SIMULASI DAN GAMIFIKASI PEMBELAJARAN ILMU KOMPUTER DASAR MELALUI APLIKASI SI BINER

Ade Nurhopipah, Zahi Ahmad Faizi, Retno Asih

Abstract


Abstrak: Salah satu upaya dalam meningkatkan keterampilan Computational Thinking adalah dengan mengintegrasikan pembelajaran Ilmu Komputer ke dalam kurikulum nasional. Namun demikian, pembelajaran di kelas secara tradisional tidak cukup memenuhi kebutuhan berfikir kritis dalam pembelajaran Ilmu Komputer. Pada kegiatan ini, suatu aplikasi yang diberi nama “Si Biner” dibangun dengan tujuan menyediakan alternatif pembelajaran berbasis simulasi dan permainan untuk meningkatkan motivasi dan hasil belajar. Materi yang disajikan mencakup pengenalan konsep bilangan biner untuk pengkodean angka, pengkodean huruf, deteksi error, dan efektivitas pencarian. Setelah melalui pengujian fungsional, aplikasi ini digunakan dalam acara pembelajaran Ilmu Komputer di SDN 2 Nusamangir, Kemranjen, Banyumas. Acara ini dirancang dengan mengintegrasikan metode simulasi untuk penyampaian materi dan permainan untuk melatih keterampilan. Evaluasi dilakukan dengan meminta peserta mengisi kuisioner berkaitan dengan aplikasi dan pemahaman terhadap materi. Secara umum, peserta menikmati pembelajaran yang disampaikan dengan metode tersebut dan menganggap bahwa aplikasi telah berfungsi baik dengan tampilan cukup menarik. Sedangkan untuk pemahaman terhadap materi, rata-rata keberhasilan mencapai 95,09%.

Abstract: One of the efforts to improve Computational Thinking skills is integrating Computer Science learning into the national curriculum. However, traditional classroom learning is not enough to meet the needs of critical thinking in learning Computer Science. In this activity, an application named "Si Biner" was built to provide alternative learning based on simulations and games to increase motivation and learning outcomes. The material presented includes an introduction to binary numbers for encoding numbers, encoding letters, error detection, and search effectiveness. After going through functional testing, this application was used in a Computer Science learning event at SDN 2 Nusamangir, Kemranjen, Banyumas. This event was designed by integrating simulation methods for delivering material and games for training skills. The evaluation was carried out by asking participants to complete a questionnaire related to the application and understanding of the material. In general, the participants enjoyed the learning delivered by this method and considered that the application had functioned well with a reasonably attractive appearance. As for understanding the material, the average success reaches 95.09%.

 


Keywords


Computational Thinking; Computer Science; Game; Simulation; Si Biner.

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DOI: https://doi.org/10.31764/jmm.v7i1.12090

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