EVALUASI PENGARUH GAMIFIKASI TERHADAP PENINGKATAN KETERAMPILAN BERPIKIR KOMPUTASI DAN KETERLIBATAN SISWA DALAM PEMBELAJARAN

Rizqiya Saputra - STAI Tgk Chik Pante Kulu
Kamalul Ridadi - STAI Tgk Chik Pante Kulu
Khairul Abdi - STAI Tgk Chik Pante Kulu

Abstract


The purpose of this study is to evaluate the effect of gamification on improving students’ computational thinking skills and engagement in learning. The main problem addressed is the limited effectiveness of traditional learning approaches in training students to solve problems systematically and logically, particularly in relation to the four elements of computational thinking: decomposition, pattern recognition, abstraction, and algorithm design. The research employed a quasi-experimental method with a pretest–posttest control group design, involving more than 30 elementary and middle school students. The learning media used were two mobile-based games, RodoCodo and AlgoRun, which served as instruments to introduce computational thinking concepts. The results showed an improvement of up to 75% in students’ computational thinking abilities after the gamification intervention, along with higher engagement during the learning process. This study concludes that gamification has strong potential as an effective strategy to enhance students’ problem-solving skills, although further research with a broader scope of respondents and variables is still required.

ABSTRAK

Tujuan penelitian ini adalah mengevaluasi pengaruh gamifikasi terhadap peningkatan keterampilan berpikir komputasi dan keterlibatan siswa dalam pembelajaran. Persoalan yang diangkat adalah masih rendahnya efektivitas pembelajaran tradisional dalam melatih siswa memecahkan masalah secara sistematis dan logis, terutama terkait empat elemen berpikir komputasi, yaitu dekomposisi, pengenalan pola, abstraksi, dan perancangan algoritma. Metode penelitian menggunakan pendekatan kuasi-eksperimen dengan desain pretest-posttest control group, serta melibatkan lebih dari 30 siswa sekolah dasar dan menengah. Media pembelajaran yang digunakan adalah dua permainan berbasis mobile, yaitu RodoCodo dan AlgoRun, yang berfungsi sebagai instrumen pengenalan konsep berpikir komputasi. Hasil riset menunjukkan adanya peningkatan kemampuan berpikir komputasi siswa hingga 75% setelah intervensi dengan gamifikasi, serta meningkatnya keterlibatan siswa dalam proses pembelajaran. Kesimpulan penelitian ini adalah gamifikasi berpotensi menjadi strategi efektif dalam mengembangkan keterampilan berpikir komputasi siswa, meskipun penelitian ini masih bersifat awal sehingga perlu dikembangkan lebih lanjut dengan cakupan responden dan variabel yang lebih luas.


Keywords


computational thinking, gamification, learning method / berpikir komputasi, gamifikasi, metode pembelajaran

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References


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DOI: https://doi.org/10.59818/jpi.v4i6.2002

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