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Enhancing Computational Thinking through a 2D Block-Coding Game: A Comparative GDLT–TAM Study in Elementary Education Tony Wibowo; Wilson Wilson; Kevin Gernaldi; Fredian Simanjuntak
International Journal of Informatics, Information System and Computer Engineering (INJIISCOM) Vol. 7 No. 2 (2026): INJIISCOM: VOLUME 7, ISSUE 2, DECEMBER 2026 (Online First)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/injiiscom.v7i2.18402

Abstract

This study evaluated a 2D block-coding educational game developed via the Game Development Life Cycle Theory (GDLT) to introduce computational thinking to elementary students. Using the Technology Acceptance Model (TAM), the study compared 122 students from grades 3 and 6 divided into two groups: Group A (with instructional guidance) and Group B (unguided). Data from observations and interviews were analyzed through deductive thematic analysis. Group A demonstrated faster conceptual understanding, fewer level attempts, and higher perceived usefulness and ease of use than Group B. Thus, combining game-based coding with instructional guidance significantly enhances computational thinking development and technology acceptance.