Development of Android-Based Informatics Learning Media to Improve Computational Thinking in High School Students

Authors

  • Jihan Nurhaliza Universitas Pendidikan Indonesia, Indonesia
  • Rizki Hikmawan Universitas Pendidikan Indonesia, Indonesia
  • Nissa Arrumaisha Universitas Pendidikan Indonesia, Indonesia

DOI:

https://doi.org/10.33394/jp.v13i1.18253

Keywords:

Computational Thinking, Game Development Life Cycle, Computational Thinking Scale, Learning Media

Abstract

This study aims to develop an Android-based informatics learning medium, named THINQING, to enhance senior high school students’ computational thinking (CT) skills through Bebras informatics problems. The research employed a Research and Development (R&D) method using the Game Development Life Cycle (GDLC) framework, which consists of the stages of initiation, pre-production, production, testing, beta, and release. The participants of this study were 30 tenth-grade students from a senior high school in Garut Regency. Data were collected using the Computational Thinking Scale (CTS), which measures five dimensions of CT: creativity, algorithmic thinking, cooperativity, critical thinking, and problem-solving skills. Data were analyzed using a one-sample t-test by comparing students’ CTS scores with a neutral benchmark value. The results reveal a statistically significant improvement in students’ computational thinking skills, as indicated by a significance value of p < 0.05. These findings suggest that the THINQING learning medium—particularly its error-based explanatory feedback mechanism—is effective in supporting the development of computational thinking and can serve as an alternative interactive learning tool for fostering 21st-century skills in secondary education.

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Published

2026-01-06

How to Cite

Nurhaliza, J., Hikmawan, R., & Arrumaisha , N. (2026). Development of Android-Based Informatics Learning Media to Improve Computational Thinking in High School Students. Jurnal Paedagogy, 13(1). https://doi.org/10.33394/jp.v13i1.18253

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