Analisis Komparatif Kemampuan Berpikir Komputasi antara Siswa Pemain dan Non-Pemain Roblox di Sekolah Menengah Pertama

Authors

  • Mukhamad Refyan Taufikur Shafa Universitas Negeri Malang, Indonesia
  • Dyah Lestari Universitas Negeri Malang, Indonesia
  • Ratna Agustyasari Universitas Negeri Malang, Indonesia

DOI:

https://doi.org/10.31004/anthor.v5i5.1320

Keywords:

Game Roblox, Berpikir Komputasional, Pembelajaran Berbasis Game, Informatika

Abstract

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.

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Published

2026-09-15

How to Cite

Shafa, M. R. T., Lestari, D., & Agustyasari, R. (2026). Analisis Komparatif Kemampuan Berpikir Komputasi antara Siswa Pemain dan Non-Pemain Roblox di Sekolah Menengah Pertama. ANTHOR: Education and Learning Journal, 5(5), 367–374. https://doi.org/10.31004/anthor.v5i5.1320

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