Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model
Corresponding Author(s) : Aulia Akhrian Syahidi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control,
Vol 4, No 4, November 2019
Abstract
Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
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- KEMDIKBUD RI, Struktur Kurikulum SMK Perdirjen Nomor 07 Tahun 2018, Direktorat Jenderal Pendidikan Dasar dan Menengah. Jakarta: Kementerian Pendidikan dan Kebudayaan Republik Indonesia, Direktorat Jenderal Pendidikan Dasar dan Menengah, 2018.
- A. A. Syahidi, A. N. Asyikin, and Asy’ari, “Applying Student Team Achievement Divisions (STAD) Model on Material of Basic Programme Branch Control Structure to Increase Activity and Student Result,” in The 2nd International Conference on Vocational Education and Electrical Engineering (ICVEE) - IOP Conference Series: Materials Science and Engineering, 336(1), 2018, pp. 1-8.
- L. Likmalatri, Pemrograman Dasar untuk SMK/MAK Kelas X Semester 1 dan 2 Bidang Keahlian Teknologi Informasi dan Komunikasi. Surakarta: Putra Nugraha, 2018.
- C. Malliarakis, M. Satratzemi, and S. Xinogalos, “Designing educational games for computer programming: A holistic framework,” Electronic Journal of E-Learning, 12(3), pp. 281-298, 2014.
- T.-C. Yang, G.-J. Hwang, S. J. H. Yang, and G.-H. Hwang, “A Two-Tier Test-based Approach to Improving Students’ Computer-Programming Skills in a Web-Based Learning Environment,” Journal of Educational Technology & Society, 18(November), pp.198-210, 2015.
- W. M. Kunkle and R. B. Allen, “The Impact of Different Teaching Approaches and Languages on Student Learning of Introductory Programming Concepts,” ProQuest Dissertations and Theses, 16(September), 175, 2016.
- A. Dwinanto, Pengembangan dan Analisis Kualitas Game Edukasi Menggunakan Metode Pembelajaran Kooperatif Tipe TGT pada Materi Pemrograman Dasar Siswa SMK Kelas X. S2 thesis, UNY, 2017.
- N. F. Rozali and N. M. Zaid, “Code Puzzle : ActionScript 2.0 Learning Application Based on Problem Based Learning Approach,” IEEE, 2017, pp. 2–5.
- D. Topalli and N. E. Cagiltay, “Improving Programming Skills in Engineering Education Through Problem-Based Game Projects with Scratch,” Computers and Education, 120, pp. 64–74, 2018.
- T. Hirashima, T. Yokoyama, M. Okamoto, and A. Takeuchi, “An Experimental Use of Learning Environment for Problem-Posing as Sentence-Integration in Arithmetical Word Problems,” in International Conference on Intelligent Tutoring Systems, 2008, pp. 687-689.
- A. A. Supianto, Y. Hayashi, and T. Hirashima, “Model-Based Analysis of Thinking in Problem Posing as Sentence Integration Focused on Violation of The Constraints,” Research and Practice in Technology Enhanced Learning, vol. 12, no. 1, pp. 12, 2017.
- A. A. Supianto, Y. Hayashi, and T. Hirashima, “Designing Scaffolding System in a Problem-Posing Learning Environment,” in 3rd International Conference on Science in Information Technology: Theory and Application of IT for Education, Industry and Society in Big Data Era, ICSITech 2017, Proceeding, 2018, pp. 546-551.
- A. A. Supianto, Y. Hayashi, and T. Hirashima, “Analysis of steps in posing arithmetic word problem as sentence-integration on interactive learning environment,” in 24th International Conference on Computers in Education (ICCE), Think Global Act Local - Main Conference Proceedings, vol. 1, no. 11, 2016, pp. 242-251.
- A. A. Supianto and M. Hafis, “GTRAS : Graphical Tracking Activity System for Problem-Posing Learning Process Insights,” International Conference on Advanced Computer Science and Information Systems (ICACSIS), 2018, pp. 231-235.
- H. Kunimune and M. Niimura, “Preliminary Evaluation of a Problem-Posing Method in Programming Classes,” Procedia Computer Science, vol. 35, 2014, pp. 794-802.
- A. A. Syahidi, A. A. Supianto, H. Tolle, and T. Hirashima, “Application of Learning Models in Educational Games: A Systematic Literature Review,” Publication process at Jurnal Ilmu Pendidikan (JIP), 2019.
- A. A. Syahidi, H. Tolle, A. A. Supianto, and T. Hirashima, “A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flow Chart Materials to Know Activities and Student Learning Outcomes in Basic Programming Class,” Publication process at International Journal of Education (IJE), 2019.
- Sugiyono, Metode Penelitian dan Pengembangan – Research and Development untuk Bidang: Pendidikan, Manajemen, Sosial, dan Teknik. Bandung: CV. Alfabeta, 2016.
- B. Millet, Chapter 5 – UX Research Methods for Designing Interactive Media. Interaction in Digital News Media, 2018.
- E. A. Silver, “On Mathematical Problem Posing,” for The Learning of Mathematics,14(1), pp. 19-28, 1994.
- S. I. Brown and M. I. Walter, Third Edition - The Art of Problem Posing. New Jersey: Lawrence Erlbaum Associates, Publieshers, 2005.
- Suryosubroto, Proses Belajar Mengajar di Sekolah Wawasan Baru, Beberapa Metode Pendukung, dan Beberapa Komponen Layanan Khusus. Jakarta: Rineka Cipta, 2009.
- A. Suyitno, Dasar-Dasar dan Proses Pembelajaran Matematika I. Semarang: Universitas Negeri Semarang, 2004.
- R. Kohavi and R. Longbotham, Online Controlled Experiments and A/B Testing, In: C. Sammut and Webb G. I. (Eds.) Encyclopedia of Machine Learning and Data Mining. Boston: Springer, 2017.
- D. Siroker and P. Koomen, A/B Testing: The Most Powerfull Way to Turn Chicks Into Costumers 1st Edition, Wiley, 2015.
References
KEMDIKBUD RI, Struktur Kurikulum SMK Perdirjen Nomor 07 Tahun 2018, Direktorat Jenderal Pendidikan Dasar dan Menengah. Jakarta: Kementerian Pendidikan dan Kebudayaan Republik Indonesia, Direktorat Jenderal Pendidikan Dasar dan Menengah, 2018.
A. A. Syahidi, A. N. Asyikin, and Asy’ari, “Applying Student Team Achievement Divisions (STAD) Model on Material of Basic Programme Branch Control Structure to Increase Activity and Student Result,” in The 2nd International Conference on Vocational Education and Electrical Engineering (ICVEE) - IOP Conference Series: Materials Science and Engineering, 336(1), 2018, pp. 1-8.
L. Likmalatri, Pemrograman Dasar untuk SMK/MAK Kelas X Semester 1 dan 2 Bidang Keahlian Teknologi Informasi dan Komunikasi. Surakarta: Putra Nugraha, 2018.
C. Malliarakis, M. Satratzemi, and S. Xinogalos, “Designing educational games for computer programming: A holistic framework,” Electronic Journal of E-Learning, 12(3), pp. 281-298, 2014.
T.-C. Yang, G.-J. Hwang, S. J. H. Yang, and G.-H. Hwang, “A Two-Tier Test-based Approach to Improving Students’ Computer-Programming Skills in a Web-Based Learning Environment,” Journal of Educational Technology & Society, 18(November), pp.198-210, 2015.
W. M. Kunkle and R. B. Allen, “The Impact of Different Teaching Approaches and Languages on Student Learning of Introductory Programming Concepts,” ProQuest Dissertations and Theses, 16(September), 175, 2016.
A. Dwinanto, Pengembangan dan Analisis Kualitas Game Edukasi Menggunakan Metode Pembelajaran Kooperatif Tipe TGT pada Materi Pemrograman Dasar Siswa SMK Kelas X. S2 thesis, UNY, 2017.
N. F. Rozali and N. M. Zaid, “Code Puzzle : ActionScript 2.0 Learning Application Based on Problem Based Learning Approach,” IEEE, 2017, pp. 2–5.
D. Topalli and N. E. Cagiltay, “Improving Programming Skills in Engineering Education Through Problem-Based Game Projects with Scratch,” Computers and Education, 120, pp. 64–74, 2018.
T. Hirashima, T. Yokoyama, M. Okamoto, and A. Takeuchi, “An Experimental Use of Learning Environment for Problem-Posing as Sentence-Integration in Arithmetical Word Problems,” in International Conference on Intelligent Tutoring Systems, 2008, pp. 687-689.
A. A. Supianto, Y. Hayashi, and T. Hirashima, “Model-Based Analysis of Thinking in Problem Posing as Sentence Integration Focused on Violation of The Constraints,” Research and Practice in Technology Enhanced Learning, vol. 12, no. 1, pp. 12, 2017.
A. A. Supianto, Y. Hayashi, and T. Hirashima, “Designing Scaffolding System in a Problem-Posing Learning Environment,” in 3rd International Conference on Science in Information Technology: Theory and Application of IT for Education, Industry and Society in Big Data Era, ICSITech 2017, Proceeding, 2018, pp. 546-551.
A. A. Supianto, Y. Hayashi, and T. Hirashima, “Analysis of steps in posing arithmetic word problem as sentence-integration on interactive learning environment,” in 24th International Conference on Computers in Education (ICCE), Think Global Act Local - Main Conference Proceedings, vol. 1, no. 11, 2016, pp. 242-251.
A. A. Supianto and M. Hafis, “GTRAS : Graphical Tracking Activity System for Problem-Posing Learning Process Insights,” International Conference on Advanced Computer Science and Information Systems (ICACSIS), 2018, pp. 231-235.
H. Kunimune and M. Niimura, “Preliminary Evaluation of a Problem-Posing Method in Programming Classes,” Procedia Computer Science, vol. 35, 2014, pp. 794-802.
A. A. Syahidi, A. A. Supianto, H. Tolle, and T. Hirashima, “Application of Learning Models in Educational Games: A Systematic Literature Review,” Publication process at Jurnal Ilmu Pendidikan (JIP), 2019.
A. A. Syahidi, H. Tolle, A. A. Supianto, and T. Hirashima, “A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flow Chart Materials to Know Activities and Student Learning Outcomes in Basic Programming Class,” Publication process at International Journal of Education (IJE), 2019.
Sugiyono, Metode Penelitian dan Pengembangan – Research and Development untuk Bidang: Pendidikan, Manajemen, Sosial, dan Teknik. Bandung: CV. Alfabeta, 2016.
B. Millet, Chapter 5 – UX Research Methods for Designing Interactive Media. Interaction in Digital News Media, 2018.
E. A. Silver, “On Mathematical Problem Posing,” for The Learning of Mathematics,14(1), pp. 19-28, 1994.
S. I. Brown and M. I. Walter, Third Edition - The Art of Problem Posing. New Jersey: Lawrence Erlbaum Associates, Publieshers, 2005.
Suryosubroto, Proses Belajar Mengajar di Sekolah Wawasan Baru, Beberapa Metode Pendukung, dan Beberapa Komponen Layanan Khusus. Jakarta: Rineka Cipta, 2009.
A. Suyitno, Dasar-Dasar dan Proses Pembelajaran Matematika I. Semarang: Universitas Negeri Semarang, 2004.
R. Kohavi and R. Longbotham, Online Controlled Experiments and A/B Testing, In: C. Sammut and Webb G. I. (Eds.) Encyclopedia of Machine Learning and Data Mining. Boston: Springer, 2017.
D. Siroker and P. Koomen, A/B Testing: The Most Powerfull Way to Turn Chicks Into Costumers 1st Edition, Wiley, 2015.