Deden Taopik, - and Karlimah, - and Elan, - (2025) PENGEMBANGAN GAME EDUKASI TENTANG KETERAMPILAN COMPUTATIONAL THINKING PADA MATERI BILANGAN PECAHAN DI FASE B. S2 thesis, Universitas Pendidikan Indonesia.
Abstract
Pembelajaran matematika di sekolah dasar, khususnya materi bilangan pecahan, masih menghadapi tantangan serius. Banyak siswa mengalami miskonsepsi karena dominasi pendekatan tekstual-prosedural dan minimnya media manipulatif yang menyenangkan dan bermakna. Di sisi lain, kemampuan berpikir tingkat tinggi seperti Computational thinking (CT)—yang meliputi decomposition, pattern recognition, abstraction, dan algorithmic thinking—belum terfasilitasi secara optimal dalam pembelajaran matematika di fase B. Penelitian ini bertujuan untuk mengembangkan media permainan kartu edukatif yang tidak hanya memfasilitasi pemahaman bilangan pecahan, tetapi juga mengintegrasikan prinsip CT secara eksplisit dan kontekstual. Penelitian ini menggunakan pendekatan Design-Based Research (DBR) dengan model ADDIE, yang melibatkan tahapan analisis kebutuhan, desain instruksional dan visual, pengembangan media, uji coba terbimbing, dan evaluasi sumatif. Subjek penelitian meliputi siswa kelas IV sekolah dasar dan guru kelas. Data dikumpulkan melalui wawancara, observasi, validasi ahli, angket, dan dokumentasi, kemudian dianalisis secara deskriptif-kualitatif. Hasil penelitian menunjukkan bahwa Permainan Kartu Computational thinking (PKCT) dinyatakan sangat layak dari sisi isi (skor 3,57), desain media (skor 3,44), dan keterbacaan oleh guru dan siswa. Uji coba terbimbing menunjukkan media mampu meningkatkan keterlibatan kognitif dan afektif siswa serta memunculkan keterampilan CT dalam konteks penyelesaian masalah pecahan. Evaluasi sumatif menunjukkan bahwa media dapat diterapkan secara praktis, efektif, dan menyenangkan dalam pembelajaran matematika SD. Kesimpulannya, PKCT terbukti menjadi media yang valid, layak, dan kontekstual dalam menjembatani kesenjangan antara representasi pecahan konkret dan penguatan kemampuan berpikir komputasional pada siswa fase B. Temuan ini memberikan kontribusi terhadap inovasi pembelajaran numerasi dan pembentukan fondasi berpikir sistematis di jenjang pendidikan dasar. Kata kunci: bilangan pecahan, computational thinking, fase B, media edukatif, permainan kartu Mathematics learning in elementary schools, particularly on fraction topics, continues to face significant challenges. Many students experience misconceptions due to the predominance of procedural-textual approaches and the lack of engaging and meaningful manipulative media. Furthermore, higher-order thinking skills such as Computational thinking (CT)—including decomposition, pattern recognition, abstraction, and algorithmic thinking—have not been adequately integrated into early mathematics instruction in Phase B. This study aims to develop an educational card game that not only enhances students’ conceptual understanding of fractions but also explicitly embeds CT principles in a contextual manner. The research employed a Design-Based Research (DBR) approach using the ADDIE model, encompassing needs analysis, instructional and visual design, media development, guided implementation, and summative evaluation. The research subjects included fourth-grade elementary students and classroom teachers. Data were collected through interviews, observations, expert validation, questionnaires, and documentation, and were analyzed descriptively and qualitatively. The findings reveal that the Computational thinking Card Game (PKCT) was rated highly in content validity (score: 3.57), media design (score: 3.44), and readability by both teachers and students. The guided trial showed that the media improved cognitive and affective engagement and elicited CT skills in solving fraction-related problems. The summative evaluation confirmed the practicality, effectiveness, and enjoyment of the media in elementary mathematics learning. In conclusion, PKCT is a valid, feasible, and contextually relevant medium that bridges the gap between concrete fraction representation and the development of computational thinking in Phase B learners. This study contributes to innovation in numeracy education and the foundation of systematic thinking at the primary level. Keywords: card game, computational thinking, educational media, fractions, phase B
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Item Type: | Thesis (S2) |
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Additional Information: | ID SINTA Dosen Pembimbing: Karlimah: 5982248 Elan: 6736627 |
Uncontrolled Keywords: | bilangan pecahan, computational thinking, fase B, media edukatif, permainan kartu card game, computational thinking, educational media, fractions, phase B |
Subjects: | L Education > L Education (General) |
Divisions: | UPI Kampus Tasikmalaya > PGSD S2 UPI Kampus Tasikmalaya |
Depositing User: | Deden Taopik |
Date Deposited: | 08 Sep 2025 07:45 |
Last Modified: | 08 Sep 2025 07:45 |
URI: | http://repository.upi.edu/id/eprint/137985 |
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