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Development of Interactive Mobile Learning Based on Problem-Based Learning for Computational Thinking Material in High School

Edu Komputika Journal · Vol. 12 No. 1 (2025) · hlm. 84–96

DOI
10.15294/edukom.v12i1.22449
ISSN
2599-297X, 2252-6811
Terbit
2025-08-30
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

This research was motivated by students’ low interest and motivation in learning computational thinking. Computational thinking material is still presented in the form of theory and is not based on case studies so that students find it difficult to understand its implementation in everyday life. This study aimed to develop KompuThink, a Problem-Based Learning (PBL)-based mobile learning application for computational thinking instruction. Research and Development using the ADDIE model, through the stages of analysis, design, development, implementation, and evaluation. The research subjects were 35 class X students of SMA Negeri 6 Malang who were taking informatics subjects. Data were collected using expert validation questionnaires and user testing instruments and analyzed using descriptive quantitative methods. The results showed that media expert validation yielded an average feasibility score of 88% and material expert validation yielded 86%, both categorized as very feasible. Classroom trials resulted in an average student acceptance score of 92.27%, also categorized as very feasible. The novelty of this study lies in the development and feasibility evaluation of a PBL-based mobile learning application that explicitly targets core computational thinking topics (searching, sorting, stack, and queue) within the Indonesian high school context, a combination that has been rarely addressed in previous studies. These findings indicate that KompuThink is a highly feasible and well-accepted interactive mobile learning medium for computational thinking and can serve as a reference for future research and development in informatics education technology.

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  • University of Brawijaya
  • Politeknik Negeri Malang
  • Institut Teknologi Sepuluh Nopember
  • Lampung University
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Rekan penulisOrganisasiArtikel bersama
Januarius MujiyantoAfiliasi tidak diketahui6
Mursid SalehAfiliasi tidak diketahui5
Djoko SutopoAfiliasi tidak diketahui4
Issy YuliasriAfiliasi tidak diketahui4
Abdurrahman FaridiAfiliasi tidak diketahui3
Kartika Candra KiranaInstitut Teknologi Sepuluh Nopember2
Dwi Anggani Linggar BharatiAfiliasi tidak diketahui2
Dwi RukminiAfiliasi tidak diketahui2
Admaja Dwi HerlambangUniversity of Brawijaya2
Aditya RachmadiUniversity of Brawijaya1
Kartika UtamiUniversity of Brawijaya1
Nurur RohmahUniversity of Brawijaya1
Mudyawati KamaruddinAfiliasi tidak diketahui1
Rasheed AhmadAfiliasi tidak diketahui1
Rizki Agung WibowoAfiliasi tidak diketahui1
Khoirin NisaAfiliasi tidak diketahui1
Hilda VeneliaAfiliasi tidak diketahui1
Dian KurniasariLampung University1
Zaenal MukhlisinAfiliasi tidak diketahui1
Wamiliana WamilianaAfiliasi tidak diketahui1
Azhar Ahmad SmaragdinaAfiliasi tidak diketahui1
Muhammad Ferdian FirmansyahAfiliasi tidak diketahui1
Ajeng Ramadhani Lailul Mas’udahAfiliasi tidak diketahui1
Asna Isyarotul AkbarAfiliasi tidak diketahui1
Rahajeng Kartika SariAfiliasi tidak diketahui1
Achmad HamdanAfiliasi tidak diketahui1
Hary SuswantoAfiliasi tidak diketahui1
Arina YuliartiAfiliasi tidak diketahui1
Trias SeptianingsihAfiliasi tidak diketahui1
Abdul KhalimAfiliasi tidak diketahui1
Evita Ardy PrabasiwiAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/edukom/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 5 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Development of Interactive Mobile Learning Based on Problem-Based Learning for Computational Thinking Material in High School</dc:title>
	<dc:creator xml:lang="en">Hidayat, Wahyu Nur</dc:creator>
	<dc:creator xml:lang="en">Pramitadewi, Ellvina Pramitadewi</dc:creator>
	<dc:creator xml:lang="en">Hakim, Rahmana Ilmi</dc:creator>
	<dc:creator xml:lang="en">Rohmah, Fauziyatur </dc:creator>
	<dc:creator xml:lang="en">Pamungkas, Aldhy Sigma Lintang </dc:creator>
	<dc:creator xml:lang="en">Cahyono, Heri </dc:creator>
	<dc:creator xml:lang="en">Asrori, Moh. </dc:creator>
	<dc:creator xml:lang="en">Warsono, Warsono</dc:creator>
	<dc:creator xml:lang="en">Abdullah, Dzulkifli </dc:creator>
	<dc:subject xml:lang="en">Computational Thinking</dc:subject>
	<dc:subject xml:lang="en">High School</dc:subject>
	<dc:subject xml:lang="en">Mobile Learning</dc:subject>
	<dc:subject xml:lang="en">Problem Based Learning</dc:subject>
	<dc:subject xml:lang="en">User Testing Analysis</dc:subject>
	<dc:description xml:lang="en">This research was motivated by students’ low interest and motivation in learning computational thinking. Computational thinking material is still presented in the form of theory and is not based on case studies so that students find it difficult to understand its implementation in everyday life. This study aimed to develop KompuThink, a Problem-Based Learning (PBL)-based mobile learning application for computational thinking instruction. Research and Development using the ADDIE model, through the stages of analysis, design, development, implementation, and evaluation.  The research subjects were 35 class X students of SMA Negeri 6 Malang who were taking informatics subjects. Data were collected using expert validation questionnaires and user testing instruments and analyzed using descriptive quantitative methods. The results showed that media expert validation yielded an average feasibility score of 88% and material expert validation yielded 86%, both categorized as very feasible. Classroom trials resulted in an average student acceptance score of 92.27%, also categorized as very feasible. The novelty of this study lies in the development and feasibility evaluation of a PBL-based mobile learning application that explicitly targets core computational thinking topics (searching, sorting, stack, and queue) within the Indonesian high school context, a combination that has been rarely addressed in previous studies. These findings indicate that KompuThink is a highly feasible and well-accepted interactive mobile learning medium for computational thinking and can serve as a reference for future research and development in informatics education technology.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2025-08-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/edukom/article/view/22449</dc:identifier>
	<dc:identifier>10.15294/edukom.v12i1.22449</dc:identifier>
	<dc:source xml:lang="en">Edu Komputika Journal; Vol. 12 No. 1 (2025): Edu Komputika Journal; 84-96</dc:source>
	<dc:source>2599-297X</dc:source>
	<dc:source>2252-6811</dc:source>
	<dc:source>10.15294/edukom.v12i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/edukom/article/view/22449/9189</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Edu Komputika Journal</dc:rights>
</oai_dc:dc>