Pelatihan Penggunaan Aplikasi Scratch pada Guru-guru SD dan TK untuk Meningkatkan Logika Berpikir
Keywords:
Training, Logical thinking, scratch, Logical Thinking, Training, ScratchAbstract
Logical thinking has become an increasingly important skill in today's digital era. One way to train logical thinking is by using engaging and easy-to-understand applications. Scratch is an application with a visual programming platform that provides an engaging and accessible way to learn. This application helps teachers to better understand basic programming concepts and to develop computational thinking from an early age. The training was conducted online, beginning with an explanation of the importance of innovation in the Industry 5.0 era, which demands that teachers be more innovative in delivering teaching materials. After that, the activity continued with hands-on practice using the Scratch software. It began with an introduction to the Scratch menu, an introduction to sprites, and a simple animation example of a moving bear sprite. This was followed by adding backgrounds, sounds, an introduction to conditionals (if-statements), and simple loops. The final project of the training was to create a zoo-themed park containing at least four moving animals and a simple conversation as the basis for storytelling. The training was conducted via Google Meet, with 13 participants consisting of 6 kindergarten teachers and 7 elementary school teachers. Based on the results of an online questionnaire, 92% stated that the training was very useful, and 8% said it was useful. All participants expressed a desire to attend similar training sessions in the future.
References
Agustin, K., Madani, M., Ketut Sriwinarti, N., & Supatmiwati, D. (n.d.).
Penguatan Kemampuan Computational Thinking Pada Pemberdayaan Guru dan Siswa Sekolah Dasar Di Pulau Lombok. Jurnal Pengabdian Masyarakat, 18(2), 253–267.
Brennan, K., & Resnick, M. (n.d.). New frameworks for studying and assessing the development of computational thinking. In AERA (Vol. 2012).
Fitr Iani, M. A., & Nur Lina, L. (2024). Jurnal Pengabdian Teknik dan Sains Pelatihan Pengenalan Basic Programming Menggunakan Scratch bagi Tenaga Pengajar Sekolah Dasar Muhammadiyah Danaraja Training on The Introduction of Basic Programming using Scratch for Teachers of Muhammadiyah Danaraja Elementary School. Jurnal Pengabdian Teknik Dan Sains, 4(1),
https://doi.org/10.30595/jpts/v%i
Jurnal Pengabdian Masyarakat Berkemajuan, S., Isnaini, M., Fujiaturahman, S., Sekar Utami, L., Anwar, K., & Sabaryati, J. (2021). Pemanfaatan Aplikasi Scratch Sebagai Alternatif Media Belajar
Siswa “Z Generation” Untuk Guru- Guru Sdn 1 Labuapi. 5(1). https://scratch.mit.edu/download.
Mammes, I., Adenstedt, V., Gooß, A., & Graube, G. (2019). Technology, Information Technology and Natural Science as Basics for Innovation. In Zur Bedeutung der Technischen Bildung in Fächerverbünden (pp. 93– 109). Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658- 25623-4_8
Meerbaum-Salant, O., Armoni, M., & Ben-Ari, M. (2011). Habits of Programming in Scratch. http://web.mit.edu/~axch/www/progr amming_habits.html
Resnick, M., Maloney, J., Monroy- Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B., & Kafai, Y. (2009). Scratch: Programming for all.
Communications of the ACM, 52(11), 60–67.
https://doi.org/10.1145/1592761.1592 779
Wijaya, N., Sari, U., Muhandhis, I., Harist Murdani, M., Dewi, S., Atmojo, S., Ritonga, A. S., & Widhiyanta, D. N. (2024). Pelatihan Pembuatan Games Dengan Scratch Untuk Siswa Sma Wachid Hasyim 5 Surabaya (Vol. 03,
Issue 01).
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Maria Irmina Prasetiyowati, Alethea Suryadibrata, Dennis Gunawan, Vincentius Kurniawan

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


