Research and Development approach improves student learning outcomes in IPAS, indicating gamification's effectiveness.
This research seeks to evaluate the feasibility of Scratch Gamification learning media in learning IPAS and to assess their effectiveness in enhancing student IPAS learning outcomes after implementing learning. The study addresses challenges such as students’ difficulty in grasping IPAS concepts and the lack of technology-integrated learning resources. A Research and Development (R&D) approach was applied, utilizing the 4D of four phases: definition, design, development, and dissemination. Data were collected through expert validation, and learning outcomes tests and analyzed quantitatively and statistically. The validation results showed that media experts awarded a score of 96%, while material experts gave a score of 93%, both of which fall under the "Very Feasible" category. Student learning outcomes showed a marked improvement following the use of Scratch Gamification as a media with the average pre-test score recorded at 51.25 and the post-test average rising to 87.75. The resulting N-Gain value of 0.75 falls within the high category. These findings indicate that Scratch Gamification is an effective and appropriate tool for enhancing student learning outcomes in IPAS instruction.
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Dwiyanto et al. (2025) studied this question.
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