Pengembangan Kemampuan Berpikir Kritis dan Kreatif Siswa Melalui Game Edukasi Berbasis Scratch: Pendekatan Pembelajaran Interaktif Berbasis Teknologi

Authors

  • Kristia Yuliawan Sekolah Tinggi Manajemen Informatika dan Komputer Pesat Nabire
  • Randi Tandiele Sekolah Tinggi Manajemen Informatika dan Komputer Pesat Nabire
  • Arief Rahman Hakim Sekolah Tinggi Manajemen Informatika dan Komputer Pesat Nabire

DOI:

https://doi.org/10.55606/juitik.v6i2.2177

Keywords:

ADDIE, Critical Thinking, Creative Thinking, Educational Games, Game-Based Learning

Abstract

Developing students’ critical and creative thinking skills is a central goal of 21st-century education; however, existing studies on game-based learning often emphasize engagement rather than systematically examining its impact on higher-order thinking within interactive programming environments. This study addresses this gap by investigating the effectiveness of Scratch-based educational games in fostering critical and creative thinking through an interactive learning approach. Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), a game was designed to promote problem-solving and creativity in a structured digital environment. Black-box testing confirmed the system’s functional reliability, while implementation results indicate increased student engagement and measurable improvements in higher-order thinking skills. The novelty of this study lies in integrating Scratch programming with a structured instructional design model to explicitly target cognitive skill development, rather than mere user engagement. The findings contribute theoretically to game-based learning research and offer practical insights for integrating interactive technology into classroom instruction to support 21st-century competencies.

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Published

2026-04-09

How to Cite

Kristia Yuliawan, Randi Tandiele, & Arief Rahman Hakim. (2026). Pengembangan Kemampuan Berpikir Kritis dan Kreatif Siswa Melalui Game Edukasi Berbasis Scratch: Pendekatan Pembelajaran Interaktif Berbasis Teknologi. Jurnal Ilmiah Teknik Informatika Dan Komunikasi, 6(2), 63–75. https://doi.org/10.55606/juitik.v6i2.2177

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