Integrating Scratch and Canva to Foster Digital Literacy in Junior-Secondary Science: A Feasibility Study in Indonesia

  • Kartika Fitriana Rizky UIN Fatmawati Sukarno Bengkulu
  • Dian Ayu Ramadhani UIN Fatmawati Sukarno Bengkulu
  • Muti'ah UIN Fatmawati Sukarno Bengkulu
Keywords: Active Learning Pedagogy, Block-Based Programming Activities, Canva Infographic Design, Computational Thinking Development

Abstract

This study investigated the feasibility of integrating Scratch (block-based programming) and Canva (visual design) to cultivate digital literacy within a junior-secondary science lesson on the human circulatory system in Indonesia. Using a descriptive, cross-sectional design, one intact Grade VIII class (n = 12) at an MTs participated in a single-period implementation that combined brief teacher input with a make-and-explain sequence: students authored a simple Scratch mini-project to externalize mechanism and then produced a concise Canva infographic to communicate key ideas. Data were collected via structured classroom observations, a brief post-lesson teacher interview, and a four-item student questionnaire (binary Yes/No) capturing satisfaction, perceived difficulty, prior exposure to similar media, and perceived improvement in digital literacy; analysis focused on counts and percentages. Results showed high acceptability and usability: 11/12 students (91.7%) reported satisfaction, none reported difficulty (0/12), 8/12 (66.7%) indicated prior exposure, and 11/12 (91.7%) perceived improved digital literacy; observations corroborated sustained on-task behavior, successful navigation of core interface actions, and productive peer support. These patterns suggest that a low-threshold, creation-centered workflow is implementable under ordinary school conditions and pedagogically consistent with active, student-generated learning. The study concludes that explicitly coupling executable modeling (Scratch) with audience-ready visual explanation (Canva) is a promising approach for classroom-level digital-literacy development, while noting limitations of a small, single-class sample and reliance on brief self-reports. Teachers can package lessons as short inputs → templated production → micro-publication to strengthen digital literacy without heavy infrastructure; future research should adopt larger, pre–post or quasi-experimental designs with validated multi-item scales, content assessments, fidelity checks, and comparisons of integrated versus single-tool conditions.

Downloads

Download data is not yet available.

References

Alemdag, E. (2022). Effects of instructor-present videos on learning, cognitive load, motivation, and social presence: A meta-analysis. Education and Information Technologies, 27(9), 12713-12742. https://doi.org/10.1007/s10639-022-11154-w

Braun, D., & Huwer, J. (2022). Computational literacy in science education-A systematic review. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.937048

Bredow, C. A., Roehling, P. V., Knorp, A. J., & Sweet, A. M. (2021). To Flip or Not to Flip? A Meta-Analysis of the Efficacy of Flipped Learning in Higher Education. Review of Educational Research, 91(6), 878-918. https://doi.org/10.3102/00346543211019122

Çeken, B., & Taşkın, N. (2022). Multimedia learning principles in different learning environments: a systematic review. Smart Learning Environments, 9(1), 19. https://doi.org/10.1186/s40561-022-00200-2

Chen, P., Yang, D., Metwally, A. H. S., Lavonen, J., & Wang, X. (2023). Fostering computational thinking through unplugged activities: A systematic literature review and meta-analysis. International Journal of STEM Education, 10(1), 47. https://doi.org/10.1186/s40594-023-00434-7

Deslauriers, L., McCarty, L. S., Miller, K., Callaghan, K., & Kestin, G. (2019). Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom. Proceedings of the National Academy of Sciences, 116(39), 19251-19257. https://doi.org/10.1073/pnas.1821936116

Fagerlund, J., Häkkinen, P., Vesisenaho, M., & Viiri, J. (2021). Computational thinking in programming with Scratch in primary schools: A systematic review. Computer Applications in Engineering Education, 29(1), 12-28. https://doi.org/10.1002/cae.22255

Fiorella, L. (2023). Making Sense of Generative Learning. Educational Psychology Review, 35(2), 50. https://doi.org/10.1007/s10648-023-09769-7

Fitriani, A., Kartini, A., & Maulani, M. (2022). Peran Guru dan Strategi Pembelajaran dalam Memenuhi Kompetensi Siswa Abad 21. Jurnal Pendidikan Tambusai, 6(2), 16491-16498.

Fyfield, M., Henderson, M., & Phillips, M. (2022). Improving instructional video design: A systematic review. Australasian Journal of Educational Technology, 150-178. https://doi.org/10.14742/ajet.7296

Garad, A., Al-Ansi, A. M., & Qamari, I. N. (2021). The Role Of E-Learning Infrastructure And Cognitive Competence In Distance Learning Effectiveness During The Covid-19 Pandemic. Jurnal Cakrawala Pendidikan, 40(1), 81-91. https://doi.org/10.21831/cp.v40i1.33474

Hillmayr, D., Ziernwald, L., Reinhold, F., Hofer, S. I., & Reiss, K. M. (2020). The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis. Computers & Education, 153, 103897. https://doi.org/10.1016/j.compedu.2020.103897

Jaleniauskiene, E., & Kasperiuniene, J. (2023). Infographics in higher education: A scoping review. E-Learning and Digital Media, 20(2), 191-206. https://doi.org/10.1177/20427530221107774

Le, B., Lawrie, G. A., & Wang, J. T. H. (2022). Student Self-perception on Digital Literacy in STEM Blended Learning Environments. Journal of Science Education and Technology, 31(3), 303-321. https://doi.org/10.1007/s10956-022-09956-1

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1253549

Lu, Z., Chiu, M. M., Cui, Y., Mao, W., & Lei, H. (2023). Effects of Game-Based Learning on Students' Computational Thinking: A Meta-Analysis. Journal of Educational Computing Research, 61(1), 235-256. https://doi.org/10.1177/07356331221100740

Mayer, R. E. (2021). Evidence-based principles for how to design effective instructional videos. Journal of Applied Research in Memory and Cognition, 10(2), 229-240. https://doi.org/10.1016/j.jarmac.2021.03.007

Mayer, R. E., Fiorella, L., & Stull, A. (2020). Five ways to increase the effectiveness of instructional video. Educational Technology Research and Development, 68(3), 837-852. https://doi.org/10.1007/s11423-020-09749-6

Merino-Armero, J. M., González-Calero, J. A., & Cózar-Gutiérrez, R. (2022). Computational thinking in K-12 education. An insight through meta-analysis. Journal of Research on Technology in Education, 54(3), 410-437. https://doi.org/10.1080/15391523.2020.1870250

Mursidi, A., Buyung, B., & Murdani, E. (2022). Digital Literacy Competence Levels of Indonesian Junior High School Students Based on Activities Through The 5m Approach. JETL (Journal of Education, Teaching and Learning), 7(2), 229. https://doi.org/10.26737/jetl.v7i2.3775

Noetel, M., Griffith, S., Delaney, O., Harris, N. R., Sanders, T., Parker, P., del Pozo Cruz, B., & Lonsdale, C. (2022). Multimedia Design for Learning: An Overview of Reviews With Meta-Meta-Analysis. Review of Educational Research, 92(3), 413-454. https://doi.org/10.3102/00346543211052329

Pan, Z., López, M. F., Li, C., & Liu, M. (2021). Introducing augmented reality in early childhood literacy learning. Research in Learning Technology, 29. https://doi.org/10.25304/rlt.v29.2539

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w

Shemy, N. S. (2022). Digital Infographics Design (Static vs Dynamic): Its Effects on Developing Thinking and Cognitive Load Reduction. International Journal of Learning, Teaching and Educational Research, 21(5), 104-125. https://doi.org/10.26803/ijlter.21.5.6

Stains, M., Harshman, J., Barker, M. K., Chasteen, S. V., Cole, R., DeChenne-Peters, S. E., Eagan, M. K., Esson, J. M., Knight, J. K., Laski, F. A., Levis-Fitzgerald, M., Lee, C. J., Lo, S. M., McDonnell, L. M., McKay, T. A., Michelotti, N., Musgrove, A., Palmer, M. S., Plank, K. M., … Young, A. M. (2018). Anatomy of STEM teaching in North American universities. Science, 359(6383), 1468-1470. https://doi.org/10.1126/science.aap8892

Stewart, W., & Baek, K. (2023). Analyzing computational thinking studies in Scratch programming: A review of elementary education literature. International Journal of Computer Science Education in Schools, 6(1), 35-58. https://doi.org/10.21585/ijcses.v6i1.156

Strelan, P., Osborn, A., & Palmer, E. (2020). The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels. Educational Research Review, 30, 100314. https://doi.org/10.1016/j.edurev.2020.100314

Sun, Y., Zhao, X., Li, X., & Yu, F. (2023). Effectiveness of the flipped classroom on self-efficacy among students: A meta-analysis. Cogent Education, 10(2). https://doi.org/10.1080/2331186X.2023.2287886

Theobald, E. J., Hill, M. J., Tran, E., Agrawal, S., Arroyo, E. N., Behling, S., Chambwe, N., Cintrón, D. L., Cooper, J. D., Dunster, G., Grummer, J. A., Hennessey, K., Hsiao, J., Iranon, N., Jones, L., Jordt, H., Keller, M., Lacey, M. E., Littlefield, C. E., … Freeman, S. (2020). Active learning narrows achievement gaps for underrepresented students in undergraduate science, technology, engineering, and math. Proceedings of the National Academy of Sciences, 117(12), 6476-6483. https://doi.org/10.1073/pnas.1916903117

Traboco, L., Pandian, H., Nikiphorou, E., & Gupta, L. (2022). Designing Infographics: Visual Representations for Enhancing Education, Communication, and Scientific Research. Journal of Korean Medical Science, 37(27). https://doi.org/10.3346/jkms.2022.37.e214

Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students' learning achievement: a meta-analysis. International Journal of STEM Education, 9(1), 26. https://doi.org/10.1186/s40594-022-00344-0

Xu, E., Wang, W., & Wang, Q. (2023). A meta-analysis of the effectiveness of programming teaching in promoting K-12 students' computational thinking. Education and Information Technologies, 28(6), 6619-6644. https://doi.org/10.1007/s10639-022-11445-2

Xu, Z., Ritzhaupt, A. D., Tian, F., & Umapathy, K. (2019). Block-based versus text-based programming environments on novice student learning outcomes: a meta-analysis study. Computer Science Education, 29(2-3), 177-204. https://doi.org/10.1080/08993408.2019.1565233

Zamista, A. A., & Azmi, K. (2023). Digital Learning: How the Process Enhances Students' Digital Literacy. Jurnal Penelitian Pendidikan IPA, 9(9), 7189-7195. https://doi.org/10.29303/jppipa.v9i9.5401

Zhang, L., & Nouri, J. (2019). A systematic review of learning computational thinking through Scratch in K-9. Computers & Education, 141, 103607. https://doi.org/10.1016/j.compedu.2019.103607

Published
2024-09-25
How to Cite
Kartika Fitriana Rizky, Dian Ayu Ramadhani, & Muti’ah. (2024). Integrating Scratch and Canva to Foster Digital Literacy in Junior-Secondary Science: A Feasibility Study in Indonesia. ISEJ : Indonesian Science Education Journal, 5(3), 130-137. https://doi.org/10.62159/isej.v5i3.1778
Section
Articles