Enhancing Digital Literacy and Computational Thinking through Scratch-Based Learning

Authors

  • Dinar Munggaran Akhmad Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Jakarta, Jakarta, Indonesia
  • Ersa Resita Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Jakarta, Jakarta, Indonesia
  • Carli Apriasnyah Hutagalung Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Jakarta, Jakarta, Indonesia
  • Gustian Rama Putra Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Pakuan, Bogor
  • Hylmi Akhdan Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Jakarta, Jakarta, Indonesia

Keywords:

Computational Thinking, Digital Literacy, Project-Based Learning, Scratch

Abstract

In the digital era, students must develop digital literacy and computational thinking skills to face technological challenges. However, many Indonesian schools still emphasize theoretical knowledge rather than practical applications. This community service program aimed to enhance these skills through Scratch-based learning at the Muslihun Foundation, Parung, Bogor Regency. The program involved 21 junior and senior high school students and was implemented in five stages: preparation, socialization, Scratch training, project mentoring, and evaluation. Using a Project-Based Learning (PjBL) approach, students learned to create animations and educational games that applied computational concepts creatively. The evaluation used a 10-item pre-test and post-test instrument measuring basic digital literacy, logic, sequencing, and problem-solving indicators. The average score increased from 62.86 to 98.10, representing a 56% enhancement. Most participants achieved perfect post-test scores, proving the effectiveness of Scratch-based learning in improving computational thinking, creativity, and engagement. These findings highlight the need for accessible hands-on digital learning models and demonstrate the potential of simple visual programming tools to strengthen inclusive digital education practices in Indonesia.

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Published

30-12-2025

How to Cite

Dinar Munggaran Akhmad, Ersa Resita, Hutagalung, C. A., Gustian Rama Putra, & Hylmi Akhdan. (2025). Enhancing Digital Literacy and Computational Thinking through Scratch-Based Learning. Jurnal Pengabdian Masyarakat Inovatif, 3(2), 113–121. Retrieved from https://jpmi-fmipa.unpak.ac.id/index.php/JPMI/article/view/204