Peningkatan Keterampilan Berpikir Komputasional Siswa Melalui Media Intelligent Robot Gim dalam Pembelajaran Unplugged Koding
DOI:
https://doi.org/10.67686/didaktika.v10i3.2222Abstract
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.
References
Arikunto, S., Suhardjono, & Supardi. (2021). Penelitian Tindakan Kelas: Teori dan Praktis. Bumi Aksara.
Chongo, S., Osman, K., & Nayan, N. A. (2021). Impact of the Plugged-in and Unplugged Chemistry Computational Thinking Modules on Achievement in Chemistry. Eurasia Journal of Mathematics, Science and Technology Education, 17(4), 1–21. https://doi.org/10.29333/ejmste/10789
Dong, W., Li, Y., Sun, L., & Liu, Y. (2024). Developing pre-service teachers’ computational thinking: a systematic literature review. International Journal of Technology and Design Education, 34(1). https://doi.org/10.1007/s10798-023-09811-3
Indrawan, P. A. (2024). Pengaruh permainan edukatif terhadap interaksi sosial, kemampuan berbahasa, dan berpikir siswa. Jurnal Kebijakan Dan Budaya Kelas, 6(2), 100–110. https://citeus.um.ac.id/cgi/viewcontent.cgi?article=1347&context=jkbk
Listiani, R. (2025). The impact of game-based learning on students’ learning motivation: A literature review. Proceedings of the International Conference on Social Sciences.
Mulyasa, E. (2022). Menjadi Guru Profesional: Menciptakan Pembelajaran Kreatif dan Menyenangkan. Remaja Rosdakarya.
Nur, M. A., & Nurhafidzah, N. (2025). Dampak dan Tantangan Pembelajaran Coding Bagi Siswa Sekolah Dasar: A Systematic Literature Review. Jurnal Didaktika Pendidikan Dasar, 9(3), 1207–1230. https://doi.org/10.26811/didaktika.v9i3.2033
Putri, D. A., & Wulandari, M. D. (2024). The effectiveness of educational games in fostering digital literacy to improve healthy social interactions in elementary schools. Proceedings of the International Conference on Social Sciences (ISETH). https://proceedings.ums.ac.id/iseth/article/view/5853
Seddighi-Khavidak, S. (2025). Game-based learning enhances engagement and promotes social interaction and collaboration in learning environments. Education Sciences, 16(1), 9. https://doi.org/10.3390/educsci16010009
Setiawan, Y. A., & Ringo, S. S. (2024). Pengaruh Kegiatan Plugged dan Unplugged Terhadap Berpikir Komputasional Murid SMP. Jurnal Didaktika Pendidikan Dasar, 8(3), 993–1014. https://doi.org/10.26811/didaktika.v8i3.1680
Syamsiah, N. O., Firmansyah, Y., Mustika, Y., Burhanudin, B., Gani, A., & Fitriani, N. (2024). Pengaruh edukasi unplugged coding terhadap kemampuan computational thinking anak usia sekolah dasar. Vox Edukasi: Jurnal Ilmiah Ilmu Pendidikan, 15(2), 365–373. https://doi.org/10.31932/ve.v15i2.4048
Tsarava, K., Moeller, K., Butz, M. V, Ninaus, M., & Trautwein, U. (2022). Unplugged versus plugged-in: Evaluating game-based interventions for computational thinking. Computers & Education, 185, 104516. https://doi.org/10.1016/j.compedu.2022.104516
Zapata-Cáceres, M., Marcelino, P., El-Hamamsy, L., & Martín-Barroso, E. (2024). A Bebras Computational Thinking (ABC-Thinking) program for primary school: Evaluation using the competent computational thinking test. Education and Information Technologies. https://doi.org/10.1007/s10639-023-12441-w
Published
Issue
Section
URN
License
Copyright (c) 2026 Revi Adekamisti

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.











