The Effectiveness of the Gobak Sodor Game-Based Unplugged Coding Model in Improving Computational Thinking Skills Among Fifth-Grade Students

Authors

  • Tegar Arif Saputra Universitas Islam Negeri Raden Intan Lampung

DOI:

https://doi.org/10.59923/insights.v2i2.828

Keywords:

Computational Thinking, Unplugged Coding Model, Gobak Sodor, Traditional Games, Madrasah Ibtidaiyah

Abstract

Computational thinking skills are an important competency for elementary school students, but their implementation still faces limitations in digital resources and the need for concrete and contextual learning models. This study aims to test the effectiveness of the unplugged coding model based on the traditional game Gobak Sodor in improving the computational thinking skills of fifth-grade students. This study used a quantitative approach with a quasi-experimental method through a nonequivalent pretest–posttest control group design. The study sample consisted of 56 students divided into experimental and control groups. Data were collected using a computational thinking ability essay test that included indicators of decomposition, pattern recognition, abstraction, algorithm design, and debugging. Data were analyzed using descriptive statistics and ANCOVA with pretest scores as covariates. The results showed that the experimental group achieved a higher increase in computational thinking skills than the control group. The ANCOVA results showed that the Gobak Sodor-based unplugged coding model had a significant effect on students' computational thinking skills (F = 49.834; p < 0.001), with a large effect size (partial eta squared = 0.485; Cohen's d = 1.12). Thus, the unplugged coding model based on the traditional game Gobak Sodor is effective in improving elementary school students' computational thinking skills compared to conventional learning.

References

Afifah, N., Ulfa, S., Setyosari, P., & Soepriyanto, Y. (2025a). Unplugged Activity To Improve Students’ Computational Thinking Skills Second Grade Elementary School. JKTP: Jurnal Kajian Teknologi Pendidikan, 8(4), 330–338. https://doi.org/10.17977/um038v8i42025p330-338

Angeli, C., & Giannakos, M. (2020). Computational thinking education: Issues and challenges. Computers in Human Behavior, 105, 106185. https://doi.org/10.1016/j.chb.2019.106185

Badan Pusat Statistik. (2025). Statistik Telekomunikasi Indonesia 2024. Jakarta: BPS-Statistics Indonesia.

Budiman, I. A. (2024). Discovery Learning with Traditional Educational Game Gobak Sodor in Physical Education Learning. AL-ISHLAH: Jurnal Pendidikan, 16(4). https://doi.org/10.35445/alishlah.v16i4.6175

Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications. Dağ, F., Şumuer, E., & Durdu, L. (2023a). The effect of an unplugged coding course on primary school students’ improvement in their computational thinking skills. Journal of Computer Assisted Learning, 39(6), 1902–1918. https://doi.org/10.1111/jcal.12850

Dehghan Nayeri, N., Noodeh, F. A., Nia, H. S., Yaghoobzadeh, A., Allen, K. A., & Goudarzian, A. H. (2024). Statistical Procedures Used in Pretest-Posttest Control Group Design: A Review of Papers in Five Iranian Journals. ACTA MEDICA IRANICA. https://doi.org/10.18502/acta.v61i10.15657

Dwijayani, N. M. (2022). Precoding Activities To Improve Student’s Computational Thinking Skills. Widyagogik : Jurnal Pendidikan Dan Pembelajaran Sekolah Dasar, 10(1), 21–37. https://doi.org/10.21107/widyagogik.v10i1.15671

Himawan, A., Matulessy, A., & Muhid, A. (2021). Benefits of the Traditional Game of Gobak Sodor: Improving Communication Skills and Social in Early Childhood, Literature Review. Proceedings of the 2nd International Conference on Psychological Studies, 144–150. https://doi.org/10.5220/0010809800003347

Ilmaknun, L., & Niswar, A. (2025). Implementation of Joyfull Learning for Deep Learning in Indonesian Language Lessons. IJORER : International Journal of Recent Educational Research, 6(5), 1593–1601. https://doi.org/10.46245/ijorer.v6i5.997

Irvani, A. I., Rochintaniawati, D., Riandi, R., & Sinaga, P. (2024). Analyzing the Integration of Computational Thinking in Science and Physics Education within the Indonesian Curriculum. Kasuari: Physics Education Journal (KPEJ), 7(1), 182–194. https://doi.org/10.37891/kpej.v7i1.620

Ismiyanto, M., Anif, S., & Muhibbin, A. (2026). Integrating E-Comics and Problem-Based Learning (PBL) to Foster Higher-Order Thinking Skills in Elementary Students. Lnternational Electronic Journal of Elementary Education. https://doi.org/10.26822/iejee.2026.441

Jaya, S. (2025). Enhancing Problem-Solving Abilities of Teachers and Students through Integrated Computational Thinking Training in the Curriculum. Sebatik, 29(1), 96–102. https://doi.org/10.46984/sebatik.v29i1.2606

Kafah, A. K. N., Yuliana, R., & Amalia, A. I. (2025). Integration Of Project Based Learning (PjBL) And Game Based Learning (GBL) In A Deep Learning Approach. Insights: Journal of Primary Education Research, 2(2), 60–69. https://doi.org/10.59923/insights.v2i2.676

Kania, N., Kusumah, Y. S., Dahlan, J. A., Nurlaelah, E., Gürbüz, F., & Bonyah, E. (2024). Constructing and providing content validity evidence through the Aiken’s V index based on the experts’ judgments of the instrument to measure mathematical problem-solving skills. REID (Research and Evaluation in Education), 10(1), 64–79. https://doi.org/10.21831/reid.v10i1.71032

Kasiono, B., Pradhana, G., Huda, N., Utami, S., & Haerussaleh, H. (2025). Unlocking Young Minds : The Impact of Unplugged Coding on Elementary Students’ Computational Thinking. Jurnal Paedagogy, 12(3), 754. https://doi.org/10.33394/jp.v12i3.15650

Kwon, K., Brush, T. A., Kim, K., & Seo, M. (2025). Embodied Learning for Computational Thinking in a Mixed-Reality Context. Journal of Educational Computing Research, 62(8), 1719–1740. https://doi.org/10.1177/07356331241291173

Li, Q., Jiang, Q., Liang, J.-C., Xiong, W., Liang, Y., & Zhao, W. (2023). Effects of interactive unplugged programming activities on computational thinking skills and student engagement in elementary education. Education and Information Technologies, 28(9), 12293–12318. https://doi.org/10.1007/s10639-023-11634-7

Liu, Z. (2023). Integrating computational thinking into K-12 education: Bridging the gap between theories and practices. STEM Education Review, 1. https://doi.org/10.54844/stemer.2023.0467

Ma, J., Zhang, Y., Zhu, Z., Zhao, S., & Wang, Q. (2023). Game-Based Learning for Students’ Computational Thinking: A Meta-Analysis. Journal of Educational Computing Research, 61(7), 1430–1463. https://doi.org/10.1177/07356331231178948

Martínez-Bravo, M. C., Sádaba Chalezquer, C., & Serrano-Puche, J. (2022). Dimensions of Digital Literacy in the 21st Century Competency Frameworks. Sustainability, 14(3), 1867. https://doi.org/10.3390/su14031867

Maulana, D. A., Sugiyanto, & Riyadi, S. (2021). Traditional Games as Tourism Sports and Characteristics of Sports Culture in Sumbawa Indonesia. International Journal of Social Sciences and Humanities Invention, 8(10), 6640–6648. https://doi.org/10.18535/ijsshi/v8i10.05

Mohamed, Z., Ubaidullah, N. H., Junus, N. W. M., Angamuthu, K. D., & Ahmad, A. (2024). Modelling computational thinking with game-based learning among primary school students’. International Journal of Evaluation and Research in Education (IJERE), 13(6), 4115. https://doi.org/10.11591/ijere.v13i6.28395

Montuori, C., Pozzan, G., Padova, C., Ronconi, L., Vardanega, T., & Arfé, B. (2023). Combined Unplugged and Educational Robotics Training to Promote Computational Thinking and Cognitive Abilities in Preschoolers. Education Sciences, 13(9), 858. https://doi.org/10.3390/educsci13090858

Ocampo, L. M., Corrales-Álvarez, M., Cardona-Torres, S. A., & Zapata-Cáceres, M. (2024). Systematic Review of Instruments to Assess Computational Thinking in Early Years of Schooling. Education Sciences, 14(10), 1124. https://doi.org/10.3390/educsci14101124

OECD. (2024a). PISA 2022 results (Volume III): Creative minds, creative schools. OECD Publishing. https://doi.org/10.1787/765ee8c2-en

Pudjoatmodjo, B., Hasanudin Fauzi, A., Salam, S., Muluk, T. A., & Maulana, D. S. (2022). Utilizing Digital Storytelling Structure for Developing an Electronic Traditional Game Gobak Sodor. IJAIT (International Journal of Applied Information Technology), 5(01), 43. https://doi.org/10.25124/ijait.v5i01.3416

Rahayu, F. S., & Wisnubhadra, I. (2026). Pelatihan Computational Thinking untuk Guru Sekolah Dasar sebagai Upaya Penguatan Literasi Digital Abad ke-21. Prosiding Seminar Nasional KONSTELASI, 3(1), 35–43. https://doi.org/10.24002/prosidingkonstelasi.v3i1.13326

Setyowati, R., Sarwanto, & Muzzazinah. (2021). How Students’s Higher Order Thinking Skills Through E-Learning During the Covid-19 Pandemic? What does it have to do with University? Journal of Physics: Conference Series, 1808(1), 012032. https://doi.org/10.1088/1742-6596/1808/1/012032

Sriwahyuni, E., Talakua, M., Siregar, H. D., Sofyan, A., Pelamonia, J., Detek, I., & Jaliy, S. O. (2026). Penerapan Unplugged Coding untuk Meningkatkan Kemampuan Berpikir Komputasional Peserta Didik Sekolah Dasar di SD Al Hilaal 5 Kranjang. Jurnal Pengabdian Masyarakat (ABDIRA), 6(2), 1243–1252. https://doi.org/10.31004/abdira.v6i2.1943

Sun, L., Guo, Z., & Hu, L. (2023). Educational games promote the development of students’ computational thinking: a meta-analytic review. Interactive Learning Environments, 31(6), 3476–3490. https://doi.org/10.1080/10494820.2021.1931891

Susilowati, N., & Haryono, H. (2025). Digital Literacy on Increasing the Pedagogical Competence for Teachers in Primary School. Jurnal Penelitian Pendidikan, 42(2), 163–169. https://doi.org/10.15294/jpp.v42i2.29451

Sutika, I. M., Winaya, I. M. A., Rai, I. B., Sila, I. M., Sudiarta, I. N., Kartika, I. M., & Sujana, I. G. (2023). The Effectiveness of Problem-Based Learning Model in Improving Higher Order Thinking Skills and Character of Elementary School Students. Jurnal Pendidikan Dan Pengajaran, 55(3), 688–702. https://doi.org/10.23887/jpp.v55i3.57636

Suwarto, D. H., Setiawan, B., & Machmiyah, S. (2022). Developing Digital Literacy Practices in Yogyakarta Elementary Schools. Electronic Journal of E-Learning, 20(2), pp101-111. https://doi.org/10.34190/ejel.20.2.2602

Syamsiah, N. O., Firmansyah, Y., Mustika, Y., Burhanudin, B., Gani, A., & Fitriani, N. (2024). Pengaruh Edukasi Unplugged Coding Terhadap Kemampuan Computational Thinking Anak Usia Sekolah Dasar. Vox Edukasi: Jurnal Ilmiah Ilmu Pendidikan, 15(2), 365–373. https://doi.org/10.31932/ve.v15i2.4048

Varadita, Z., Anas, A., & Murtinasari, F. (2025). Pengaruh Pembelajaran Berbasis Etnomatematika Pada Permainan Gobak Sodor Untuk Meningkatkan Pemahaman Matematis Siswa. Jurnal Axioma : Jurnal Matematika Dan Pembelajaran, 10(1), 33–46. https://doi.org/10.56013/axi.v10i1.3170

Wu, T.-T., Asmara, A., Huang, Y.-M., & Permata Hapsari, I. (2024). Identification of Problem-Solving Techniques in Computational Thinking Studies: Systematic Literature Review. Sage Open, 14(2). https://doi.org/10.1177/21582440241249897

Zeng, Y., Yang, W., & Bautista, A. (2023). Computational thinking in early childhood education: Reviewing the literature and redeveloping the three-dimensional framework. Educational Research Review, 39, 100520. https://doi.org/10.1016/j.edurev.2023.100520

Downloads

Published

2025-09-30

How to Cite

Saputra, T. A. (2025). The Effectiveness of the Gobak Sodor Game-Based Unplugged Coding Model in Improving Computational Thinking Skills Among Fifth-Grade Students. Insights: Journal of Primary Education Research, 2(2), 77–91. https://doi.org/10.59923/insights.v2i2.828
Abstract viewed = 30 times