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Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Huda, Nurul; Istiawan, Deden; Khikmah, Laelatul; Nur Cahyani, Annisa

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Teknik Indonesia

The rapid advancement of information technology demands higher education graduates to possess strong digital competencies, particularly algorithmic literacy. This form of literacy involves understanding data structures, programming logic, and computational thinking in problem-solving. This community service program aimed to strengthen algorithmic literacy among students as a foundational skill for building a professional career in the field of information technology. Conducted at the Information Technology Study Program of Universitas ‘Aisyiyah Yogyakarta, the program included need assessment, instructional material development, interactive training sessions, case-based group work, and evaluation through student presentations. The results showed significant improvement in students’ understanding of algorithms and their ability to design efficient and systematic solutions. By applying a problem-based and collaborative learning approach, students also developed essential 21st-century skills such as communication and teamwork. The case presentation-based evaluation provided comprehensive insights into their critical and logical thinking abilities. This program successfully contributed to preparing students not only as technology users but also as future innovators in the digital era.

Shilva Syahbina; Yahfizham Yahfizham

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Computational thinking skills are now one of the main skills in 21st century education. Not only does it support mastery of technology, this ability is also very important in understanding and solving problems systematically. This study aims to review in depth the potential for utilizing Triangulos software as an innovative learning medium to improve students' computational thinking skills, especially in mathematical geometry material. The study used a literature review approach by tracing primary and secondary sources from 2020–2024. The results of the analysis show that the use of Triangulos can encourage students to develop algorithmic thinking patterns, spatial visualization, and problem-solving skills. In addition, this application also supports independent and collaborative learning, and has the potential to increase student motivation and activeness in class. These findings recommend the integration of Triangulos in mathematics learning as one of the efforts to innovate education in the digital era. Further empirical research is highly recommended to test the effectiveness of this application at various levels of education.    

Simanjuntak, Ribka Kristina; Sinaga, Bornok; Ahyaningsih, Faiz

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2025 LPPM Universitas 17 Agustus 1945 Semarang

This research examines how conceptual comprehension, mathematical reasoning, and problem solving affect computational thinking. 122 students from class XI SMA Negeri 1 Pematang Siantar were given essay assessments on conceptual comprehension, mathematical reasoning, problem solving, and computational thinking. AMOS version 21 was used to analyze the test using Structural Equation Modeling (SEM). This study found that conceptual understanding, mathematical reasoning, and problem solving have a positive and significant effect on computational thinking ability with a contribution of 0.528. This means that 52.8% and 47.2% of computational thinking abilities are built by these three abilities, depending on other variables.

Ahmadsyah Fauzian Rambe; Yahfizam Yahfizam

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Computational thinking is the process of solving issues by using mathematical ideas and concepts. Systems problem solving, data analysis, abstraction, algorithms, and information representation are some of these ideas. The purpose of this study is to determine how mathematical problem-solving techniques for computational thinking function. Systematic literature observation was the research methodology employed in this study. A topic area of interest's existing research as well as pertinent, targeted research questions are found, reviewed, disseminated, and interpreted using the systematic literature review (SLR) technique. Journals may be found and evaluated methodically using the SLR approach, with each stage according to preset guidelines or rules.

Nurul Fatma Dewi Mardianto; Yahfizham Yahfizham

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

Computational thinking is the ability to solve problems and design systems using concepts and techniques generally associated with computers and computer programming. The aim of this research is to conduct a literature review, namely to determine the application of computational thinking in mathematics learning. The technique used is the Systematic Literature Review (SLR) strategy. SLR is a research method that aims to identify, study and interpret data in journals systematically with specified stages. The conclusion obtained from the research results is that the application of computational thinking in mathematics learning can be done using four foundations of computational thinking, namely: (1) Decomposition, namely the problem is divided into small parts, (2) Pattern recognition, namely the process of identifying patterns or sequences of problems, (3) Abstraction, namely consideration of the important parts of a problem, and (4) Algorithm, namely a series of instructions for solving the problem. Examples of its application include the use of interactive mathematics software, mathematical simulations, problem-based learning with technology, adaptive learning and the use of educational games.  

Saprina Maulida; Yahfizham

This research aims to comprehensively examine students' computational thinking skills through applications as existing learning media. This research uses the Systematic Literature Review (SLR) method to draw conclusions from the results of research examining mathematical problem solving skills in terms of student self-efficacy. SLR research aims to identify, review, and make conclusions from all research results related to the research topic. Literature collection that becomes research data is done by tracing the results of research published in journals online using the Publish or Perish search engine on Google Scholar and based on inclusion criteria. The results of the literature study that has been carried out, can be concluded that the ability of students' computational thinking through applications as learning media is quite good. The researcher recommends that further research be conducted on existing applications that can help students in learning.    

Sri Rahayu Ningsi; Yahfizham

Geogebra is a computer software that is useful for visualizing objects in mathematics effectively and efficiently. This research aims to look at Geogebra as a learning medium to determine students' computing abilities. This research takes the type of literature study research by identifying and evaluating the results of previous research. In this research, 3 previous journals were identified. From the results of this research, it can be seen that Geogebra can improve students' computational thinking abilities  

Lilis Suryani Nasution; Yahfizham Yahfizham

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

During the period of compulsory education in Indonesia, which is 12 years, the government requires mathematics as the main learning subject for extracts which will continue to have an impact on people’s lives. The level of ability in a field of science must be measured to obtain valid data for the development of education in Indonesia. The use of Geogebra Mathematics Software in schools in Indonesia is not surprising at this time, technological developments have made the use of Geogebra mathematics software commonplace. This research is a Systematic Literature Review, in this research the author analyzes and compares several articles obtained from the internet or digital databases, for example Semantic Scholar or Sprinter Link. The articles that have been found are then selected according to the title researched, so that several reference articles are obtained. The research results show that the use of Geogebra mathematics software in learning has a great influence on students’ computing abilities. Geogebra is a media with a visual, analytical and numerical approach that can be solved using algorithms that require computational capabilities to operate. There is empathy in computational thinking, namely algorithmic thinking problem solving, pattern recognition, and abstraction and generalization.

Siti Hotma Sari Pulungan; Yahfizam Yahfizam

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

During the period of compulsory education in Indonesia, which is 12 years, the government requires mathematics as the main subject of external learning which will continue to have an impact on people's lives. The level of ability in a field of science must be measured to obtain valid data for the development of education in Indonesia. The use of Sagemath Mathematics Software in schools in Indonesia is not surprising at this time, technological developments have made the use of Sagemath Mathematics Software commonplace. The research method used in this research uses a literature study research method where researchers research the results of previous research. In groups There were 55.88% of experiments that experienced an increase (normalized gain) in the high category and 44.22% were in the medium category. Meanwhile, the average increase (normalized profit) in this group was 0.71, which is included in the high category. The results of this study concluded that students' abilities in mathematical computational thinking on Sagemath software are very high, this is due to several factors between the tendencies of students' desires and creativity of the teaching profession. Students' computing abilities when using Sagemath software can be done through students' mathematical algorithm features.    

Fatma Liana Rahma P; Indah Aditya Putri; Mila Sari Tanjung; Rosliana Siregar

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Computational Thinking is a way of thinking that refers to the ability to solve problems using concepts used in computing. Computational thinking is a way of thinking in solving problems that students must develop in the digital era. This research aims to examine the importance of computational thinking in improving students' mathematical problem solving abilities. The type of research used is qualitative research using a literature study approach in the form of books, notes, journals, reports of relevant research results, as well as the results of observations. The results of the analysis show that it is very important for students to have computational thinking in order to improve their mathematical problem solving abilities. Computational thinking involves solving problems using a logical and systematic mindset that involves selecting and using algorithms, data representation, problem decomposition, abstraction, pattern recognition and hypothesis testing. Computational thinking has become an important and essential skill for humans in the 21st century. Educators must advocate the importance of integrating learning with computational thinking concepts into the educational curriculum. Computational thinking has an important role in learning. This can be useful for improving mathematical problem solving abilities. Apart from that, computational thinking can also develop critical, creative and analytical thinking skills in solving complex problems, both in the context of computing and everyday life.    

Theresia Safitri; Tiara Laura Br Ginting; Widya Indriani; Rosliana Siregar

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to provide a study of the computational thinking process of mathematics learning. This research uses library research methods. The data obtained is the publication of research articles in scientific journals. Data analysis includes three stages: organize, synthesize, and identify The result of previous research is students' computational thinking abilities need to be improved in abstraction and algorithms.      

Angel Claudia Situmeang; Chindy Eskana Nababan; Pretty Viorella Br Ginting; Rosliana Siregar

Journal Innovation in Education (INOVED) 2024 STIKes Ibnu Sina Ajibarang

Computational Thinking skills are students' ability to use mathematical concepts to solve problems systematically using algorithms and programming. This research aims to measure the development of Computational Thinking skills of students at SMA N 3 Medan on algebraic function limits material. The research method used is survey research with data collection using tests and observations. The subjects of this research were class XI students from SMA N 3 Medan who were studying algebraic function limits. The research results show that there is significant development in students' Computational Thinking skills after studying the material. The implication of this research is the need for a learning approach that focuses more on developing Computational Thinking skills in mathematics learning in high school.

Sherly Putri Revika; Yahfizham Yahfizham

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2023 STIKes Ibnu Sina Ajibarang

In the modern age, technological advancements are undeniably progressing at a rapid pace. Throughout its rapid progress, technology has had an impact on various aspects of life, and education is one of the fields affected by it. In the context of technological advancement, both teachers and students acquire important skills known as computational thinking. Computational thinking refers to the ability to systematically solve problems using logical reasoning and step-by-step decision-making for problem-solving. Computational thinking has a direct relationship with students' mathematical learning, especially in the process of tackling mathematical problems. The purpose of this research is to investigate the influence of computational thinking on mathematics learning, with a specific focus on algorithm analysis in programming. The research methodology involves a comprehensive analysis of related literature to delve into the research topic, using a literature review method. The results of this research indicate that computational thinking can be measured using specific indicators that play a crucial role in mathematics learning. Students' ability to apply computational thinking techniques to solve mathematical problems can be determined based on indicators such as decomposition, pattern recognition, abstraction, algorithmic thinking, and generalization.

Hariana Gultom, Febrina; Saida Ulfa; Henry Praherdiono

International Journal of Education and Literature 2022 Lembaga Pengembangan Kinerja Dosen

This study aims to find out whether there is an influence of the Problem Based Learning-Computational Thinking (PBL-CT) model on analytical thinking skills in terms of students' interest in Natural Sciences subjects. This research was conducted at the Kalam Kudus Christian Middle School in Malang in the 2022/2023 academic year. The design used in this study was a non-equivalent group design quasi-experiment. Retrieval of data using ten essay questions which are made according to indicators of analytical thinking ability and students' interest in science is measured by using a questionnaire.  Data analysis was carried out by the Two Way Anova parametric test. Based on the results of the analysis carried out, the results were obtained: (1) there were differences in analytical thinking skills between students who were taught using the Problem Based Learning and Problem Based Learning - Computational Thinking (PBL-CT) learning models with a significance <0.05. (2) there is no difference in the ability to think analytically between students who have a high, medium, and low interest in learning science as shown by a significance value of 0.748 > 0.05. (3) there is an interaction between Problem Based Learning - Computational Thinking (PBL-CT) on students' analytical thinking skills in terms of students' interest in natural science subjects with a significance value of <0.05