Optimizing Young Learners' Role Using Scratch as a Media in a Participative Learning Method

Abstract

The 21st-century learning paradigm emphasizes the use of information and communication technology (ICT) that supports the students ability to think critically in order to solve the problem. In other words, ICT bridges science with the real world. Scratch, as one of the project’s web-based multimedia products, allows students to develop their creativity in an interactive and fun way. Scratch is used not only to create games but also to make projects such as story animations. Hence, the researchers intend to conduct a research and development with ADDIE approach to answer the challenges of the technological disruption era for young learners. Based on the research results, scratch is declared valid and suitable for use in learning to optimize young learners to increase their creativity.


Keywords: scratch, ICT, development, young learners, optimize

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