Pembelajaran Berbantuan Proyek Menggunakan Software Math for Child Terhadap Kemampuan Berpikir Komputasi Pada Siswa

Author


Sintia Situmorang(1Mail), Yahfizham Y(2),
(1) Universitas Islam Negeri Sumatera Utara,
(2) ,

Mail Corresponding Author
Article Analytic
  [File Size: 501KB]  Language: en
Available online: 2025-06-20  |  Published : 2025-06-20
Copyright (c) 2025 Sintia Situmorang, Yahfizham Y
Article can trace at:

Article Metrics

Abstract Views: 51 times PDF Downloaded: 25 times

Abstract


The purpose of this study was to investigate the impact of a food-based learning project, using MathForchild software, on the compensation of elementary school students. In the current digital age, technological integration in education is becoming increasingly important to improve the quality of learning. The Project-Based Learning (PBL) method was applied to engage students in the learning process through a substantive project. The subjects of the study were two fifth-grade elementary schools with the same function: one school served as an experimental class and the other as a control class. Data were collected through pre- and post-tests, similar to observations during the learning process. The results of the analysis showed a significant increase in the computational performance of students in the test class. This increased the mean post-test score by 23.7 points, compared to 11.2 points in the control class. This perception indicates that the project used by MathForchild not only improves the understanding of mathematical concepts but also develops students' critical and creative thinking. This study provides new perspectives for the development of interesting and effective learning methods in mathematics.

Keywords


Project-Based Learning, MathForChild, Computational Thinking Skills

References


Aryanti dan Zidni. (2015). Efektivitas Alat Permainan Edukatif berbasis media dalam meningkatkan kemampuan berhitung pada anak. Jurnal Pendidikan. Vol.10, No 1.

Fathimah. (2009). Matematika asyik. Bandung : mizan medis utama

Guawan Imam. (2013). Metode penilitian kualitatif teori dan praktek. Jakarta : PT Bumi Aksara

Hidayati, N., & Prasetyo, A. (2021). The Effect of Project-Based Learning on Students' Computational Thinking Skills in Mathematics. International Journal of Education and Learning, 3(2), 45-56.

Ismail, Andang. (2006). Game Edukasi menjadi cerdas dan ceria dengan permainan Edukatif. Yogyakarta : Pilar Media

Nelvarolina. (2012). Alat permainan edukatif. Yogyakarta : Ombak (anggota IKAPI)

Sari, D. R., & Wahyuni, S. (2022). Enhancing Computational Thinking through Project-Based Learning with Educational Software. Journal of Mathematics Education Research, 15(1), 101-115

Setiawan, A., & Nurhayati, R. (2023). The Role of MathForChild in Developing Students' Problem-Solving Skills. Journal of Educational Technology, 10(3), 220-230.

Supriyadi, E. (2020). Pembelajaran Berbasis Proyek dalam Pendidikan Matematika: Teori dan Praktik. Yogyakarta: Penerbit Andi.

Utami, T. (2024). Integrasi Teknologi dalam Pembelajaran Matematika: Aplikasi dan Implementasi. Bandung: Penerbit Alfabeta.

Wibowo, S. (2021). Pengembangan Keterampilan Berpikir Komputasi Melalui Teknologi Pendidikan. Jakarta: Penerbit Erlangga.


Refbacks

  • There are currently no refbacks.

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.