PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD

Ahmad Irfan ( Universitas Terbuka, Indonesia )
Gusti Yarmi ( Universitas Negeri Jakarta, Indonesia )
Sendi Ramdhani ( Universitas Terbuka, Indonesia )

Abstrak

Kemampuan berpikir komputasional merupakan keterampilan penting abad ke-21 yang masih rendah di kalangan siswa sekolah dasar, khususnya pada pembelajaran IPAS materi perubahan wujud benda. Penelitian ini bertujuan mengembangkan dan menguji kelayakan, kepraktisan, serta efektivitas game edukasi “Petualangan Si Wunda” sebagai media pembelajaran interaktif. Metode penelitian yang digunakan adalah penelitian dan pengembangan (R&D) dengan model ADDIE melalui tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Instrumen meliputi validasi ahli, angket respon siswa, serta tes pre-test dan post-test kemampuan berpikir komputasional. Hasil menunjukkan bahwa media dinyatakan valid oleh para ahli, mendapat respon siswa dengan kategori “praktis–sangat praktis,” dan terbukti efektif meningkatkan kemampuan berpikir komputasional dengan nilai N-Gain tinggi serta perbedaan signifikan berdasarkan uji Wilcoxon. Dengan demikian, “Petualangan Si Wunda” layak digunakan sebagai media pembelajaran IPAS untuk meningkatkan kemampuan berpikir komputasional siswa SD.

Unduhan

Data unduhan belum tersedia.

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Keywords  :  
Kata Kunci: Berpikir Komputasional, Game Edukasi, ADDIE, Perubahan Wujud Benda Computational Thinking, Education Game, e-LKPD, Problem Based Learning, Quizizz, National Income, ADDIE, Changes in The State of Matter
Galleys  :  
Diterbitkan  :  
2025-12-02
Cara Mengutip  :  
Irfan, A., Yarmi, G., & Ramdhani, S. (2025). PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD . Jurnal Muara Pendidikan, 10(2), 516–526. https://doi.org/10.52060/mp.v10i2.3756
Terbitan  :