Peningkatan Keterampilan Berpikir Komputasional Siswa Melalui Media Intelligent Robot Gim dalam Pembelajaran Unplugged Koding

Authors

  • Revi Adekamisti Sekolah Menengah Pertama Negeri 1 Tebat Karai, Bengkulu, Indonesia

DOI:

https://doi.org/10.67686/didaktika.v10i3.2222

Abstract

This study aims to improve the computational thinking skills of seventh-grade students at SMPN 1 Tebat Karai through the use of the Intelligent Robot Game for Marine Life Rescue as a medium in unplugged coding instruction. The research was motivated by students’ low abilities in problem decomposition, pattern recognition, algorithm construction, and solution evaluation, which were influenced by limited technological resources and the lack of concrete learning experiences. This research employed a Classroom Action Research (CAR) implemented in two cycles involving all 15 students in the class. Cycle I was conducted without the game-based media to identify students’ initial abilities, while Cycle II introduced a grid board, movement instruction cards, and physical simulation where students acted as “robots” and “programmers”. The findings indicate significant improvement across all computational thinking indicators, demonstrated by more accurate algorithm creation, enhanced debugging skills, and increased student engagement and collaboration. The use of the game-based medium made the learning process more concrete, interactive, and enjoyable. The study concludes that simple educational games can serve as an effective alternative for improving computational thinking in schools with limited technological facilities.

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Published

2026-11-10

URN

How to Cite

Adekamisti, R. (2026). Peningkatan Keterampilan Berpikir Komputasional Siswa Melalui Media Intelligent Robot Gim dalam Pembelajaran Unplugged Koding. Jurnal Didaktika Pendidikan Dasar, 10(3), 1291-1308. https://doi.org/10.67686/didaktika.v10i3.2222

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