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    Implementasi Computational Thinking untuk Pembelajaran Al-Qur'an menggunakan Scratch 3.0

    Implementation of Computational Thinking for Quran Learning using Scratch 3.0

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    Date
    2025
    Author
    Simanjuntak, Latifah Putri
    Advisor(s)
    Siregar, Baihaqi
    Rossy, Nurhasanah
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    Abstract
    This study was conducted to implement the Computational thinking approach in Qur’an learning through an educational game developed using Scratch 3.0. The main problems faced by elementary school students in memorizing the Qur’an (muroja’ah) are low motivation, difficulty in remembering the sequence of verses, and less engaging memorization methods. Therefore, this game was designed with four interactive menus: Ayo Menghafal (Let’s Memorize), Susun Ayat (Arrange the Verses), Tebak Ayat (Guess the Verse), and At-Takwir Bercerita (The Story of At-Takwir), focusing on Surah At Takwir. The game was developed using the Game Development Life Cycle (GDLC) methodology and applies the four components of Computational thinking: Decomposition, abstraction, pattern recognition, and algorithm design. The gamification of Qur’an learning proved effective in improving students’ learning outcomes. This is evidenced by the increase in the average score of the Arrange the Verses menu from 65.19 to 90, and the Guess the Verse menu from 61.48 to 86.67. In addition, students’ responses to the learning game were also highly positive, both in terms of design, ease of use, and benefits for Qur’an learning. A total of 84.26% of respondents stated that the colors and visuals in the game were attractive, 91.67% reported they did not feel confused when navigating the game menus, and 94.44% felt more motivated to study the Qur’an after playing the game.In conclusion, the use of a Computational thinking-based game has proven effective in creating a more engaging learning atmosphere, enhancing understanding, and encouraging active participation among elementary school students in Qur’an learning. Keywords: Gamification, Computational thinking, Scratch 3.0, Qur’an memorization (muroja’ah), Game Development Life Cycle (GDLC), interactive learning, Surah At Takwir.
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    https://repositori.usu.ac.id/handle/123456789/105847
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    • Undergraduate Theses [858]

    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

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    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

    Perpustakaan

    Resource Guide

    Katalog Perpustakaan

    Journal Elektronik Berlangganan

    Buku Elektronik Berlangganan

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV