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Analisis Bibliometrik: Games Computational Thinking dalam Pembelajaran Romandoni, Hendrisa Rizqie; Maharani, Swasti; Firdaus, Tiara Citra Maharani; Septyawan, Addy
EDUCARE: Jurnal Pendidikan dan Kesehatan Vol. 1 No. 1 (2023): EDUCARE: Jurnal Pendidikan dan Kesehatan (Desember)
Publisher : Lembaga Penelitian Dan Publikasi Ilmiah (LPPI) Yayasan Almahmudi Bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70437/jedu.v1i1.7

Abstract

Computational thinking merupakan kemampuan untuk berpikir secara logis dan algoritmik, yang sangat penting di dunia digital saat ini. Penggunaan Games Computational Thinking dalam pembelajaran matematika dapat mengasah kemampuan berpikir siswa dengan cara yang menarik dan mudah digemari. Tujuan penelitian ini yaitu untuk mengidentifikasi tren dan pola penelitian potensi games computational thinking sebagai alat yang efektif dalam meningkatkan pembelajaran matematika. Selain itu, artikel ini juga mendorong penelitian lebih lanjut untuk mengeksplorasi berbagai aspek yang berkaitan dengan penerapan games computational thinking dalam konteks pembelajaran matematika. Data diperoleh dari database google scholar yang telah disempurnakan dengan 4 tahapan (identifikasi, penyaringan, kelayakan, dan inklusi). Hasil penelitian menunjukkan bahwa pada tahun 2016 sebagai tahun dengan publikasi tertinggi dan paling berpengaruh karena mimiliki nilai h-index tertinggi. Adapun fokus penelitian terkait games computational thinking dalam pembelajaran matematika dari tahun 2013-2023 dibagi menjadi 5 yaitu, 1) computational thinking dan concept; 2) game, learning dan student; 3) mathematics, education; 4) games design; 5) teacher. Sedangkan tema baru dari penelitian ini yaitu robotic dan coding.
Analisis Bibliometrik: Emosi dan Empati sebagai Luaran dari Penerapan Characters Computational Thinking dalam Pembelajaran Firdaus, Tiara Citra Maharani; Maharani, Swasti; Romandoni, Hendrisa Rizqie; Septyawan, Addy
EDUCARE: Jurnal Pendidikan dan Kesehatan Vol. 1 No. 1 (2023): EDUCARE: Jurnal Pendidikan dan Kesehatan (Desember)
Publisher : Lembaga Penelitian Dan Publikasi Ilmiah (LPPI) Yayasan Almahmudi Bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70437/jedu.v1i1.9

Abstract

Computational thinking adalah cara berpikir untuk menyelesaikan masalah (problem solving) dengan cara menguraikannya menjadi beberapa tahapan yang efektif, efisien, dan menyeluruh. Penerapan computational thingking dalam pembelajaran sangat berdampak baik bagi peserta didik, entah dalam bersosialisasi atau dalam kepribadian characters yang terbentuk. Salah satu contohnya terbentuknya sikap empati dan mampu mengatur emosi. Tujuan penelitian ini yaitu untuk mengidentifikasi tren dan pola penelitian characters computational thingking sebagai peningkatan karakter peserta didik. Data diperoleh dari data base google scholar yang telah disempurnakan dengan 4 tahapan (identifikasi, penyaringan, kelayakan, dan inklusi). Hasil penelitian menunjukkan bahwa pada tahun 2017 sebagai tahun dengan publikasi tertinggi dan paling berpengaruh karena mimiliki nilai h-index tertinggai. Adapun fokus penelitian terkait games computational thinking dalam pembelajatan matematika dari tahun 2013-2023 dibagi menjadi 4 yaitu, 1) computational thinking dan concept; 2) characters, learning dan student; 3) emotion, education; 4) teacher
Exploration of Creative Mathematical Reasoning in Solving Geometric Problems Masfingatin, Titin; Murtafiah, Wasilatul; Maharani, Swasti
Mathematics Education Journal Vol. 14 No. 2 (2020): Jurnal Pendidikan Matematika
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

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Abstract

Reasoning that is constructed from remembering is imitative reasoning, while the opposite is creative reasoning. This study aims to explore creative mathematical reasoning in solving geometric problems. Mathematical creative reasoning is reasoning that contains elements of novelty, plausibility, and mathematical foundation. This type of research is descriptive qualitative, which is explorative. The research subjects were the first-semester student in the mathematics education study program with 32 students. The results showed that from 32 students, there was only one student identified as having creative mathematical reasoning in solving geometry problems. Creative mathematical reasoning can be identified when the subject is able to reason algorithmically but is aware of problems so they cannot be resolved algorithmically so that they must form new reasoning, which consists of novelty, plausibility, and mathematical foundation. Creative mathematical reasoning arises after students make an algorithmic reasoning process, but find no solution. Novelty is the weakest indicator of creative mathematical reasoning, so it requires scaffolding to bring it up.
Examining prospective mathematics teachers’ computational thinking through the lens of cognitive style Maharani, Swasti; Ardiana, Ardiana; Andari, Tri
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 9 Issue 2 April 2024
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v9i2.10442

Abstract

The advancement of technology and the demands of the 21st century require prospective mathematics teachers not only to be proficient in content knowledge but also to possess adaptive computational thinking (CT) skills. This study aims to explore the CT abilities of prospective mathematics teachers based on their cognitive styles, namely field-independent (FI) and field-dependent (FD). A descriptive qualitative approach was employed, involving four prospective mathematics teachers selected through purposive sampling based on the results of the Group Embedded Figures Test (GEFT) and their initial CT abilities. Data were collected through CT problem-solving tasks, think-aloud protocols, semi-structured interviews, and direct observations, and were analyzed thematically. The findings reveal that all participants demonstrated competencies in the four dimensions of CT: decomposition, abstraction, pattern recognition, and algorithmic thinking. FI participants (S1 and S2) tended to exhibit CT with symbolic and reflective characteristics, such as symbolic-structural and reflective-tactical thinking. In contrast, FD participants (S3 and S4) displayed concrete-procedural and exploratory-conceptual CT, emphasizing numerical and contextual strategies. These differences highlight the influence of cognitive styles on the CT tendencies of prospective teachers. This study underscores the importance of developing CT training programs that are adaptive to students’ cognitive styles in order to optimize their potential in mathematical problem-solving. The practical implications support the implementation of differentiated CT instruction that accommodates individual thinking preferences within mathematics teacher education.
Development of Colour Jump Ball Learning Media to Introduce Colour and Geometric Shapes in Early Childhood Maharani, Swasti; Hadi, Fida Rahmantika; Afifah, Sofia Nur; Septyawan, Addy; Adamura, Fatriya; Astuti, Indra Puji; Pebriana, Putri Hana
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 6 No. 1 (2025): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v6i1.1404

Abstract

This research aims to develop and test the effectiveness of Color Jump Ball as a learning medium in introducing the concept of color and geometric shapes to early childhood. The method used is research and development (R&D) with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of the study were 15 children aged 3–4 years who attended TAUD Saqu Madiun. The object of the research is an innovative learning medium in the form of Color Jump Ball. Data was collected through questionnaires, interviews, and observations. The validation results showed that this media is very feasible to use, with a validity rate of 93% of the subject matter experts and the validity of the media experts of 94%. The practicality test showed a significant increase, from 70.20 in the initial field trial to 90.36 in the main field trial. The effectiveness test using the t-test yielded a calculated t-value of 8.516, far exceeding the t-table of 0.443, indicating that the use of Color Jump Ball is effective in improving color recognition and geometric shapes in early childhood. The main contribution of this research is the development of educational learning media that is innovative, interactive, and easy to apply in the context of early childhood education. Color Jump Ball has proven to be not only valid and practical, but also effective in supporting children's cognitive development in the basic aspects of color recognition and shapes.
Development of ethnofun to improve computational thinking of junior high school students grade VII Romandoni, Hendrisa Rizqie; Maharani, Swasti; Suprapto, Edy
Al-Jabar: Jurnal Pendidikan Matematika Vol 15 No 2 (2024): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v15i2.22204

Abstract

Background: There is a lack of ethnomathematics learning media for junior high school students on the subject of spatial geometry, hindering the development of their computational thinking skills.Aim: This study aims to develop learning media to enhance students' computational thinking by leveraging ethnomathematics principles.Method: The research employed the Research and Development (R&D) method using the AADIE model, focusing on designing and implementing ethnomathematics-based learning media.Result: The validation score of the developed media reached 86%, indicating a high level of validity, while the student response questionnaire yielded an 88.89% validation score. The practicality assessment of the ethnofun learning media also scored 86.25%.Conclusion: The results of the study indicate that ethnomathematics-based learning media have valid and practical criteria for use in improving computational thinking skills of junior high school students. High validity and practicality values indicate that the developed ethnofun media is a feasible tool to improve understanding of spatial geometry and foster students' computational thinking skills.
Effectiveness of problem-based learning models assisted with ethno-fun on learning outcomes reviewed from students' computational thinking Pertiwi, Hernin Diah Permata; Maharani, Swasti; Darmadi, Darmadi
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 1 (2025): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i1.22421

Abstract

Purpose: This study aims to evaluate the effectiveness of the Ethnofun-assisted Problem-Based Learning (PBL) model in enhancing student learning outcomes, particularly when viewed through the lens of students’ computational thinking skills. Method: A quantitative research approach was employed using a quasi-experimental design with a Non-Equivalent Groups Factorial Design. The participants consisted of two classes: the experimental group received PBL integrated with Ethnofun, while the control group was taught using the conventional PBL model. Data were analyzed using two-way ANOVA to assess the effect of the learning model and students' computational thinking levels. Findings: The results showed that students who engaged with the Ethnofun-assisted PBL model achieved better learning outcomes compared to those in the conventional PBL class. Additionally, students with higher computational thinking skills demonstrated superior academic performance. However, no significant interaction was found between the learning model and students’ computational thinking levels, indicating that the benefits of the Ethnofun integration were consistent across all categories of computational thinking. Significance: These findings highlight the pedagogical potential of incorporating culturally contextualized media into inquiry-based instruction. Ethnofun not only enriches the learning experience but also supports the development of essential thinking skills, making it a promising tool for fostering deeper understanding and engagement in mathematics education.
Pengenalan Energy Teaching Kits Sebagai Media Energi Terbarukan pada Guru IPAS di SDN 03 Kanigoro Madiun Yuniahastuti, Irna Tri; Maharani, Swasti; Susanti, Vera Dewi; Atmojo, Alief Arida Dhimas
Jurnal SOLMA Vol. 14 No. 2 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

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Abstract

Background: This community service activity aims to introduce the Energy Teaching Kit to science teachers in schools. Through this program, teachers will be given training and assistance in using the tool so that they can integrate it into the learning process effectively. Awareness of the importance of renewable energy is increasing, especially amidst the challenges of climate change and dependence on fossil fuels. Method: The implementation methods used in community service include; initial observation and problem identification, design of learning media, review, creation of learning media and modules, socialization of learning media, practice of using learning media and assistance and evaluation. Results: The Energy Teaching Kit service was carried out at SDN 03 Kanigoro, Madiun City as a way to overcome various problems regarding renewable energy learning in accordance with the applicable Merdeka Curriculum. The energy kit is very helpful for teachers in explaining the concept of renewable energy and its application in everyday life to students. From this learning media, it can improve students' understanding and motivation, sharpen critical thinking and train them to work in a team
Design of Physics Science for Early Childhood: Theoretical and Conceptual Framework of STEAM Prastyaningrum, Ihtiari; Alfina, Alisa; Maharani, Swasti; Nugraha, Dewanta Arya
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 17 No. 1 (2025): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v17i1.6610

Abstract

Good problem-solving will occur if children have good thinking skills and scientific knowledge. This scientific knowledge and thinking skills can be built through learning that integrates the concepts of literacy and STEAM. Physics is one form of science that can be used to develop the concepts of literacy and STEAM. This article aims to introduce activity designs that carry the concepts of literacy and STEAM, which can help early childhood students integrate science, technology, engineering, art, and mathematics to achieve certain targets. A more detailed concept of content that carries the concepts of literacy and STEAM is developed as a recommendation to education implementers. This concept design is based on the scene setting for early childhood. This study applies the 'most appropriate framework synthesis' approach, supported by interviews, in-depth observations, and literature reviews, to strengthen the conceptual framework in this study. The results of this study are a conceptual framework that refers to STEAM education but is more focused on the subject of physics. With a clear and completely structured conceptual framework, it is hoped that learning activities with the STEAM approach can run optimally and help stimulate cognitive, language, psychomotor, and social-emotional understanding in early childhood through the five STEAM disciplines.
Penerapan Model Pembelajaran Problem Based Learning (PBL) Berbantuan Media 3D Watercycle untuk Meningkatan Hasil Belajar Siswa Kelas V di SDN Kasreman 1 Kasreman Alifah, Septa Devi Auliatul; Maharani, Swasti; Fitriana, Fitriana
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.347

Abstract

Berdasarkan hasil observasi yang dilaksanakan di SDN Kasreman 1 Kasreman Kab. Ngawi, kegiatan pembelajaran masih berjalan secara tradisional yakni guru memberikan materi dan peserta didik mendengarkan penjelasan dari guru. Sehingga siswa merasa bosan kurang fokus dalam mendengarkan penjelasan dari guru. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) dengan menggunakan analaisis kualitatif dan kuantitatif. Penelitian ini berkolaborasi dengan guru kelas sebagai kolaborator dan berperan sebagai observer penelitian. Subjek dari penelitian ini adalah siswa kelas V SDN Kasreman 1 Kasreman, Kecamatan Kasreman, Kabupaten Ngawi yang berjumlah 34 siswa yang terdiri dari 17 perempuan dan 17 laki-laki. Teknik pengumpulan data pada penelitian ini adalah melalui lembar observasi dan soal tes posttest. Penelitian ini menggunakan model siklus dari Kurt Lewin yang dilaksanakan dalam dua siklus, dan masing-masing siklusnya terdiri dari empat tahapan yaitu: perencanaan, pelaksanaan, pengamatan, dan refleksi. Penelitian ini dikatakan tuntas atau berhasil apabila rata-rata nilai peserta didik yang mencapai KKM 70 pada soal evaluasi atau posttest sebanyak 80%. Dalam penelitian ini, analisis data yang digunakan adalah analisis data kualitatif dan kuantitatif . Penelitian ini bertujuan ntuk mendeskripsikan penerapan Model Pembelajaran Problem Based Learning (PBL) Berbantuan Media 3D Watercycle untuk Meningkatan Hasil Belajar Siswa Kelas V di SDN Kasreman 1 Kasreman. Dari hasil penelitian yang telah dikumpulkan maka didapatkan hasil presentase nilai ketuntasan pada prasiklus hanya sebesar 26,47 %. Kemudian terjadi peningkatan hasil belajar yaitu pada siklus I dengan presentase ketuntasan sebesar 52,94 % dan pada siklus II mengalami peningkatan lagi dengan presentase sebesar 82,35% .
Co-Authors Agung Nasrulloh Saputro, Agung Nasrulloh Alifah, Septa Devi Auliatul Alisa Alfina Andayani, Tutik Sulistyo Apriliana, Laila Ardiana Ardiana, Ardiana Asnawi, Noordin Astuti, Indra Puji Atmojo, Alief Arida Dhimas Ayu Rohana, Diah Azizah, Amalina Nur Azzahra, Sonya Isrofia Baretta, Patrick Aprillia Dadan Dasari Darmadi Darmadi Dewanta Arya Nugraha Dwi Rohman Soleh, Dwi Rohman Edy Suprapto Elmawati, Elmawati Elvi Daniel Bautista, Gatiet Fatriya Adamura Fida Rahmantika Hadi, Fida Rahmantika Firdaus, Tiara Citra Maharani Fitriana Fitriana Franky Alfrits Oroh Hamidah . Hartini, Suliyawati Hasbullah, Khuznul Ma'rifah Hendrisa Rizqie Romandoni Ihtiari Prastyaningrum, Ihtiari Ika Krisdiana Ilham Muhammad Indriyana Dwi Mustikarini, Indriyana Dwi Irna Tri Yuniahastuti Jaka Wijaya Kusuma Laila, Dina Jamil Majid Majid Majid, Andhira Nurkholisha Majid, Majid Maryatin Maryatin, Maryatin Masruroh, Viki Megawati, Putri Ayu Moha, Adriyanto Muhammad Noor Kholid Muji Rahmawati, Milenia Muklisum, Dwi Nasrulloh, Agung Nopitasari, Dian Novitasari, Riski Nuraisa, Diah Perry Zakaria Pertiwi, Hernin Diah Permata Prastya, Dharma Dwi Putri Hana Pebriana Putri, Lilis Asriani Rahmadhani, Mutiara Suci Rahmasiwi, Dwinda Susi Romandoni, Hendrisa Rizqie Safitri, Syntia Rizki Nur Sanusi Sanusi Septyawan, Addy Siahaan, Erika Yohanna Seventina Sofia Nur Afifah, Sofia Nur Sunarni, Sri Tama, Fidya Nurhuda Sukma Tiara Citra Maharani Firdaus Titin Masfingatin, Titin Tri Andari Tri Yuniahastuti, Irna Turmudi Umi Kholifah Vera Dewi Susanti Wasilatul Murtafiah Widia Yunita Widia Yunita, Widia Wulansari, Ika Yaya S. Kusumah