- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the works authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journals published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
Analisis Kebutuhan Pengembangan Game Edukasi Keterampilan Computational Thinking pada Materi Pecahan di Fase B
DOI:
https://doi.org/10.31004/obsesi.v9i5.7050Keywords:
Game Edukasi, Computational Thinking, Materi Pecahan, Fase B, Sekolah DasarAbstract
Penelitian ini bertujuan untuk menganalisis kebutuhan pengembangan Game edukasi berbasis Computational Thinking pada materi pecahan di Fase B Sekolah Dasar. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan teknik triangulasi data melalui angket siswa, wawancara guru, dan observasi pembelajaran. Hasil penelitian menunjukkan bahwa siswa mengalami kesulitan dalam memahami konsep pecahan karena rendahnya penggunaan media konkret dan minimnya visualisasi dalam pembelajaran. Selain itu, keterampilan Computational Thinking belum terfasilitasi secara sistematis, baik dalam pendekatan guru maupun aktivitas belajar siswa. Guru menyampaikan kebutuhan akan media pembelajaran inovatif yang kontekstual, interaktif, dan mudah digunakan, sementara siswa menunjukkan preferensi kuat terhadap pembelajaran berbasis permainan digital yang menyenangkan. Berdasarkan temuan ini, disimpulkan bahwa pengembangan Game edukasi perlu dirancang dengan karakteristik visual, kontekstual, kolaboratif, dan terintegrasi dengan elemen-elemen Computational Thinking. Media tersebut diharapkan mampu menjembatani kebutuhan kognitif dan afektif siswa serta mendukung tercapainya tujuan Kurikulum Merdeka.
Downloads Statistics
References
Amrulloh, T. R., Risnasari, M., & Ningsih, P. R. (2019). Pengembangan game edukasi matematika (operasi bilangan pecahan) berbasis android untuk Sekolah Dasar. Jurnal Ilmiah Edutic: Pendidikan dan Informatika, 5(2), 115-123.
Angeli, C., Voogt, J., Fluck, A., Webb, M., Cox, M., Malyn-Smith, J., & Zagami, J. (2016). A K-6 Computational Thinking Curriculum Framework: Implications for Teacher Knowledge. Educational Technology & Society, 19(3), 47–57.
Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan media pembelajaran game matematika berbasis HOTS dengan metode Digital Game Based Learning (DGBL) di sekolah dasar. Jurnal Pendidikan Indonesia, 2(11), 1885–1896. https://doi.org/10.59141/japendi.v2i11.356
Arikunto, S. (2010). Prosedur penelitian: Suatu pendekatan praktik (Edisi revisi). Rineka Cipta.
Azura, A. Z., Al Shahada, E., Hujaimah, S., & Mauludini, S. (2023). Implementasi metode pembelajaran pecahan menggunakan media visualisasi di kelas IV Sekolah Dasar Negeri 243 Cicabe. Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam, 3(1). https://doi.org/10.55606/jurrimipa.v3i1.2250
Bocconi, S., Chioccariello, A., Dettori, G., Ferrari, A., & Engelhardt, K. (2016). Developing computational thinking in compulsory education – Implications for policy and practice. Publications Office of the European Union. https://doi.org/10.2791/792158
Carney, S. (2022). Reimagining our futures together: a new social contract for education: by UNESCO, Paris, UNESCO, 2021, 186 pages, ISBN 978-92-3-100478-0.
Gabriel, F., Sz?cs, D., & Content, A. (2013). Developmental dyscalculia and the non-symbolic distance effect. Developmental Science, 16(1), 134–146.
Gabriel, F., Szucs, D., & Content, A. (2013). The Development of the Mental Representations of the Magnitude of Fractions. PLOS ONE, 8(11), e80016.
DOI: http://doi.org/10.1371/journal.pone.0080016
Hidayati, H. (2021). The implementation of concrete object media to increase elementary students’ learning outcomes on fraction learning material. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 10(1), 1–10.
Jala, W. (2024). Penggunaan media pembelajaran visual dalam meningkatkan pemahaman konsep matematika siswa di kelas IV SD Inpres Maulafa. Jurnal Pendidikan Refleksi, 13(1), 149–162. https://p3i.my.id/index.php/refleksi/article/view/332
Kertahendrawan, K. (2025). Pengembangan Aplikasi Mini Game Teka-Teki “Mind Mystery” Untuk Melatih Keterampilan Computational Thinking Siswa Sekolah Dasar Kelas V. Doctoral Dissertation, Universitas Pendidikan Ganesha.
Kusmaryani, W., Vega, N. D., Fitriawati, F., & Ulfaika, R. (2022). Peningkatan Kompetensi Guru Dalam Menggunakan Platform Pembelajaran Digital Melalui Pelatihan Online Teknologi Pendidikan. Jurnal Pengabdian Kepada Masyarakat, 28(1), 62-69.
Marsyella. (2025, Maret 11). Media pembelajaran game-based: Mengintegrasikan hiburan dan edukasi untuk meningkatkan pembelajaran. Ruang Buku ID. https://ruangbuku.id/artikel/media-pembelajaran-game-based-mengintegrasikan-hiburan-dan-edukasi-untuk-meningkatkan-pembelajaran/
Megawati, A. T., Sholihah, M., & Limiansih, K. (2023). Implementasi computational thinking dalam pembelajaran matematika di sekolah dasar. Jurnal Review Pendidikan Dasar: Jurnal Kajian Pendidikan dan Hasil Penelitian, 9(2), 96-103.
Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. sage.
Ni, Y., & Zhou, Y. (2005). Teaching and learning fraction and rational numbers: The origins and implications of whole number bias. Educational Psychologist, 40(1), 27–52.
Norton, S., & Irwin, K. C. (2020). Young students' conceptions of proper fractions: A longitudinal study. Mathematics Education Research Journal, 32, 441–457.
Papadakis, S. (2021). Advances in Mobile Learning Educational Research: An Overview of Mobile Learning Applications and Technologies. Advances in Mobile Learning Educational Research, 1(1), 1–4. https://doi.org/10.25082/AMLER.2021.01.001
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004
Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603-622.
Permana, K. B. A., Renda, N. T., & Margunayasa, I. G. (2020). Model pembelajaran kolaboratif meningkatkan hasil belajar matematika siswa. Jurnal Pedagogi dan Pembelajaran, 3(2), 223–232. https://doi.org/10.23887/jp2.v3i2.26552
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational psychologist, 50(4), 258-283.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary educational psychology, 25(1), 54-67.
Santrock, J. W. (2011). Educational Psychology (5th ed.). McGraw-Hill.
Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142–158. https://doi.org/10.1016/j.edurev.2017.09.003
Sirait, C. D., Sinulingga, D. M. B., Sinurat, F. A., Sihombing, E., & Febrianto, B. J. (2024). Analisis kesulitan belajar siswa sekolah dasar pada materi pecahan. Jurnal Pendidikan Tambusai, 8(2), 25869–25875. Retrieved from http://jptam.org/index.php/jptam/article/view/16309
Sugiyono, D. (2013). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif dan R&D.
Syifa, N., & Julia, J. (2023). Persepsi guru sekolah dasar terhadap inovasi pembelajaran berbasis informasi teknologi sebagai alat bantu pencapaian pembelajaran. Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah, 7(1), 271–285. https://doi.org/10.35931/am.v7i1.1707
Voogt, J., Fisser, P., Good, J., Mishra, P., & Yadav, A. (2015). Computational thinking in compulsory education: Towards an agenda for research and practice. Education and information technologies, 20, 715-728.
Downloads
Published
Check Article Index
How to Cite
Issue
Section
License
Copyright (c) 2025 Deden Taopik, Karlimah Karlimah, Elan Elan (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:

