SIMULASI DAN GAMIFIKASI PEMBELAJARAN ILMU KOMPUTER DASAR MELALUI APLIKASI SI BINER
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
Full Text:
DOWNLOAD [PDF]References
Alnoukari, M., Shafaamry, M., & Aytouni, K. (2013). Simulation for Computer Sciences Education. Communications of the ACS, 6(1), 1–18.
Arifandi, D. K., & Sumbawati, M. S. (2019). Pengembangan Media Pembelajaran Simulasi Pada Mata Pelajaran Perakitan Komputer Dengan Model Pembelajaran Kooperatif Tipe Teams Game Tournament di SMK Negeri 1 Arosbaya Bangkalan. Jurnal IT-Edu, 4(2), 42–48.
Combefis, S., Beresnevicius, G., & Dagiene, V. (2016). Learning Programming through Games and Contests: Overview, Characterisation and Discussion. Olympiads in Informatics, 10(1), 39–60.
Enstein, J., Benufinit, Y. A., & Sampaio, N. D. . (2019). Pengembangan Game Edukasi Komponen Hardware Sebagai Media Pembelajaran Sistem Komputer. Jurnal Pendidikan Teknologi Informasi (JUKANTI), 2(2), 32–37.
Feaster, Y., Ali, F., & Hallstrom, J. O. (2012). Serious Toys : Teaching the Binary Number System Serious Toys : Teaching the Binary Number System. The Conference on Innovation and Technology in Computer Science Education (ITiCSE), July, 262–267.
Firmansyah, R., Ahmad, D. A., Taopik, H., Azmi, I. S., Ramdhani, M. S., & Faris, N. I. (2020). Perancangan Aplikasi Media Pembelajaran Interaktif Simulasi Mengetik Sepuluh Jari. Jurnal Fasilkom, 10(2), 139–143.
Fuadi, W., Meliala, S., & Fariadi, D. (2021). Rancang Bangun Aplikasi Game Pembelajaran Pseudocode Dasar. Journal of Electrical Technology, 6(1), 31–34.
Ibanez, M.-B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for Engaging Computer Science Students in Learning Activities : A Case Study. IEEE Transactions on Learning Technologies, 7(3), 291–301.
Nurhopipah, A., Nugroho, I. A., & Suhaman, J. (2021). Pembelajaran Pemrograman Berbasis Proyek Untuk Mengembangkan Kemampuan Computational Thinking Anak. Jurnal Pengabdian Kepada Masyarakat, 27(1), 6–13.
Nurhopipah, A., Suhaman, J., & Humanita, M. T. (2021). Pembelajaran Ilmu Komputer Tanpa Komputer (Unplugged Activities) Untuk Melatih Keterampilan Logika Anak. JMM (Jurnal Masyarakat Mandiri), 5(5), 2603–2614.
Oktaviati, R., & Jaharadak, A. A. (2018). The Impact of Using Gamification in Learning Computer Science for Students in University. International Journal of Engineering & Technology, 7(4.11), 121–125.
Rutten, N., Joolingen, W. R. Van, & Veen, J. T. Van Der. (2012). The Learning Effects of Computer Simulations in Science Education. Computers & Education, 58(2012), 136–153.
Santoni, M. M., Prasvita, D. S., & Adrezo, M. (2021). Coding for Kids Menggunakan Scratch Sebagai Upaya Kesiapan Menghadapi Industri 4.0 bagi Siswa M.I. Jami’atul Khair. Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Universitas Pembangunan Nasional Veteran Jakarta, 3(1), 59–68.
Storte, D., & Webb, M. (2019). Coding , Programming and the Changing Curriculum for Computing in Schools (Issue February). https://www.ifip-tc3.org/app/download/7193549351/OCCE+2018+TC3+UNESCO+meeting+040219+CS+coding.pdf
Tevfik K., U., & Demirkol, Z. (2017). Teaching Coding to Children: A Methodology for Kids 5+. International Journal of Elementary Education, 6(4), 32–37.
Trisna, P., Permana, H., Darmawiguna, I. G. M., Windu, M., & Kesiman, A. (2014). JA-KO Balinese Pizza : Game Edukasi Interaktif Jaringan Komputer. Jurnal Nasional Pendidikan Teknik Informatika, 3(2), 80–87.
Vlachopoulos, D., & Makri, A. (2017). The Effect of Games and Simulations on Higher Education: A Systematic Literature Review. In International Journal of Educational Technology in Higher Education (Vol. 14, Issue 22). International Journal of Educational Technology in Higher Education.
DOI: https://doi.org/10.31764/jmm.v7i1.12090
Refbacks
- There are currently no refbacks.
Copyright (c) 2023 Ade Nurhopipah, Zahi Ahmad Faizi, Retno Asih
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
________________________________________________________________
JMM (Jurnal Masyarakat Mandiri) p-ISSN 2598-8158 & e-ISSN 2614-5758
Email: [email protected]
________________________________________________________________
JMM (Jurnal Masyarakat Mandiri) already indexing:
________________________________________________________________
JMM (Jurnal Masyarakat Mandiri) OFFICE: