EFEKTIVITAS GAME BASED LEARNING BERBANTUAN DIGITAL MATH EDUCATION TERHADAP KEMAMPUAN BERPIKIR KOMPUTASI DALAM KODING DAN KECERDASAN ARTIFISIAL

Rahayu, Widya Puput (2026) EFEKTIVITAS GAME BASED LEARNING BERBANTUAN DIGITAL MATH EDUCATION TERHADAP KEMAMPUAN BERPIKIR KOMPUTASI DALAM KODING DAN KECERDASAN ARTIFISIAL. S1 thesis, Universitas PGRI Madiun.

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Abstract

Computational thinking is a skill requiring students to break down problems into smaller sub-parts and design solutions by formulating clear steps. In the context of 5th-grade coding and artificial intelligence instruction, this skill encompasses components such as abstraction, generalization, decomposition, algorithmic thinking, and debugging competencies that students often lack. This study aimed to determine the effectiveness of a Game-Based Learning (GBL) model supported by Digital Math Education on the computational thinking skills of students in coding and artificial intelligence lessons. The research subjects were 5th-grade students at SDN Tinap 2. A quantitative approach was employed, specifically a quasi-experimental time-series design known as the Interrupted Time Series Design. A saturated sampling technique was used, as the population was under 100, resulting in a sample size of 22 students. Data collection involved essay tests and documentation. The research instruments consisted of pre-tests and post-tests covering the 5th-grade coding and artificial intelligence curriculum. Data analysis revealed a difference in students' computational thinking skills before and after instruction using the GBL model supported by Digital Math Education. The average student score increased from 58.40 to 84.09. Hypothesis testing yielded a p-value of <0.001 (specifically 0.000 < 0.001), indicating a significant effect resulting from the implementation of this instructional method. Thus, the findings demonstrate that the use of a GBL model supported by Digital Math Education is effective in enhancing students' computational thinking skills within coding and artificial intelligence lessons.

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Game-Based Learning; Digital Math Education; Computational Thinking
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1501 Primary Education
L Education > LB Theory and practice of education > LB2361 Curriculum
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Guru Sekolah Dasar
Depositing User: RAHAYU PUPUT WIDYA
Date Deposited: 27 Jul 2026 07:12
Last Modified: 27 Jul 2026 07:12
URI: http://eprint.unipma.ac.id/id/eprint/7684

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