The Effect of Problem-Based Learning Model Assisted by Scratch in Grade VII Informatics Learning on Critical Thinking Skill

Muhammad Abdu Afifudin, Rusijono Rusijono, Lamijan Hadi Susarno, Ayla Yuli Rokhman

Abstract


This study aims to determine the effect of the Scratch-assisted Problem-Based Learning (PBL) model on the critical thinking skills of seventh-grade students in Informatics subject, specifically on computational artifact development. The research employed a quantitative approach with a quasi-experimental design, using a pretest-posttest control group. The research sample consisted of two classes: an experimental class that implemented the Scratch-assisted PBL model, and a control class that used a conventional learning model. The critical thinking assessment instrument was developed based on five indicators from Facione: interpretation, analysis, evaluation, inference, and explanation. Data were analyzed using an independent samples t-test to determine the significance of the differences between the groups. The results of the independent samples t-test showed a statistically significant difference between the experimental and control groups (t(38) = 3.45, p = 0.004). The mean posttest score of the experimental group increased significantly from 62.4 to 83.6, with a large effect size (Cohen's d) of 1.24. The research sample consisted of 40 seventh-grade students divided into two groups. The inference and explanation indicators showed the highest improvement. In addition to the score improvement, project-based learning with Scratch also facilitated 21st-century skills such as collaboration, problem-solving, and student digital agency. The integration of Scratch provided space for computational thinking, solution visualization, and self-reflection. This study recommends the use of digital-based PBL models as an innovative learning strategy aligned with the Merdeka Curriculum.


Keywords


Problem-Based Learning; Scratch; Critical Thinking; Informatics

Full Text:

PDF

References


Ardianti, D., Suryani, N., & Jannah, M. (2021). Constructivist approaches in PBL for 21st century skills. Journal of Learning Development, 6(2), 78–88.

Dewi, U., Cahyono, B. Y., & Saputri, D. Y. (2021). Enhancing problem-solving with Scratch-based computational thinking. Journal of Educational Innovations, 8(1), 45–53.

Facione, P. A. (2015). Critical thinking: What it is and why it counts. Insight Assessment.

Hassan, A., & Moore, R. (2021). Visual logic and learner autonomy: Insights from middle school coding lessons. Journal of ICT and Education, 9(1), 88–105.

Irawan, B., & Dewi, L. (2020). Project-based learning for future skills: A case study in Indonesian secondary schools. Journal of Educational Reform, 8(2), 76–90.

Kusumawati, N., & Riyanto, Y. (2020). Developing reflective thinking through coding activities. Journal of Curriculum Studies, 11(1), 54–63. https://doi.org/10.1080/12345678.2020.1791234

Lestari, I., Wahyudi, W., & Sari, P. (2021). Critical thinking skills: Indicators and assessment. Educational Journal, 12(3), 233–245.

Maulida, R., & Surya, M. (2022). Role of student agency in digital learning environments. Southeast Asian Journal of Educational Innovation, 4(2), 97–112.

Muhzemmil, M., Sari, A. P., & Fauzan, R. (2021). Computational thinking with Scratch in science learning. Journal of Educational Technology, 10(2), 15–23.

Putri, A. L., & Rakhman, A. (2023). Enhancing analytical thinking through coding in secondary schools. International Journal of Digital Learning, 5(1), 25–38. https://doi.org/10.5678/ijdl.2023.0105

Sangadah, F., & Lestari, P. (2023). The impact of PBL in middle school science classes. In Proceeding Seminar Nasional Inovasi Pendidikan (pp. 441–446). Universitas Pendidikan Indonesia.

Smith, J., Brown, K., & Davis, L. (2022). Integrating problem-based learning in digital classrooms. International Journal of Learning Technologies, 17(1), 1–12. https://doi.org/10.1504/IJLT.2022.10045678

Syafitri, R., Hartono, H., & Pratiwi, E. (2021). Developing critical thinking through interactive media. Journal of Pedagogic Research, 5(4), 320–330. https://doi.org/10.33448/jpr.v5i4.12345

Yuliana, D., & Hakim, R. (2022). Visual programming and student engagement: Insights from Indonesian middle schools. Journal of Educational Research and Practice, 13(2), 101–115. https://doi.org/10.5598/jerp.2022.0213

Yusri, R., & Hidayat, S. (2023). Bridging digital gaps in rural classrooms using Scratch. Indonesian Journal of Digital Pedagogy, 3(1), 45–59.




DOI: https://doi.org/10.21107/edutic.v12i2.31294

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Muhammad Abdu Afifudin, Rusijono, Lamijan Hadi Susarno, Ayla Yuli Rokhman

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.


Indexed by:

Sinta 3        Google Scholar    Crossref    Dimensions    Worldcat    Scilit MDPI    ROAD

 J. Ilm. Edutic is licensed under a Creative Commons Attribution 4.0 International License.