ini dilatarbelakangi oleh rendahnya pemahaman kesiapsiagaan gempa pada siswa SDN Sekemandung 1, Kecamatan Cilengkrang, Kabupaten Bandung. Pemanfaatan media pembelajaran digital, khususnya Game berbasis Scratch, masih belum optimal dalam pembelajaran kebencanaan. Penelitian ini bertujuan mengkaji pengaruh penggunaan Game MITGAMI yang mengintegrasikan pendekatan STEAM (Science, Technology, Engineering, Art, and Mathematics) terhadap pemahaman kesiapsiagaan gempa siswa sekolah dasar. Metode yang digunakan adalah quasi-eksperimen dengan desain Pretest-Posttest control group. Sampel penelitian terdiri dari kelas eksperimen yang menggunakan Game MITGAMI dan kelas kontrol yang menggunakan media PowerPoint. Data dikumpulkan melalui Pretest dan Posttest. Hasil penelitian menunjukkan bahwa kedua media berpengaruh signifikan terhadap pemahaman kesiapsiagaan gempa. Namun, peningkatan lebih tinggi terjadi pada kelas yang menggunakan Game MITGAMI dengan N-gain rata-rata 57,28% (kategori cukup efektif), dibandingkan kelas kontrol dengan N-gain rata-rata 42,86% (kategori kurang efektif). Dengan demikian, Game MITGAMI lebih efektif daripada PowerPoint dalam meningkatkan pemahaman kesiapsiagaan gempa. Kesimpulannya, penerapan media pembelajaran berbasis Game dengan pendekatan STEAM dapat menjadi alternatif inovatif untuk meningkatkan kesiapsiagaan bencana pada siswa sekolah dasar. Oleh karena itu, disarankan agar media ini diintegrasikan lebih luas dalam kurikulum kebencanaan di sekolah. ---------- This research is motivated by the low level of earthquake preparedness understanding among students at SDN Sekemandung 1, Cilengkrang District, Bandung Regency. The use of digital learning media, particularly Scratch-based Games, has not yet been optimally applied in disaster education. This study aims to examine the effect of using the MITGAMI Game, which integrates the STEAM (Science, Technology, Engineering, Art, and Mathematics) approach, on elementary students’ earthquake preparedness understanding. The method employed was a quasi-experimental design with a Pretest-Posttest control group. The sample consisted of an experimental class using the MITGAMI Game and a control class using PowerPoint as the learning medium. Data were collected through Pretests and Posttests. The results showed that both media had a significant effect on earthquake preparedness understanding. However, the experimental class using the MITGAMI Game demonstrated a higher improvement with an average N-gain of 57.28% (categorized as moderately effective), compared to the control class with an average N-gain of 42.86% (categorized as less effective). Thus, the MITGAMI Game was proven to be more effective than PowerPoint in enhancing earthquake preparedness understanding. In conclusion, the implementation of Game-based learning media with a STEAM approach can serve as an innovative alternative to improve disaster preparedness among elementary school students. Therefore, it is recommended that this medium be more widely integrated into disaster education curricula in schools.