Analisis Komparatif Kemampuan Berpikir Komputasi antara Siswa Pemain dan Non-Pemain Roblox di Sekolah Menengah Pertama
DOI:
https://doi.org/10.31004/anthor.v5i5.1320Keywords:
Game Roblox, Berpikir Komputasional, Pembelajaran Berbasis Game, InformatikaAbstract
Di era transformasi digital saat ini, kecakapan berpikir komputasi (computational thinking) menjadi kompetensi esensial yang harus dikuasai peserta didik untuk memecahkan masalah secara logis, namun tingkat penguasaannya di sekolah masih menunjukkan variasi yang signifikan. Di sisi lain, popularitas game online berbasis sandbox seperti Roblox terus meningkat di kalangan pelajar, yang secara hipotesis berpotensi melatih fungsi kognitif mereka secara tidak disadari. Penelitian ini bertujuan menginvestigasi secara empiris apakah terdapat kesenjangan kemampuan berpikir komputasi yang signifikan antara siswa kelas VII SMP Negeri 18 Malang yang aktif bermain Roblox dan yang tidak. Pendekatan yang digunakan adalah kuantitatif dengan desain kausal-komparatif (ex-post facto), melibatkan 180 siswa yang dipilih melalui convenience sampling dan dibagi merata menjadi 90 siswa kelompok pemain dan 90 siswa kelompok non-pemain. Data dikumpulkan melalui tes pilihan ganda 20 soal yang mengukur empat dimensi berpikir komputasi dekomposisi, pengenalan pola, abstraksi, dan berpikir algoritmik dengan reliabilitas tinggi (Cronbach's Alpha = 0,858). Hasil uji Independent Sample T-test (equal variances not assumed, karena uji Levene menunjukkan varians tidak homogen, F = 41,075; p = 0,000) menunjukkan perbedaan yang signifikan: kelompok pemain Roblox memperoleh rata-rata 80,94, jauh melampaui kelompok non-pemain sebesar 51,28 (t = 11,359; df = 180; p = 0,000). Temuan ini menegaskan bahwa interaksi aktif siswa dalam ekosistem virtual dan kreatif seperti Roblox memberikan kontribusi positif terhadap perkembangan kapasitas berpikir komputasi mereka. Guru Informatika disarankan mengintegrasikan elemen gamifikasi berbasis Roblox secara terarah dan terkontrol ke dalam strategi pembelajaran untuk memperkuat keempat dimensi CT tersebut.
References
Alhasan, K., Alhasan, K., & Al Hashimi, S. (2023). Roblox in higher education: Opportunities, challenges, and future directions for multimedia learning. International Journal of Emerging Technologies in Learning (iJET), 18(19), 32–46. https://doi.org/10.3991/ijet.v18i19.43133
Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2024). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research, 94(2), 193–227. https://doi.org/10.3102/00346543231167795
Byun, G., Moon, J., & Sun, C. (2024). Enhancing computational thinking through constructionist gaming in a Roblox-supported virtual makerspace. Immersive Learning Research – Practitioner, 1(1), 32–35. https://doi.org/10.56198/5M1RHNGTM
Çelikkaleli, Ö., Ata, R., Alpaslan, M. M., Tangülü, Z., & Ulubey, Ö. (2025). Examining the roles of problematic internet use and emotional regulation self-efficacy on the relationship between digital game addiction and motivation among Turkish adolescents. Behavioral Sciences, 15(3), Article 241. https://doi.org/10.3390/bs15030241
Faridah, I., & Deng, C. (2024). Approach and application of the Roblox application as a learning medium. Scientechno: Journal of Science and Technology, 3(3), Article 1395. https://doi.org/10.70177/scientechno.v3i3.1395
Ghifari, M. Al, & Yahfizham, Y. (2024). Analisis kemampuan pemecahan masalah matematis dengan berpikir komputasi pada siswa SMP: Systematic literature review. Al-Aqlu: Jurnal Matematika, Teknik dan Sains, 2(2), 141–145. https://doi.org/10.59896/aqlu.v2i2.95
Gök, M., & Özen, B. (2026). The role of Minecraft in STEM education: A study on the development of motivation and spatial abilities. Asian Journal for Mathematics Education, 5(2). https://doi.org/10.1177/27527263261448836
Han, J., Liu, G., & Gao, Y. (2023). Learners in the metaverse: A systematic review on the use of Roblox in learning. Education Sciences, 13(3), Article 296. https://doi.org/10.3390/educsci13030296
Khusna, H., & Saltifa, P. (2026). Integrasi computational thinking dalam pembelajaran matematika SMP–SMA: Systematic literature review. Jurnal Pembelajaran Matematika, 8(1), 13–26. https://doi.org/10.21009/jrpmj.v8i1.66093
Lu, Z., Chiu, M. M., Cui, Y., Mao, W., & Lei, H. (2023). Effects of game-based learning on students' computational thinking: A meta-analysis. Journal of Educational Computing Research, 61(1), 235–256. https://doi.org/10.1177/07356331221100740
Luarn, P., Chen, C., & Chiu, Y. (2023). Enhancing intrinsic learning motivation through gamification: A self-determination theory perspective. International Journal of Information and Learning Technology, 40(5), 413–424. https://doi.org/10.1108/IJILT-07-2022-0145
Ma, J., Zhang, Y., Zhu, Z., & Zhao, S. (2023). Game-based learning for students' computational thinking: A meta-analysis. Journal of Educational Computing Research, 61(152), 1430–1463. https://doi.org/10.1177/07356331231178948
Monalisa, M. (2023). Analisis berpikir komputasional siswa SMP pada Kurikulum Merdeka mata pelajaran Informatika. DIAJAR: Jurnal Pendidikan dan Pembelajaran, 2(3), 298–304. https://doi.org/10.54259/diajar.v2i3.1596
Nathasya, H. (2024). The realities of Roblox and metaverse technologies and emerging potential enhancing English language learning. Edu Research: Indonesian Institute for Corporate Learning and Studies (IICLS), 5(1), 70–80.
Qawaqneh, H., Ahmad, F. B., & Alawamreh, A. R. (2023). Emerging technologies in learning. International Journal of Emerging Technologies in Learning (iJET), 18(24), 133–148. https://online-journals.org/index.php/i-jet/article/view/45647
Rahman, A. A. (2022). Integrasi computational thinking dalam model EDP-STEM untuk meningkatkan kemampuan berpikir kritis siswa SMP. Jurnal Didaktika Pendidikan Dasar, 6(2), 575–590. https://doi.org/10.26811/didaktika.v6i2.409
Setyawarno, D., Maryati, & Natadiwijaya, I. F. (2025). Promoting a valid question model for measuring computational thinking skills based on confirmatory factor analysis and Rasch model. Cogent Education, 12(1), Article 2505339. https://doi.org/10.1080/2331186X.2025.2505339
Soepriyanto, Y., Lestari, D., Surahman, E., Ariska, E. D., Kesuma, W., Hilman, M., & Nahri, A. (2026). Pelatihan pengembangan bahan ajar interaktif dengan mengoptimalkan fitur interactive flat panel. Jurnal Pengabdian Kepada Masyarakat, 9(1), 1–5. https://doi.org/10.17977/um050v9i12026p1-5
Sugiyono. (2017). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.
Sun, R.-Q., Sun, G.-F., & Ye, J.-H. (2023). The effects of online game addiction on reduced academic achievement motivation among Chinese college students: The mediating role of learning engagement. Frontiers in Psychology, 14, Article 1185353. https://doi.org/10.3389/fpsyg.2023.1185353
Wang, X., Cheng, M., & Li, X. (2023). Teaching and learning computational thinking through game-based learning: A systematic review. Journal of Educational Computing Research, 61(5), 1032–1065. https://doi.org/10.1177/07356331231180951
Wells, A., Mayer, R. E., Plass, J. L., & Homer, B. D. (2021). Playing a video game and learning to think: What's the connection? Journal of Cognitive Enhancement, 5(4), 459–467. https://doi.org/10.1007/s41465-021-00214-7
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Mukhamad Refyan Taufikur Shafa, Dyah Lestari, Ratna Agustyasari

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







