Development of game-based learning media to encourage students’ computational thinking
Main Article Content
Abstract
Technological developments in the 21st century require educators to teach computational thinking (CT) to their students. Educators must have creative ideas in the learning process, one of which is utilizing learning media. Game-based learning (GBL) media is one of the most popular. In this research, we developed a GBL media which is part of this type of research development. The participants used were junior high school students with a total of 118 students. After testing the effectiveness, it is known that the GBL media developed can be an alternative media that supports students' better CT learning outcomes. This positive response is supported because the games provided have been adapted to the needs of students. Although this research has contributed to the theory of CT and GBL, this research still has some limitations. In the future, other researchers can deepen by differentiating the subjects, the level of participants, or the type of media used.
Keywords: Computational thinking; game-based learning; junior high school; research and development.
Downloads
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
World Journal on Educational Technology: Current Issues is an Open Access Journal. The copyright holder is the author/s. Licensee Birlesik Dunya Yenilik Arastirma ve Yayincilik Merkezi, North Nicosia, Cyprus. All articles can be downloaded free of charge. Articles published in the Journal are Open-Access articles distributed under CC-BY license [Attribution 4.0 International (CC BY 4.0)].
Birlesik Dunya Yenilik Arastirma ve Yayincilik Merkezi (BD-Center)is a gold open-access publisher. At the point of publication, all articles from our portfolio of journals are immediately and permanently accessible online free of charge. BD-Center articles are published under the CC-BY license [Attribution 4.0 International (CC BY 4.0)], which permits unrestricted use, distribution, and reproduction in any medium, provided the original authors and the source are credited.