PENGAMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN COMPUTATIONAL THINKING

Afif Ma'ruf(1*), Karyati Karyati(2),

(1) Universitas Negeri Yogyakarta
(2) Universitas Negeri Yogyakarta
(*) Corresponding Author


Abstract


Penelitian ini dilatarbelakangi oleh pada saat pembelajaran guru hanya menekankan pada menghafal rumus dan pembelajaran berpusat pada guru sehingga kemampuan computational thinking siswa menjadi rendah. Penelitian ini bertujuan untuk: a) menghasilkan media pembelajaran berbasis android yang layak dari media dan materi; b) mengetahui kepraktisan media pembelajaran berbasis android dari segi guru dan siswa; c) menguji keefektifan media pembelajaran berbasis android untuk meningkatkan kemampuan computational thinking. Subjek pada penelitian ini adalah siswa SMP Negeri 1 Pakem kelas VII tahun ajaran 2023/2024. Instrumen yang digunakan adalah instrumen tes kemampuan computational thinking dan angket respon guru dan siswa. Penelitian ini merupakan penelitian pengembangan dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi dan evaluasi. Hasil uji kevalidan dari ahli media dan ahli materi didapatkan skor 46 dan 71 sehingga media pembelajaran termasuk pada kriteria valid. Hasil uji kepraktisan oleh guru dan siswa diperoleh total skor rata-rata 89 dan 52,12 maka media pembelajaran termasuk pada kriteria sangat praktis. Hasil uji keefektifan media pembelajaran yang telah dikembangkan menunjukkan bahwa persentase siswa yang memenuhi KKM lebih dari sama dengan  pada tahap uji proporsi dan terdapat kenaikan skor pretest dan posttest pada kemampuan computational thinking pada tahap uji paired sample t-test dengan skor  Sehingga, media pembelajaran efektif dalam meningkatkan kemampuan computational thinking. Hasil penelitian ini menunjukkan bahwa media pembelajaran berbasis android memenuhi kriteria valid, praktis dan efektif dalam meningkatkan kemampuan computational thinking.

This study was motivated by the fact that teachers only emphasize memorizing formulas and teacher-centered learning, resulting in low computational thinking skills among students. This study aims to: a) produce suitable Android-based learning media in terms of media and material; b) determine the practicality of Android-based learning media from the perspective of teachers and students; c) test the effectiveness of Android-based learning media in improving computational thinking skills. The subjects in this study were seventh-grade students at SMP Negeri 1 Pakem in the 2023/2024 academic year. The instruments used were a computational thinking ability test and a teacher and student response questionnaire. This research is a development study using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The validity test results from media experts and subject matter experts obtained scores of 46 and 71, respectively, indicating that the learning media is valid. The practicality test results from teachers and students obtained total average scores of 89 and 52.12, respectively, indicating that the learning media is very practical. The results of the effectiveness test of the developed learning media show that the percentage of students who met the minimum competency standard was more than 80% in the proportion test stage and there was an increase in pretest and posttest scores in computational thinking skills in the paired sample t-test stage with a t-score of 23.66. Thus, the learning media is effective in improving computational thinking skills. The results of this study indicate that Android-based learning media meet the criteria of validity, practicality, and effectiveness in improving computational thinking skills.


Keywords


Android; computational thinking; learning media

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DOI: http://dx.doi.org/10.24127/ajpm.v15i1.13397

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