Indah Febrianur
Universitas Negeri Padang

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ANALISIS EFEKTIVITAS AUGMENTED REALITY TERHADAP KETERAMPILAN BERPIKIR KOMPUTASIONAL SISWA: SEBUAH TINJAUAN SISTEMATIS Indah Febrianur
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12547

Abstract

The rapid development of digital technology in education has encouraged the integration of innovative learning approaches to enhance 21st-century skills, particularly computational thinking. Augmented Reality (AR), as an interactive visual technology, is considered to have significant potential in supporting more contextual, engaging, and meaningful learning experiences. This study aims to analyze the effectiveness of Augmented Reality in improving students’ computational thinking skills through a systematic literature review approach. The method employed is a Systematic Literature Review (SLR) by examining scholarly articles published between 2018 and 2025 from various relevant academic databases. The literature selection process was conducted based on predefined inclusion and exclusion criteria to ensure the quality and relevance of the selected studies. The findings indicate that the use of AR in learning contributes positively to the development of computational thinking skills, particularly in terms of problem decomposition, pattern recognition, abstraction, and algorithm design. In addition, AR enhances student engagement and learning motivation by providing interactive and immersive learning experiences. However, several challenges remain, including limited technological infrastructure and teachers’ readiness in implementing AR-based learning. Therefore, further support is required to optimize the integration of AR technology in educational settings.
GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.