FERRY FEBRIANTO ALFAIZ, . (2026) PENGARUH MEDIA SCRATCH TERHADAP HASIL BELAJAR KODING DAN KECERDASAN ARTIFISIAL SISWA KELAS X DKV SMK NEGERI 31 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran Scratch terhadap hasil belajar peserta didik pada mata pelajaran Koding dan Kecerdasan Artifisial kelas X Desain Komunikasi Visual SMK Negeri 31 Jakarta. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre experimental dan desain One Group Pretest-Posttest Design. Sampel penelitian berjumlah 36 peserta didik yang dipilih menggunakan teknik sampling jenuh. Instrumen penelitian berupa tes pilihan ganda yang telah melalui uji validitas, reliabilitas, tingkat kesukaran, daya pembeda, dan expert judgement. Analisis data dilakukan menggunakan uji normalitas, Paired Sample t-Test, dan N-Gain dengan bantuan IBM SPSS Statistics. Hasil penelitian menunjukkan nilai Sig. (2-tailed) sebesar 0,020 (< 0,05), sehingga H₀ ditolak dan H₁ diterima. Dengan demikian, penggunaan media pembelajaran Scratch berpengaruh signifikan terhadap hasil belajar peserta didik. Namun, hasil analisis N-Gain menunjukkan peningkatan hasil belajar berada pada kategori rendah sehingga efektivitas pembelajaran masih perlu dioptimalkan. ***** This study aimed to determine the effect of using Scratch as a learning media on students' learning outcomes in the Coding and Artificial Intelligence subject for Grade X Visual Communication Design students at SMK Negeri 31 Jakarta. This study employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The sample consisted of 36 students selected through total sampling. The research instrument was a comprised multiple-choice questions that had been tested for validity, reliability, item difficulty, discrimination index, and expert judgment. Data were analyzed using the normality test, Paired Sample t-Test, and N-Gain with IBM SPSS Statistics. The results showed a significance value (Sig. 2-tailed) of 0.020 (< 0.05), indicating that H₀ was rejected and H₁ was accepted. Therefore, the use of Scratch as a learning media had a significant effect on students' learning outcomes. However, the N-Gain analysis indicated a low level of learning improvement, suggesting that the effectiveness of the learning process still needs to be optimized.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). ZE. Ferdi Fauzan Putra S.Pd., M.Pd.T. ; 2). Via Tuhamah Fauziastuti, S.Si., M.Ed. |
| Subjects: | Pendidikan > Pendidikan Kejuruan dan Sekolah Kejuruan Pendidikan > Media Pembelajaran |
| Divisions: | FT > S1 Pendidikan Teknik Informatika Komputer |
| Depositing User: | FERRY FEBRIANTO ALFAIZ . |
| Date Deposited: | 19 Aug 2026 06:32 |
| Last Modified: | 19 Aug 2026 06:32 |
| URI: | http://repository.unj.ac.id/id/eprint/67467 |
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