Pelatihan Peningkatan Kompetensi Guru melalui Media Board Game sebagai Inovasi Pembelajaran Computational Thinking di Pondok Pesantren Darul Fithrah Kabupaten Bandung

Authors

  • Sofy Fitriani Politeknik Negeri Bandung
  • Setiadi Rachmat Politeknik Negeri Bandung
  • Aprianti Nanda Sari Politeknik Negeri Bandung
  • Nurjannah Syakrani Politeknik Negeri Bandung
  • Priyanto Hidayatullah Politeknik Negeri Bandung
  • Eddy Bambang Soewono Politeknik Negeri Bandung
  • Yudi Widhiyasana Politeknik Negeri Bandung
  • Trisna Gelar Abdillah Politeknik Negeri Bandung
  • Siti Dwi Setiarini Politeknik Negeri Bandung
  • Muhammad Rizqi Sholahuddin Politeknik Negeri Bandung

DOI:

https://doi.org/10.29407/ja.v10i1.27180

Keywords:

Teacher training, Board game, Computational thinking.

Abstract

This Community Service Program (PKM) was motivated by the limited ability of pesantren teachers to understand and implement computational thinking in their teaching practice. At Darul Fithrah Islamic Boarding School, an innovative board game based on Unplugged Computational Thinking was designed to address this need and provide a more interactive learning method. The implementation methods included board game design, preparation of training instruments, conducting pre-tests, delivering materials and board game simulations, as well as post-tests and classroom observation. The results indicated a significant improvement in teachers’ understanding of computational thinking, as reflected in the increase of average pre-test and post-test scores, particularly in pattern recognition, step-by-step problem-solving, and comprehension of the term computational thinking. Questionnaire responses and teacher feedback also showed positive perceptions, with the board game considered interactive, easy to use, and applicable in classroom learning. Thus, this PKM successfully encouraged teachers to be more prepared to integrate 21st-century skills into their educational practices.

Downloads

Download data is not yet available.
Abstract views: 7 , PDF (Indonesian) downloads: 4

References

Bell, T., Witten, I. H., & Fellows, M. (2015). Computer Science Unplugged: An enrichment and extension programme for primary-aged students (3rd ed.). Computer Science Education Research Group, University of Canterbury. https://www.researchgate.net/publication/220693000_Computer_Science_Unplugged_-_an_enrichment_and_extension_programme_for_primary-aged_children

Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051

Hsu, T. C., Chang, S. C., & Hung, Y. T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers & Education, 126, 296–310. https://doi.org/10.1016/j.compedu.2018.07.004

Mulyono, H. (2019). Islamic boarding school (Pesantren) and the integration of 21st century skills in education. Indonesian Journal of Islamic Education Studies, 2(1), 23–40. https://doi.org/10.31219/osf.io/xyz12

Prensky, M. (2001). Digital game-based learning. Computers in Entertainment, 1(1), 21–21. https://doi.org/10.1145/950566.950596

Retnawati, H., Arlinwibowo, J., & Sulistyaningsih, E. (2018). Teachers’ difficulties in implementing thematic teaching and learning in elementary schools. The New Educational Review, 51(1), 201–212. https://doi.org/10.15804/tner.2018.51.1.16

PlumX Metrics

Published

12-12-2025

How to Cite

Fitriani, S., Rachmat, S., Sari, A. N., Syakrani, N., Hidayatullah, P., Soewono, E. B., Widhiyasana, Y., Abdillah, T. G., Setiarini, S. D., & Sholahuddin, M. R. (2025). Pelatihan Peningkatan Kompetensi Guru melalui Media Board Game sebagai Inovasi Pembelajaran Computational Thinking di Pondok Pesantren Darul Fithrah Kabupaten Bandung. Jurnal ABDINUS : Jurnal Pengabdian Nusantara, 10(1), 186-197. https://doi.org/10.29407/ja.v10i1.27180