SYSTEMATIC LITERATURE REVIEW: PENGGUNAAN MEDIA INTERAKTIF SCRATCH PADA PENINGKATAN KEMAMPUAN NUMERASI SISWA SD
Abstract
Numeracy ability is a person's ability to solve problems using mathematical knowledge. With numeracy, it is hoped that it can help in organizing, assessing an action in order to get maximum results in dealing with problems in daily life. If learning mathematics without using media, students will become bored and have no motivation to learn. For this reason, digital-based interactive media is needed in accordance with the increasingly rapid development of technology. The purpose of this study is to describe the use of scratch interactive media in improving the numeracy skills of elementary school students. Method used The research method used this time is Systematic Literature Review (SLR). Systematic Literature Review (SLR) can be interpreted as a process of identifying, evaluating, and interpreting the results of existing research with the aim of presenting specific answers. The results of the study show that the use of scratch can increase creativity in mathematical thinking, logical thinking, earnestness in following lessons, a sense of fun, a sense of enjoyment and make it easier to learn mathematics because with scratch students learn to use games and can make their own math games, so it is very helpful in improving the numeracy skills of elementary school students. In conclusion, using scratch interactive media can improve the numeracy skills of elementary school studentsDownloads
References
Abdelghani Es‑Sajjade, Fred Paas (2020) Educational theories and computer game design: lessons from an experiment in elementary mathematics education. Education Tech Research Dev https://doi.org/10.1007/s11423-020-09799-w
Aulia, S., Zetriuslita, Z., 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. Diakses dari http://repository.uir.ac.id/id/eprint/5629.
Bagus Surya Maulanaa, Khikmatul Laili Desiyanib, Adi Satrio Ardiansyahc (2023)Utilization of Scratch in Mathematics Learning on Students' Computational Thinking Ability. PRISMA 6 (2023): 36-39 PRISMA, Prosiding Seminar Nasional Matematika https://journal.unnes.ac.id/sju/index.php/prisma/ ISSN 2613-9189
Barnawi dan Arifin. (2012). Etika dan Profesi Kependidi- kan. Yogyakarta: Ar-Ruzz Media
Durrotun Nabilah, Ismail, Elly Matul Imah (2023) Identifikasi Penalaran Kreatif-Imitatif Siswa dengan Gaya Kognitif Reflektif Vol. 4, 1 (Maret, 2023), pp. 119-126 ISSN: 2721-1150 EISSN: 2721-1169
Halimah, N., Suharti, S., & Kusumawati, D. (2022). *The Effectiveness of Scratch in Enhancing Elementary Students' Numeracy Skills*. Journal of Educational Technology, 18(3), 205-218.
https://mediaindonesia.com/opini/638003/hasil-pisa-2022-refleks
Intan Zahra Aulia, Dwi Kurnia, Dimas Pandu Prayogo, Mustika (2023) Implementasi Game Edukasi Berbasis Scracth Untuk Membangun Literasi Numerasi Peserta Didik Sekolah Dasar
Isabelle Chang (2023) Early numeracy and literacy skills and their influences on fourth-grade mathematics achievement: a moderated mediation model. Chang Large-scale Assessments in Education (2023) 11:18 https://doi.org/10.1186/s40536-023-00168
Jan Olsson & Carina Granberg (2022) Teacher-student interaction supporting students’ creative mathematical reasoning during problem solving using Scratch. ISSN: (Print) (Online) Journal homepage: www.tandfonline.com/journals/hmtl20
João Piedade & Nuno Dorotea( 2023) Effects of Scratch-Based Activities on 4th-Grade Students’ Computational Thinking Skills Informatics in Education, 2023, Vol. 22, No. 3, 499–523 © 2023 Vilnius University, ETH Zürich
Katherine Hayles, . (2017) Unthought ─ The Power of the Cognitive Nonconscious ISBN13:9780226447742 Univ of Chicago
Kemdikbud. (2024). POSTER-RAPOR-UPT-SD-NEGERI-272-GRESIK-20500647-2024
Kirkpatrick, C., & Kirkpatrick, D. (2020).** *Dampak Lingkungan Pembelajaran Interaktif tentang Keterlibatan Siswa dan Hasil Belajar Matematika: Analisis Meta*. *Review Penelitian Pendidikan*, 25, 100-120.
Kitchenham, B., Brereton, O. P., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009). Systematic literature reviews in software engineering. - a systematic literature review. Information and software technology, 51(1), 7-15. Diakses dari https://doi.org/10.1016/j.infsof.2008.09.009
Klinovszky, A. 2021. “Building a House of Skills—a Study of Functional Health Literacy and Numeracy among Patients with Type 2 Diabetes in Hungary.” International Journal of Environmental Research and Public Health 18(4):1–14. doi: 10.3390/ijerph18041547.
Maemunah, D. & W. (2022). Pengaruh Experiental Learning Terhadap Kemampuan Numerasi Siswa Sekolah Dasar Berdasarkan Teori Bruner. 6(4), 5632–5637.
Maghfiroh, S., Kusumaningsih, W., & Suciana, F. (2021). Penerapan Model Discovery Learning Berbantuan Media Audiovisual Berbasis Pembelajaran Daring untuk Meningkatkan Hasil Belajar Siswa Kelas V SD 3 Cranggang Kabupaten Kudus. Jurnal Paedagogy, 8(3), 438. https://doi.org/10.33394/jp.v8i3.3908
Misfeldt, M., & Ejsing-Duun, S. (2015). Learning mathematics through programming: An instrumental approach to potentials and pitfallsIn K. Krainer & N. Vondrová (Eds.), CERME 9: Ninth Congress of the European Society for Research in Mathematics Education 2524–2530. Prague, Czech Republic: Charles University in Prague, Faculty of Education and ERME. https://hal.archives-ouvertes.fr/hal-01289367
Nurhayati, N., Asrin, A., & Dewi, N. K. (2022). Analisis Kemampuan Numerasi Siswa Kelas Tinggi dalam Penyelesaian Soal Pada Materi Geometri di SDN 1 Teniga. Jurnal Ilmiah Profesi Pendidikan, 7(2b), 723–731. https://doi.org/10.29303/jipp.v7i2b.678
Rahma Hidayanthi , Nurul Husna Siregar , Dedes Asriani Siregar , Hotmaida Lestari Siregar (2024) Implementation of STEAM-based digital learning for students' numeracy literacy in elementary schools
Rizki, F., & Lestari, R. (2022). *Peran Media Interaktif dalam MeningkatkanPeran Media Interaktif dalam Meningkatkan Kemampuan Numerasi Anak Usia Dini . Jurnal Pend
Sari, D., & Hidayati, N. (2023). Penerapan Media Interaktif dalam Pembelajaran Matematika untuk Meningkatkan Kemampuan Numerasi Siswa Sekolah Dasar .
Setiawan,A.H.,Kartowagiran,B.,& Fatmawati,F. (2020). Analysis of elementary school students’difficulties in numeracy concept mastery.Indonesian Journal of Education, 5(2), 111-124. https://doi.org/10.23887/ijie.v5i2.27939
Sherry Turkle, . (2021) The Empathy Diaries.
Supriadi, D. (2021). Coding Scratch Basic.Yayasan Sakata Innovation Center
Victor R. Lee, Frederick Poole, Jody Clarke-Midura, Mimi Recker, Melissa Rasmussen(2020) Introducing coding through tabletop board games and their digital instantiations across elementary clasroom and school libraries SIGCSE ’20, March 11–14, 2020, Portland, OR, USA
Wulandari, D., & Santoso, H. (2023). Pengaruh Penggunaan Media Interaktif terhadap Kemampuan Numerasi Siswa SD di Kota Yogyakarta . Jurnal Pendidikan dan Pembelajaran, 12(1), 25-40
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

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