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PENGEMBANGAN MEDIA INTERAKTIF PEMBELAJARAN COMPUTATIONAL THINKING “JEJAKLOGIKA” UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA SMP Adipura, Laksamana; Handayani, Anik; Srini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25770

Abstract

Computational Thinking (CT) is a fundamental problem-solving approach in the digital era, involving skills such as decomposition, pattern recognition, abstraction, and algorithmic thinking. This study aims to develop an interactive learning media called JejakLogika, designed to enhance junior high school students’ critical thinking skills through the CT approach. The research employed a Research and Development (R&D) methodology using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and was conducted with seventh-grade students at SMPN 22 Malang. Validation results indicated that the learning media received an "excellent" rating from subject matter experts (92%), media experts (94%), and small-scale trial users (84%). The JejakLogika interactive media successfully integrates CT skills within a web-based platform featuring educational games such as Match Up, Group Sort, Whack-a-Mole, and Rank Order. The findings suggest that this learning media fosters an interactive and engaging learning environment, while simultaneously increasing students' motivation and interest in CT content. JejakLogika can be implemented as an alternative solution to address the low critical thinking skills among junior high school students and the challenges teachers face in integrating CT concepts into classroom instruction.
PENERAPAN MODEL PEMBELAJARAN SSCS (SEARCH, SOLVE , CREATE, AND SHARE) DALAM MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SMP Ramadhani, Lolita; Handayani, Anik Nur; Srini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25774

Abstract

This study aims to analyze the implementation of the SSCS (Search, Solve , Create, Share) learning model in enhancing junior high school students' computational thinking skills. The reSearch employed a mixed methods approach with a descriptive design. The reSearch subjects consisted of 30 seventh-grade students from SMP Negeri 22 Malang and an Informatics subject teacher. The reSearch instruments included teacher observation sheets for managing learning, student activity observation sheets, student response questionnaires, and pretest and posttest  assessments to measure improvements in computational thinking abilities.The results showed that the teacher effectively managed the learning process, rated as excellent in the Search and Share phases, and good in the Solve  and Create phases. Observations of student activities indicated high levels of engagement, with participation rates reaching 93% in the Search phase and 90% in the Share phase. Students' responses to the SSCS model were very positive, with average questionnaire scores above 4 on almost all indicators. Meanwhile, the pretest and posttest  results analyzed using the N-gain   method yielded an average score of 0.6394, categorized as moderate improvement. It can be concluded that the implementation of the SSCS learning model is effective in enhancing junior high school students’ computational thinking skills, as indicated by active student engagement, positive responses to the model, and a significant improvement in learning outcomes.
IMPLEMENTASI METODE TEAMS GAMES TOURNAMENT (TGT) TERHADAP PEMBELAJARAN INFORMATIKA SMP MATERI BERFIKIR KOMPUTASIONAL Kirom, M; Handayani, Anik Nur; Srini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25777

Abstract

This study aims to evaluate the effectiveness of implementing the Teams Games Tournament (TGT) method in Informatics learning at the junior high school level, particularly in the topic of computational thinking. A mixed-methods approach was employed, combining quantitative and qualitative methods through a quasi-experimental design involving two student groups: an experimental group using the TGT method and a control group employing conventional teaching methods. The findings indicate that the implementation of TGT significantly improves students’ learning outcomes and creative thinking skills. Data analysis revealed that students in the experimental group achieved higher average scores compared to those in the control group, suggesting that the TGT method is effective in enhancing student motivation and participation in the learning process.
IMPLEMENTASI GAMIFIKASI PADA PEMBELAJARAN BERPIKIR KOMPUTASIONAL SEBAGAI UPAYA PENINGKATAN HASIL BELAJAR SISWA Damayanti, Masyita; Handayani, Anik Nur; Srini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25778

Abstract

This study aims to analyze the effectiveness of a gamification-based learning model in enhancing students’ learning outcomes in the subject of Computational Thinking. The research background highlights the persistent use of conventional instructional methods in Informatics education, which has led to low student engagement, limited creativity, and underdeveloped critical thinking skills. The study employed a quantitative approach with a quasi-experimental design using a One Group Pretest-Posttest model. The research subjects consisted of 30 seventh-grade students at SMP Negeri 22 Malang during the 2024/2025 academic year, selected through purposive sampling. The research instruments included learning achievement tests validated through expert judgment, validity testing, and reliability analysis. Data were analyzed using the Shapiro-Wilk normality test, paired sample t-test, and N-Gain analysis. The results indicated a statistically significant difference between pretest and posttest scores (p < 0.05), with an average N-Gain score of 0.33, categorized as moderate. These findings suggest that the implementation of a gamification-based learning model is moderately effective in improving student learning outcomes, particularly in developing Computational Thinking competencies.
PEMANFAATAN PEMBELAJARAN DIFERENSIASI DALAM MATA PELAJARAN INFORMATIKA UNTUK MENDUKUNG KURIKULUM MERDEKA Ardiansyah, Lucky; Handayani, Anik Nur; Srini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25780

Abstract

This study aims to enhance student engagement, participation, and comprehension through differentiated instruction based on gamification using the Wordwall and Kahoot platforms in Informatics lessons for 7th-grade students at SMPN 22 Malang. The research employed Classroom Action Research (CAR) with both qualitative and quantitative approaches conducted over multiple cycles. The findings indicate that this strategy effectively increased student involvement, as evidenced by higher observation scores and improved post-test results. Most students responded positively to technology-based learning, particularly in terms of activeness and participation. Challenges included technical issues and student adaptation to the new method, which were mitigated through early technical assistance, simplified instruction, and personalized support. Gamified learning created a more engaging and enjoyable classroom environment and supported the implementation of Kurikulum Merdeka, which accommodates diverse student needs. The outcomes contribute to the development of more innovative and responsive teaching strategies in Informatics and serve as a model for similar implementations in other schools.