Developing Scratch-Based MEINSIPA to Enhance Cognitive, Affective, and Psychomotor Learning Outcomes in Pancasila Education
DOI:
https://doi.org/10.65820/ejes-19vol2-issue2-2026Keywords:
Scratch, Pancasila Education, learning outcomes, Interactive Learning Media, Elementary EducationAbstract
Purpose: This study developed a Scratch-based MEINSIPA (Pancasila Principles Interactive Media) learning medium and evaluated its feasibility and effectiveness in improving the cognitive, affective, and psychomotor learning outcomes of sixth-grade students in Pancasila Education.
Methodology: The study adopted the Borg and Gall Research and Development model, adapted by Sugiyono into seven stages, including needs analysis, product design, validation, revision, and trial. Data were collected through achievement tests, observations, and questionnaires and analysed using descriptive and inferential statistics.
Results: The MEINSIPA learning medium was rated highly feasible by media (90%), material (98%), and language (100%) experts. It also received positive evaluations from students (95.85%) and teachers (94%). The experimental group recorded a higher N-Gain (0.33, medium) than the control group (0.27, low). Affective learning outcomes reached 81.55% (good), while psychomotor outcomes reached 70.53% (fairly good).
Novelty and Contributions: The study demonstrates that integrating Scratch with character-based civic education provides an effective interactive learning medium for elementary Pancasila Education, promoting computational thinking alongside civic values.
Social and Practical Implications: MEINSIPA offers teachers an engaging, student-centred digital instructional tool that enhances academic achievement, character development, and practical skills while supporting the broader integration of educational technology in elementary classrooms.
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Copyright (c) 2026 Dhena Rismaya, Gunawan Setiadi, Irfai Fathurohman (Author)

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




