PENGEMBANGAN PERMAINAN ROBOT PINTAR UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL PADA PEMBELAJARAN KODING DAN KECERDASAN ARTIFISIAL
DOI:
https://doi.org/10.23969/jp.v11i01.40763Keywords:
Game, Smart Robot, Computational Thinking, Coding Learning, Artificial Intelligence.Abstract
Computational thinking is an essential competency as it supports the development of problem-solving skills and fosters critical thinking required in the digital era. Furthermore, the government has integrated Coding and Artificial Intelligence learning into the educational curriculum, which includes learning outcomes related to computational thinking. However, the urgency of developing computational thinking is not aligned with students’ current abilities, which remain at a low level. This study aims to: (1) describe the product development process, (2) assess the feasibility of the product, and (3) examine the product’s effectiveness in improving computational thinking skills. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The analysis phase involved identifying needs, the design phase utilized Canva, the development phase included product creation and validation by material and media experts, the implementation phase conducted product trials, and the evaluation phase determined the feasibility of the Smart Robot game. The results indicated that the Smart Robot game is feasible (valid, practical, and effective) with a validity percentage of 83.61% (very valid), practicality of 86% (very practical), and an N-gain of 0.47 (medium category). The use of the Smart Robot in Coding and Artificial Intelligence learning effectively enhances students’ computational thinking skills.
Downloads
References
K Angeli, C., & Giannakos, M. (2020). Computational thinking education: Issues and challenges. Computers in Human Behavior, 105, 106185. https://doi.org/10.1016/j.chb.2019.106185
Asbell-Clarke, J., Rowe, E., Almeda, V., Edwards, T., Bardar, E., Gasca, S., Baker, R. S., & Scruggs, R. (2021). The development of students’ computational thinking practices in elementary- and middle-school classes using the learning game, Zoombinis. Computers in Human Behavior, 115, 106587. https://doi.org/10.1016/j.chb.2020.106587
Awaluddin, & Hadi, M. S. (2025). Integrasi pembelajaran coding dan kecerdasan buatan di sekolah dasar: Tantangan dan peluang (pp. 1081–1086).
Bakhsh, K., Hafeez, M., Shahzad, S., Naureen, B., & Farid, M. (2022). Effectiveness of digital game-based learning strategy in higher educational perspectives. Journal of Education and E-Learning Research, 9(4). https://doi.org/10.20448/jeelr.v9i4.4247
Holstein, S., & Cohen, A. (2025). Scratch teachers’ perceptions of teaching computational thinking with school subjects in a constructionist approach. Thinking Skills and Creativity, 56, 101772. https://doi.org/10.1016/j.tsc.2025.101772
Hooshyar, D., Malva, L., Yang, Y., Pedaste, M., Wang, M., & Lim, H. (2021). An adaptive educational computer game: Effects on students’ knowledge and learning attitude in computational thinking. Computers in Human Behavior, 114, 106575. https://doi.org/10.1016/j.chb.2020.106575
Jiang, B., & Li, Z. (2021). Effect of Scratch on computational thinking skills of Chinese primary school students. Journal of Computers in Education, 8, 505–525. https://doi.org/10.1007/s40692-021-00190-z
Kemendikdasmen. (2025c). Naskah akademik pembelajaran koding dan kecerdasan artifisial pada pendidikan dasar dan menengah.
Lee, J., Joswick, C., & Pole, K. (2022). Classroom play and activities to support computational thinking development in early childhood. Early Childhood Education Journal, 51, 457–468. https://doi.org/10.1007/s10643-022-01319-0
MacCallum, K. (2025). Integrating computational thinking through digital creation: The (TPAC)²K model. Teaching and Teacher Education, 161, 105056. https://doi.org/10.1016/j.tate.2025.105056
Masitoh, S., Lidinillah, D. A. M., & Saputra, E. R. (2025). Bahan ajar berpikir komputasional tipe plugged berbantuan Scratch di kelas V sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 334–346.
Miftahul Janah, F. N., Nuroso, H., & Isnuryantono, E. (2023). Penggunaan aplikasi Canva dalam media pembelajaran matematika di sekolah dasar.
Muttaqin, S., Muhammadiyah, S., & Batu, K. (2024). Seminar Nasional Pendidikan Biologi IX: Biologi dan pendidikan untuk mendukung pencapaian SDGs. Malang.
OECD. (2023). PISA 2022 results (Volume I). OECD Publishing. https://doi.org/10.1787/53f23881-en
Pan, Y., Shao, X., & Shakibaei, G. (2025). Influence of digital game-based learning on social collaboration, problem-solving skills, and motivation. Learning and Motivation, 90, 102123. https://doi.org/10.1016/j.lmot.2025.102123
Purnamasari, R., Budiman, G., Saleh, K., Dimarta, R. C., Parameswara, P. A. Y., & Mahanani, E. L. (2025). Perancangan dodge game dengan Scratch Junior untuk siswa SD Sekolah Hamidah Sampurna, Kabupaten Bandung. Almufi Jurnal Pengabdian Kepada Masyarakat, 5(1), 39–43.
Reinhold, F., Sprenger, P., & Staniczek, G. (2025). Introducing computational thinking to second and third graders. Computers and Education Open, 8, 100260. https://doi.org/10.1016/j.caeo.2025.100260
Saputra, R. W., Ridadi, K., & Abdi, K. (2024). Evaluasi pengaruh gamifikasi terhadap peningkatan keterampilan berpikir komputasional dan keterlibatan siswa. Jurnal Pendidikan Indonesia: Teori, Penelitian, dan Inovasi, 76–81.
Supiarmo, M. G., Sholikin, N. W., Harmonika, S., & Affan, G. (2022). Implementasi pembelajaran matematika realistik untuk meningkatkan kemampuan berpikir komputasional siswa. Numeracy Journal, 9(1), 1–13. https://ejournal.bbg.ac.id/numeracy
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

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
















