Show simple item record

dc.contributor.advisorSiregar, Baihaqi
dc.contributor.advisorRossy, Nurhasanah
dc.contributor.authorSimanjuntak, Latifah Putri
dc.date.accessioned2025-07-19T14:08:14Z
dc.date.available2025-07-19T14:08:14Z
dc.date.issued2025
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/105847
dc.description.abstractThis 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.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectGamificationen_US
dc.subjectComputational thinkingen_US
dc.subjectScratch 3.0en_US
dc.subjectQur’an memorizationen_US
dc.subjectGame Development Life Cycle (GDLC)en_US
dc.subjectinteractive learningen_US
dc.subjectSurah At Takwiren_US
dc.titleImplementasi Computational Thinking untuk Pembelajaran Al-Qur'an menggunakan Scratch 3.0en_US
dc.title.alternativeImplementation of Computational Thinking for Quran Learning using Scratch 3.0en_US
dc.typeThesisen_US
dc.identifier.nimNIM211402032
dc.identifier.nidnNIDN0008017906
dc.identifier.nidnNIDN0001078708
dc.identifier.kodeprodiKODEPRODI59201#Teknologi Informasi
dc.description.pages89 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 4. Quality Educationen_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record