Pengaruh Penerapan Model Game-Based Learning dengan Platform CodeCombat untuk Meningkatkan Pemahaman Pemrograman Siswa MTsN 2 Solok The Influence of Applying the Game-Based Learning Model Using the CodeCombat Platform to Improve Programming Understanding of Students at MTsN 2 Solok

Crossmark

Main Article Content


Abstract

Algorithms and Programming play an important role in developing computational thinking skills; however, students’ understanding of this subject, including at MTsN 2 Solok, remains relatively low. This study aims to analyze the effect of applying the Game-Based Learning model using the CodeCombat platform on improving students’ programming comprehension. The research employed a quantitative quasi-experimental design, involving two classes—VIII A and VIII B—selected through purposive sampling, each consisting of 32 students as the experimental and control groups. Data were collected through validated multiple-choice pre-tests and post-tests, then analyzed using the paired sample t-test and independent sample t-test after meeting normality and homogeneity assumptions. The results show a significant improvement in programming comprehension in the experimental class after game-based learning with CodeCombat, with an average post-test score of 80.62 compared to 62.63 in the control class. It is concluded that the application of Game-Based Learning with CodeCombat is effective in enhancing students’ programming comprehension. The implications of this research include enriching the literature on game-based learning in informatics education and providing recommendations for educators to utilize interactive media in programming instruction, while also opening opportunities for further studies on the effects of duration and intensity of educational game use on learning outcomes.

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
0
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Naemi Z. (2027)
    The Relationship between Second Language Learning Strategies, Learning Engagement, and Writing Skill in the Arabic Writing Curriculum
    Language Related Research, 17(4), 331-360
  2. Vural G. (2027)
    Determining the robust drivers of CO2 emissions in Africa: Machine learning and panel econometric evidence on the Environmental Kuznets Curve hypothesis
    Unconventional Resources, 17
  3. Irawati R. (2027)
    Enhancing accounting students’ writing performance through problem-based learning: Evidence from a vocational higher education context
    Multidisciplinary Science Journal, 9(1)

Article Details

How to Cite
Nabiilah, R. N., & Zaus, M. A. (2025). Pengaruh Penerapan Model Game-Based Learning dengan Platform CodeCombat untuk Meningkatkan Pemahaman Pemrograman Siswa MTsN 2 Solok. TSAQOFAH, 5(6), 5882-5894. https://doi.org/10.58578/tsaqofah.v5i6.7139

References

Abdullah, K., Misbahul, J., Aiman, U., Hasda, S., Fadilla, Z., Taqwin, N., Masita, Ardiawan, K. N., & Sari, M. E. (2022). METODOLOGI PENELITIAN KUANTITATIF (N. Saputra, Ed.). Yayasan Penerbit Muhammad Zaini. http://penerbitzaini.com
Adyaksana, R. I., & Pronosokodewo, B. G. (2020). Apakah Kinerja Lingkungan dan Biaya Lingkungan Berpengaruh Terhadap Pengungkapan Informasi Lingkungan? InFestasi, 16(2). https://doi.org/10.21107/infestasi.v16i2.8544
Asnawati, Kanedi Indra, Utami Feri Hari, Mirna, & Asmar Saira. (2022). Pemanfaatan Literasi Digital Di Dunia Pendidikan Era 5.0. Jurnal Dehasen Untuk Negeri, 2(1), 67–72.
Cinta, A., Wibawa, P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2021). Game-based learning (gbl) sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal. INTEGRATED (Information Technology and Vocational Education), 3(1), 17–22.
Darma, B. (2021). STATISTIKA PENELITIAN MENGGUNAKAN SPSS (Uji Validitas, Uji Reliabilitas, Regresi Linier Sederhana, Regresi Linier Berganda, Uji t, Uji F, R2). GUAPEDIA.
Dewi, A. C. (2024). Peran Teknologi Dalam Meningkatkan Kualitas Pembelajaran Di Era Digital. JRGI, 3(3).
Fricticarani, A., Hayati, A., Hoirunisa, I., & Mutiara Rosdalina, G. (2023). Strategi Pendidikan Untuk Sukses di Era Teknologi 5.0. Jurnal Inovasi Pendidikan Dan Teknologi Informasi, 4(1).
Galang Isnawan, M. (2020). KUASI-EKSPERIMEN (Sudirman, Ed.). Nashir Al-Kutub Indonesia. https://www.researchgate.net/publication/339040496
Hartanto, Y., Sanjaya, T., & Try Windranata, dan. (2020). Pengaruh Game Berbasis Coding Terhadap Keberlanjutan Minat Belajar Programming Siswa di Batam, Indonesia. Jurnal Teknologi Informasi, 6(1). http://ejournal.urindo.ac.id/index.php/TI
Hermawan, W. (2024). Sosialisasi Pemanfaatan Game Base Learning (Gbl) Dalam Pembelajaran Di Smp N 2 Ngronggot. Communnity Development Journal, 5(1), 1263–1269.
Karram, O. (2021). The Role of Computer Games in Teaching Object-Oriented Programming in High Schools - Code Combat as a Game Approach. WSEAS TRANSACTIONS ON ADVANCES in ENGINEERING EDUCATION, 18, 37–46. https://doi.org/10.37394/232010.2021.18.4
Limbong, T., & Sriadhi. (2021). Pemrograman Web Dasar (J. Simarmata, Ed.). Penerbit Yayasan Kita Menulis.
Maritsa, A., Hanifah Salsabila, U., Wafiq, M., Rahma Anindya, P., & Azhar Ma’shum, M. (2021). Pengaruh Teknologi Dalam Dunia Pendidikan. Al-Mutharahah: Jurnal Penelitian Dan Kajian Sosial Keagamaan, 18(2), 91–100. https://doi.org/10.46781/al-mutharahah.v18i2.303
Nurhasanah, A., & Hamidah, R. (2024). Manfaat Game Based Learning dalam Meningkatkan Keaktifan Siswa pada Mata Pelajaran Fiqih Kelas VIII SMP Plus Bina Pandu Mandiri. Jurnal Kreativitas Mahasiswa, 2(2).
Putra, D. L., Arlinsyah, N. D., Ridho, F. R., Syafiqa, A. N., & Annisa, K. (2024). Pemanfaatan Wordwall pada Model Game Based Learning terhadap Digitalisasi Pendidikan Sekolah Dasar. Jurnal Dimensi Pendidikan dan Pembelajaran, 12(1), 81–95. http://journal.umpo.ac.id/index.php/dimensi/index
Rtih, & Kusumaningrum Anjelina Tanti. (2020). ANALISIS PEMANFAATAN TEKNOLOGI INFORMASI DAN KOMUNIKASI PADA PEMBELAJARAN DARING DI TENGAH PEMDEMI COVID-19. Edustream: Jurnal Pendidikan Dasar, 4(2).
Sappaile, B. I., Mahmudah, L., Damara, R. M., Gugat, Farlina, B. F., Shofi, A., Mubarok, & Mardikawati, B. (2024). Dampak Penggunaan Pembelajaran Berbasis Game Terhadap Motivasi dan Prestasi Belajar. Jurnal Review Pendidikan Dan Pengajaran, Volume 7.
Swarjana, I. K. (2022). Konsep Pengetahuan Sikap, Prilaku, Persepsi, Stres, Kecamasan, Nyeri, Dukungan Sosial, Kepatuhan, Motivasi, Kepuasan, Pandemi Covid-19, Akses Layanan Kesehatan (R. Indra, Ed.; Vol. 4). Penerbit Andi.
Videnovik, M., Vold, T., Kiønig, L., Madevska Bogdanova, A., & Trajkovik, V. (2023). Game-based learning in computer science education: a scoping literature review. In International Journal of STEM Education (Vol. 10, Issue 1). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1186/s40594-023-00447-2
Wahyudi, D., Idris, J., & Abidin, zainal. (2023). Tren Dan Isu Penelitian Uji-T Dan Chi Kuadrat Dalam Bidang Pendidikan. Journal Of Mathematics Education, 4(2), 182–196