Kiki Muhamad Rizky, - and Dr. Asep Wahyudin, M.T, - and Dr. Rasim, M.T, - (2025) PENGEMBANGAN MODEL PEMBELAJARAN BERBASIS GAME DENGAN PENDEKATAN PROBLEM BASED LEARNING (PBL) UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH PADA COMPUTATIONAL THINKING SISWA. S2 thesis, Universitas Pendidikan Indonesia.
Abstract
Mata Pelajaran informatika merupakan salah satu mata pelajaran yang ada dalam kurikulum Merdeka. Terdapat kendala yang dirasakan oleh siswa pada materi yang ada dalam mata pelajaran ini, khususnya materi computational thinking dan jaringan komputer. Oleh karena itu, dibutuhkan suatu inovasi pembelajaran untuk menyelesaikan permasalah tersebut sekaligus untuk meningkatkan kemampuan pemecahan masalah computational thinking pada peserta didik. Pengukuran terkait pemahaman materi, pemecahan masalah, peneliti menggunakan tes tertulis kepada siswa melalui pretest dan postest. Desain penelitian yang digunakan yaitu One-Gathering Pretest-Posttest. Sampel yang digunakan yaitu kelas X TJKT 2 dengan jumlah siswa 35. Data yang digunakan dalam penelitian ini menggunakan pretest dan postest dengan pemberian soal sebanyak 20 butir soal. Pengujian tes dilakukan dengan uji validitas, reliabilitas, indeks kesukaran, dan daya pembeda soal. Data analisis menggunakan gain skor. Hasil dari penelitian adalah : 1) Rancangan model pembelajaran berbasis game dengan pendekatan problem based learning (PBL) untuk meningkatkan kemampuan pemecahan masalah computational thinking siswa 2) Multimedia yang dikembangkan memiliki presentase penilaian 88% dari ahli media dan 81 % dari ahli materi; 3)Nilai rata-rata pretest sebelum diberikan treatment menggunakan media pembelajaran diperoleh nilai 53,37 dan nilai rata-rata postest setelah diberikan treatmen menggunakan media pembelajaran dengan pendekatan problem based learning diperoleh nilai 83,14. Kemudian diperoleh nilai gain sebesar 0,6538 dalam kategori sedang; 4) Siswa memberikan respon positif terhadap penggunaan media pembelajaran ini, hal ini dapat dilihat dari presentase sebesar 89,18 % dengan kategori baik sekali. Dapat disimpulkan media pembelajaran berbasis game dengan pendekatan PBL dapat meningkatkan kemampuan pemecahan masalah siswa computational thinking pada matapelajaran jaringan computer. Kata kunci : Pembelajaran berbasis game, Problem based learning, Computational thinking. Informatics is one of the subjects included in the Merdeka curriculum. There are obstacles experienced by students in the material covered in this subject, particularly in computational thinking and computer networks. Therefore, an innovative learning approach is needed to address these issues while also enhancing students' computational thinking problem-solving skills. Measurement related to material understanding and problem-solving, the researcher used written tests for students through pretest and posttest. The research design used is the One-Group Pretest-Posttest. The sample used is class X TJKT 2 with a total of 35 students. The data used in this study employed pretest and posttest with the provision of 20 questions. The test was conducted with validity, reliability, difficulty index, and item discrimination tests. Data analysis uses gain scores. The results of the research are: 1) The design of a game-based learning model with a problem-based learning (PBL) approach to enhance students' computational thinking problem-solving skills. 2) The developed multimedia received an evaluation percentage of 88% from media experts and 81% from content experts; 3) The average pretest score before treatment using the learning media was 53.37, and the average posttest score after treatment using the learning media with a problem-based learning approach was 83.14. Then a gain value of 0.6538 was obtained in the moderate category; 4) Students responded positively to the use of this learning media, as evidenced by a percentage of 89.18% in the very good category. It can be concluded that game-based learning media with a PBL approach can enhance students' problem-solving abilities in computational thinking in the subject of computer networks. Keywords: Game-based learning, Problem-based learning, Computational thinking
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Item Type: | Thesis (S2) |
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Additional Information: | https://scholar.google.com/citations?view_op=list_works&hl=en&user=ayw2WBUAAAAJ ID SINTA Dosen Pembimbing Dr. Asep Wahyudin, M.T - 0023127104 Dr. Rasim, M.T - 0025077409 |
Uncontrolled Keywords: | Kata kunci : Pembelajaran berbasis game, Problem based learning, Computational thinking Keywords: Game-based learning, Problem-based learning, Computational thinking Game-based learning, Problem-based learning, Computational thinking |
Subjects: | L Education > L Education (General) L Education > LC Special aspects of education > LC5201 Education extension. Adult education. Continuing education Q Science > QA Mathematics > QA76 Computer software |
Divisions: | Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Pendidikan Ilmu Komputer - S2 |
Depositing User: | Kiki Muhamad Rizky |
Date Deposited: | 10 Jun 2025 06:39 |
Last Modified: | 10 Jun 2025 06:39 |
URI: | http://repository.upi.edu/id/eprint/133568 |
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