Pengembangan Modul Berpikir Komputasional Berbasis Legenda Batu Batungkat untuk Pembelajaran Koding dan Kecerdasan Artifisial
DOI:
https://doi.org/10.67686/didaktika.v10i2.2177Abstract
This research is motivated by the low computational thinking skills of students and the limitations of contextual teaching materials in coding and artificial intelligence learning at the junior high school level. This study aims to develop a computational thinking module based on the Batu Batungkat legend, and to determine its level of validity, practicality, and effectiveness in learning. The study uses the Research and Development method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 60 ninth-grade students of SMP Negeri 1 Pulau Malan who were divided into an experimental class and a control class with a quasi-experimental design of the pretest–posttest control group type. The results showed that the developed module had a very high level of validity with an average score of 87.68%, very high practicality of 88.75%, and was effective in improving student learning outcomes. The average score of the experimental class increased from 41.14 to 79.43 with an N-Gain value of 0.65, higher than the control class of 0.33. The t-test results showed a significant difference between the two classes. Thus, the computational thinking module based on the Batu Batungkat legend is valid, practical, and effective for use in coding and artificial intelligence learning.
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