Low student achievement in statistics is often attributed to the use of learning media that lack innovation and interactivity. This study aims to develop Scratch-based interactive quiz learning media and to examine its validity, practicality, and effectiveness in improving students’ learning outcomes. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study involved 28 students from Grade XI Health Analyst (experimental group) and 26 students from Grade XI Computer and Network Engineering 2 (control group). Research instruments included expert validation sheets, student response questionnaires, and learning achievement tests. Data were analyzed both qualitatively and quantitatively, including a t-test to evaluate effectiveness. The validation results reached a score of 80% (valid category), while student responses reached 78% (practical category). The t-test revealed a significant difference (p < 0.05) between the mean learning outcomes of the experimental group (88.29) and the control group (82.77), indicating that the developed media was effective in enhancing student achievement. These findings suggest that Scratch-based learning media has the potential to serve as an innovative alternative for teaching statistics and can be further developed for other topics by utilizing more complex Scratch features to strengthen learning interactivity.
Downloads
- Aliwarman, F., Hanesman, H., Efrizon, E., & Anori, S. (2024). Penerapan Metode Drill And Practice Untuk Meningkatkan Hasil Belajar Siswa Sekolah Menengah Kejuruan. Voteteknika (Vocational Teknik Elektronika Dan Informatika), 12(1), 101–107. https://doi.org/doi.org/10.24036/voteteknika.v12i1.125715
- Aminah, N., Sukestiyarno, Y. L., Cahyono, A. N., & Maat, S. M. (2023). Student activities in solving mathematics problems with a computational thinking using Scratch. International Journal of Evaluation and Research in Education, 12(2), 613–621. https://doi.org/10.11591/ijere.v12i2.23308
- Astuti, B. R. T. (2022). Penerapan Metode Drill and Practice untuk Meningkatkan Proses Pembelajaran dan Hasil Belajar pada Pembelajaran Informatika Kelas XII BB Semester Genap SMA Negeri 1 Sragen Tahun Ajaran 2021/2022. Jurnal Pendidikan Widya Tama, 19(3), 261–270.
- Aulia, S., Zetriuslita, Amelia, S., & Qudsi, R. (2021). Analisis Minat Belajar Matematika Siswa dalam Menggunakan Aplikasi Scratch Pada Materi Trigonometri. Juring (Journal for Research in Mathematics Learning), 4(3), 205–214.
- Bagasputera, M. A., Sundari, F. S., Utami, D. S., Negeri, D., Gintung, L., & Bogor, K. (2023). Penerapan Media Scratch Untuk Meningkatkan Hasil Belajar Matematika Pada Materi Bilangan Cacah. Sindoro Cendikia Pendidikan, 1(1), 50–63.
- Budiyono. (2016). Statistika Untuk Penelitian (2nd ed.). Surakarta: UNS Press.
- Fadila, A., & Ramadhani, R. (2024). Pengembangan Media Scratch Untuk Meningkatkan Minat Belajar Peserta Didik. EDU-MAT: Jurnal Pendidikan Matematika, 12(1), 12–25. https://doi.org/10.20527/edumat.v12i1.17244
- Fayrus, & Slamet, A. (2022). Model Penelitian Pengembangan (R n D). Malang: Institut Agama Islam Sunan Kalijogo Malang.
- Gulo, S., & Harefa, A. O. (2022). Pengembangan Media Pembelajaran Interaktif Berbasis Powerpoint. Educativo: Jurnal Pendidikan, 1(1), 291–299. https://doi.org/10.56248/educativo.v1i1.40
- Harlia, H., Mariwy, A., & Al Hamid, F. (2021). Penerapan Metode Drill and Practice Pada Konsep Larutan Penyangga Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas XI SMA Negeri 6 Maluku Tengah. Science Map Journal, 3(1), 34–39. https://doi.org/10.30598/jmsvol3issue1pp34-39
- Hasanah, U., & Nurfalah, E. (2020). Uji Validitas Pengembangan Media Pembelajaran Berbasis Macromedia Flash Pada Materi Penyajian Data. SNasPPM: Prosiding Seminar Nasional Penelitian Dan Pengabdian Masyarakat, (Vol. 5(2), 384-387).
- Hidayah, N., Jafar, & Kadir. (2021). Analisi Hasil Belajar Matematika Siswa Kelas VII SMP Negeri 4 Kendari Pada Materi Perbandingan. Jurnal Penelitian Pendidikan Matematika, 9(2), 281–294.
- Irawan, E., Kusumah, Y. S., & Saputri, V. (2023). Pengembangan Multimedia Interaktif Menggunakan Scratch: Solusi Pembelajaran Di Era Society 5.0. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(1), 36–50. https://doi.org/10.24127/ajpm.v12i1.6226
- Khoirunisa, K., Prastowo, A., & Fatimah, S. (2022). Pembelajaran Berbasis Teknologi Model Drill and Practice untuk Meningkatkan Hasil Belajar pada Pelajaran Matematika di Sekolah Dasar. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 5(1), 11–17. https://doi.org/10.54371/jiip.v4i8.372
- Lestari, A., & Sudihartinih, E. (2022). Pengembangan Media Pembelajaran Matematika Berjudul Game Learn with Adventure Menggunakan Scratch. Buana Matematika : Jurnal Ilmiah Matematika Dan Pendidikan Matematika, 12(2), 127–144. https://doi.org/10.36456/buanamatematika.v12i2.5451
- Maretiamy, A., & Januari, D. P. (2023). Analisis Pengaruh Faktor Motivasi Terhadap Keterlibatan Siswa dalam Pembelajaran Matematika. Jurnal Pendidikan Merdeka Belajar, 1(1), 13–18.
- Mustika Wati, S., & Dian Sumadi, C. (2025). Pengaruh Metode Pembelajaran Drill and Practice Terhadap Hasil Belajar Matematika Materi Pecahan Pada Kelas V UPTD SDN Kamal 2 Bangkalan. Jurnal Media Akademik (JMA), 3(1), 1–22. https://doi.org/10.62281/v3i1.1576
- Mutmainnah, N., Sukmawati, R. A., Pamuji, R., Adini, M. H., & Wiranda, N. (2024). Pembelajaran Interaktif Perkalian Bilangan Desimal dengan Metode Drill and Practice. Computing and Education Technology Journal (CETJ), 4(2), 1–12. https://doi.org/10.20527/cetj.v4i2.14090
- Mylida, M., Ansori, H., & Noorbaiti, R. (2024). Pengembangan Media Pembelajaran Interaktif Berbasis Scratch Pada Sistem Persamaan Linear Dua Variabel Kelas X. EDU-MAT: Jurnal Pendidikan Matematika, 12(2), 374–382. https://doi.org/10.20527/edumat.v12i2.18860
- Nasrina, A., Purba, H. S., & Mahardika, A. I. (2021). Media Interaktif Berbasis Web pada Pembelajaran Bangun Ruang Sisi Lengkung dengan Metode Drill and Practice. Computing and Education Technology Journal (CETJ), 1(1), 11–27.
- Octavia, F. Z., & Yulianti, K. (2022). Pengembangan Multimedia Pembelajaran Interaktif berbasis Scratch pada Materi Membandingkan Nilai Pecahan. Buana Matematika : Jurnal Ilmiah Matematika Dan Pendidikan Matematika, 12(1), 83–94. https://doi.org/10.36456/buanamatematika.v12i1.5771
- Permatasari, S., Asikin, M., & Adhi, N. R. D. N. (2022). MaTriG: Game Edukasi Matematika dengan Construct 3. Journal of Mathematics Education and Learning, 2(1), 36–48.
- Pratama, R. A., & Waskitoningtyas, R. S. (2020). Game Android “MENALAR” Berbasis Adobe Animation CC. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(3), 617–630. https://doi.org/10.24127/ajpm.v9i3.3027
- Purba, H. S., Drajad, M., & Mahardika, A. I. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Web pada Materi Fungsi Kuadrat Kelas IX dengan Metode Drill and Practice. EDU-MAT: Jurnal Pendidikan Matematika, 9(2), 131–136. https://doi.org/10.20527/edumat.v9i2.11785
- Ratnamutia, S. A., & Pujiastuti, H. (2020). Analisis Kesulitan Siswa SMP dalam Mengidentifikasi dan Menyelesaikan Soal Cerita Persamaan Linear Satu Variabel. Didaktis: Jurnal Pendidikan Dan Ilmu Pengetahuan, 20(2), 189–199. https://doi.org/10.30651/didaktis.v20i2.4785
- Sudihartinih, E., Novita, G., & Rachmatin, D. (2021). Desain Media Pembelajaran Matematika Topik Luas Daerah Segitiga Menggunakan Aplikasi Scratch. Jurnal Cendekia : Jurnal Pendidikan Matematika, 5(2), 1390–1398.
Copyright (c) 2025 A'isyah Sekarsari, Sayyidatul Karimah

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Education and Talent Development Center of Indonesia (ETDC Indonesia)
e-mail: kognitif@gmail.com, website : https://etdc-indonesia.com

Kognitif: Jurnal Riset HOTS Pendidikan Matematika dengan Situs: https://etdci.org/journal/kognitif berlisensi Creative Commons Attribution-ShareAlike 4.0 International License
Most read articles by the same author(s)
- Diswa Margareta, Sayyidatul Karimah, Developing Interactive Learning Media through Canva Website and Quizizz Mastery Peak Integration to Enhance Problem-Solving Skills , Kognitif: Jurnal Riset HOTS Pendidikan Matematika: Vol. 5 No. 3 (2025): July - September 2025






.png)
