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Exploring the Experience of Informatics Education Students in Sharpening Thinking Skills Through Scratch Tena, Beatrix Dasilva; Sogen, Maria Magdalena Beatrice; Miru, Yosep Gayus; Jaiman, Fridolin; Mowata, Seregius Erdin
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8930

Abstract

 The rapid development of information technogy necessitates that informatics Education students prosess optimal sritical, creative, and problem-solving abilities development of higher-order thinking skill. This research aims to explore student’s experinces in honing their thinking abilities through the use of Scratch as a learnig medium. The method employed is descriptive, qualitative, with data collected via quastionnaires distributed to sixth-semester students. The research findings incate that integrating Scratch encourages sdudents to be more active, and collaborative in learning, and enhances their critical, creative, and computational thinking skills. Scratch also effectively facilitates students in understanding programming logic, desgining algotithms, and solving problems independently. These findings support the winder utulization of Scratch to foster the development of thinking skills among informatics Education students.  
Analisis Pemahaman Mahasiswa Informatika dalam Menyelesaikan Rute Terpendek Menggunakan Algoritma Dijkstra dengan Graf Berbobot Jaiman, Fridolin; Fallo, Diana Yanni Ariswati; Banung, Floriana Letni
Jurnal Kridatama Sains dan Teknologi Vol 7 No 01 (2025): Jurnal Kridatama Sains dan Teknologi
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v7i01.1678

Abstract

The Dijkstra algorithm is one of the shortest path search methods that is widely applied in various fields of computer science, such as digital navigation systems, logistics planning, and computer network optimization. In the context of informatics education, these algorithms are taught to reinforce programming logic and understanding of the structure of weighted graphs. However, the implementation of learning in higher education still faces various challenges, especially the understanding of informatic education students in solving the shortest path problems using the Dijkstra algorithm, as well as developing a learning approach based on case studies ans simulation. The method used is aused is a deskriptive qualitative approcah with data collection techniques in the form of learning obsevations, analysis of student assignment documents, and open questionnaires. The results showed that most students understood the process of initialization and tracing the minimum weight, but encountered difficulties in selecting the next node and tracking the shortest path. Case studies of weighted graphs and manual visualizations have been shown to help students understand and help students understand algorithmic processes more thoroughly. These findings show that real-life case-based learning models and manual simulations are able to improve students’ analytical skills and understanding of the working mechanisms of the Dijkstra algorithm.