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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) · pp. 84–96

DOI
10.15294/edukom.v12i1.22449
ISSN
2599-297X, 2252-6811
Published
2025-08-30
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

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.

Keywords

Collaboration network of the authors

40 authors · 120 co-authorship links · 3 across different organisations · showing the 40 most connected

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  • University of Brawijaya
  • Politeknik Negeri Malang
  • Institut Teknologi Sepuluh Nopember
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Januarius MujiyantoAffiliation unknown6
Mursid SalehAffiliation unknown5
Djoko SutopoAffiliation unknown4
Issy YuliasriAffiliation unknown4
Abdurrahman FaridiAffiliation unknown3
Kartika Candra KiranaInstitut Teknologi Sepuluh Nopember2
Dwi Anggani Linggar BharatiAffiliation unknown2
Dwi RukminiAffiliation unknown2
Jumadi JumadiAffiliation unknown2
Admaja Dwi HerlambangUniversity of Brawijaya2
Aditya RachmadiUniversity of Brawijaya1
Kartika UtamiUniversity of Brawijaya1
Nurur RohmahUniversity of Brawijaya1
Azhar Ahmad SmaragdinaAffiliation unknown1
Muhammad Ferdian FirmansyahAffiliation unknown1
Ajeng Ramadhani Lailul Mas’udahAffiliation unknown1
Asna Isyarotul AkbarAffiliation unknown1
Rahajeng Kartika SariAffiliation unknown1
Achmad HamdanAffiliation unknown1
Hary SuswantoAffiliation unknown1
Arina YuliartiAffiliation unknown1
Trias SeptianingsihAffiliation unknown1
Abdul KhalimAffiliation unknown1
Evita Ardy PrabasiwiAffiliation unknown1
Retno ApriliyantiAffiliation unknown1
Rudi HartonoAffiliation unknown1
Rizqi Amalia FAffiliation unknown1
Miftakhul UlumAffiliation unknown1
Nuna Mustikawati DewiAffiliation unknown1
Abdul AyizAffiliation unknown1
Yuni Awalaturrohmah SolihahAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/edukom/oai, first harvested 5 Nov 2026, last seen 8 Nov 2026.
Original metadata (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>
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