Pengamatan yang dilakukan oleh peneliti pada satu sekolah yaitu di SDN Lidah kulon IV, pembelajaran masih cenderung membosankan dan pendidik kurang dapat menarik perhatian siswa. Pada proses pembelajaran yang dilakukan di sekolah ini pembelajaran cenderung membosankan, dikarenakan guru mengajar menggunakan media papan tulis kurang menarik minat siswa. Dan akhirnya hasil belajar siswa kelas IV di SDN Lidah kulon IV masih banyak yang berada di bawah KKM (75). Berdasarkan masalah tersebut, peneliti menawarkan sebuah media pembelajaran berbasis Scratch. Media pembelajaran yang dikembangkan adalah media pembelajaran simulasi materi gaya dan gerak dengan menggunakan software Scratch. Selain itu penelitian ini bertujuan mengetahui kevalidan, kepraktisan, keefektifan dari media Scratch pada materi gaya dan gerak di kelas IV SDN Lidah Kulon IV.
Proses pengembangan ini berdasarkan model pengembangan ADDIE oleh Brach (2009). Adapun prosedur tersebut meliputi 5 tahapan yaitu analysis (analisis), design (desain), development (pengembangan), implementation (implentasi), evaluate (evaluasi). Yang diterapkan pada ujicoba perorangan sejumlah 5 orang dan ujicoba kelompok terbatas sejumlah 20 siswa kelas IV SDN Lidah Kulon IV.
Berdasarkan hasil penelitian pengembangan dan pembahasan dengan pengumpulan data melalui angket dan tes mengenai media Scratch diperoleh hasil bahwa media valid dan layak untuk digunakan yang dilihat pada hasil validasi media, materi dan perangkat yang diperoleh skor 88%, media diperoleh 88% dan materi diperoleh 88% ketiganya dikategorikan sangat valid dan dapat digunakan. Dari data kepraktisan media Scratch diperoleh hasil angket guru dan siswa dengan kategori valid dan sangat layak. Angket guru 84% dan angket siswa 89,16% sehingga bila dirata-rata hasil keterlaksanaan pembelajaran pada ujicoba terbatas diperoleh hasil 86,58% yang dikategorikan sangat baik/ praktis. Keefektifan dari hasil PreTest dan Post-Test dilakukan penghitungan menggunakan t-test, diperoleh nilai thitung atau tempirik 20,08. Taraf signifikansi yang digunakan sebesar 5%, diperoleh ttabel 2,093. Berdasarkan hal tersebut maka t hitung 20,08 > t tabel 2,093 pada taraf signifikan 5% dapat disimpulkan adanya peningkatan yang signifikan sebelum dan sesudah (tes) menggunakan media Scratch.
Berdasarkan penelitian pengembangan media Scratch membantu siswa untuk memahami materi gaya dan gerak dan meningkatkan hasil belajar siswa kelas IV SDN Lidah Kulon yang telah dilakukan, maka diberikan saran dimana Media Scratch dapat dimanfaatkan sebagai penunjang pembelajaran agar siswa lebih memahami materi gaya dan gerak dan meningkatkan hasil belajar siswa, perlu dilakukan pengembangan media yang lebih lanjut terkait dengan materi gaya dan gerak dan melengkapi kekurangan yang ada agar media ini menjadi lebih bervariasi dan kreatif, untuk peneliti selanjutnya diharapkan dapat membuat variasi dan mengujicobakan ke kelompok yang lebih besar.
Kata Kunci: Scratch, IPA, ADDIE
Observations carried out by researchers at one school, namely at Lidah Kulon IV Elementary School, learning still tends to be boring and educators are less able to attract students attention. In the learning process, learning tends to be boring, because teaching teachers using whiteboard media has less interest in students. And finally the learning outcomes of fourth grade students of Lidah Kulon IV Elementary School are still a lot under the KKM (75). Based on the issue, researchers offer a media-based learning Scratch. Learning media developed is a media learning simulation of style and motion material using Scratch software. In addition, this study aims to determine the validity, practicality, effectiveness of Scratch media on material style and motion in the fourth grade of Lidah Kulon IV Elementary School.
This development process is based on the ADDIE development model by Brach (2009). The procedure includes 5 stages, namely analysis (analysis), design (design), development (development), implementation (implementation), evaluate (evaluation). Which was applied to individual trials of 5 people and group trials were limited to a number of 20 class in the fourth grade of Lidah Kulon IV Elementary School.
Based on the results of the research development and discussion with data collection through questionnaires and tests on Scratch media, the results were that the media were valid and feasible to use which were seen in the results of media validation, material and devices obtained a score of 88%, media validation which obtained a score of 88% and the material obtained 88% all three are categorized as very valid and can be used. From the data on the practicality of Scratch media, the results of the teacher and student questionnaire were obtained as valid and very feasible. Teacher questionnaire 84% and student questionnaire 89.16% so that when averaged the results of the implementation of learning in limited trials obtained 86.58% results which are categorized as very good / practical. The effectiveness of the results of the PreTest and Post-Test is calculated using the t-test, obtained by the value of tcount or temporum 20.08. The significance level used is 5%, obtained ttable 2,093. Based on this, t count 20.08> t table 2.093 at a significant level of 5% can be concluded that there is a significant increase before and after (test) using the media Scratch.
Based on media development research Scratch helps students to understand the style and motion material and improve the learning outcomes of fourth grade students of Lidah Kulon Elementary School that have been done, the suggestions is that the Media Scratch can be used to support learning so students better understand material style and motion and improving student learning outcomes, it is necessary to develop further media related to the material style and movement and complete the shortcomings so that this media becomes more kreatif and complement the shortcomings so that this media becomes more varied and creative, for the next researcher is expected to be able to make variations and test to larger groups.
Keywords: Scratch, SAINS, ADDIE