Efektivitas Multimedia Gamifikasi dalam Pembelajaran Berpikir Komputasional di SMP

Systematic Literature Review

Authors

  • Yuventus Monemnasi Universitas Pendidikan Ganesha
  • Ketut Agustini Universitas Pendidikan Ganesha
  • I Kadek Suartama Universitas Pendidikan Ganesha

DOI:

https://doi.org/10.37329/cetta.v9i2.5296

Keywords:

Gamification, Multimedia Learning, Computational Thinking, Junior High School, Systematic Literature Review

Abstract

The implementation of the Merdeka Curriculum emphasizes the strengthening of Computational Thinking (CT) skills as an essential competency in informatics learning at the junior high school level. However, CT instruction in junior high schools still faces several challenges, including low student motivation and engagement, limited availability of interactive learning media, and varying levels of teacher readiness in integrating technology. This study aims to analyze the effectiveness of gamification-based multimedia in improving junior high school students’ CT skills, identify supporting and inhibiting factors in its implementation, and map research gaps in studies published between 2021 and 2025. The research employed a Systematic Literature Review (SLR) method following the PRISMA protocol. Literature searches were conducted through Google Scholar, ERIC, and Scopus databases, resulting in 21 scientific articles that met the inclusion criteria. Data were analyzed using thematic synthesis to examine gamification strategies and their impacts on CT indicators, namely algorithmic thinking, decomposition, pattern recognition, and abstraction. The findings indicate that gamification strategies such as point–level–badge systems, progressive challenges, interactive simulations, and digital puzzles are consistently effective in enhancing algorithmic thinking, decomposition, and pattern recognition. In contrast, improvement in the abstraction component remains relatively limited and requires additional reflective and concept-oriented instructional approaches. The success of gamification implementation is influenced by interactive media design, instant feedback, and increased student motivation, while major challenges include limited ICT infrastructure and teachers’ digital competence. The novelty of this article lies in its cross-study synthesis of empirical research from 2021 to 2025, which systematically maps the dominant patterns of CT improvement within the context of junior high school education and the implementation of the Merdeka Curriculum. These findings provide both conceptual and practical contributions to the development of more effective and sustainable informatics learning.

References

Anggraini, R., & Yusuf, M. (2024). Pengembangan Scratch Tingkat Lanjut Untuk Meningkatkan Kemampuan Berpikir Komputasional Siswa SMP. Jurnal Informatika Pendidikan, 8(2), 145-156.

Ardiyanto, D., & Sari, N. (2021). Pengembangan Modul Code.Org Berbasis Gamifikasi Untuk Melatih Computational Thinking Siswa SMP. Jurnal Teknologi Pendidikan, 13(1), 22-31.

Damayanti, D., Suyanto, S., & Nugroho, A. (2025). Multimedia Gamifikasi Dalam Pembelajaran Informatika Berbasis Kurikulum Merdeka. Jurnal Inovasi Pendidikan, 11(1), 45-56.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements To Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference, 9-15.

Fadillah, R., Prasetyo, E., & Maulana, H. (2023). Implementasi Blockly Untuk Meningkatkan Kemampuan Berpikir Komputasional Siswa SMP. Jurnal Inovasi Pembelajaran, 9(1), 55-64.

Febriyanto, A., & Rohmah, L. (2022). Game RPG Edukatif Sebagai Media Pembelajaran Algoritma Dasar Di SMP. Jurnal Pendidikan Informatika, 6(2), 101-110.

Fitriani, S., & Putri, A. (2025). LMS Gamifikasi Berbasis Avatar Dan Leveling Dalam Pembelajaran Informatika SMP. Jurnal Teknologi dan Pendidikan, 11(1), 88-99.

Grover, S., Pea, R., & Cooper, S. (2022). Designing For Deeper Learning In Computational Thinking: A Review Of Evidence In K-12 Education. Computer Science Education, 32(3), 245-271.

Haris, A., & Melati, D. (2024). Efektivitas Video Animasi Gamifikasi Terhadap Penguasaan Algoritma Dasar Siswa SMP. Jurnal Media Pembelajaran, 10(2), 120-130.

Hasan, M., & Rahayu, S. (2023). Gamifikasi Kuis Coding Berbasis Reward Dan Timer Terhadap Computational Thinking Siswa SMP. Jurnal Pendidikan Digital, 7(2), 77-86.

Hidayat, R., & Prasetyo, D. (2023). Pengembangan Game Berbasis Unity Untuk Melatih Dekomposisi Masalah Siswa SMP. Jurnal Informatika Edukatif, 5(1), 41-50.

Kong, S. C., Chiu, M. M., & Lai, M. (2021). A Study Of Primary And Secondary Students’ Computational Thinking Through Gamified Programming Learning. Computers & Education, 168, 104200.

Kurniawan, A., & Astuti, R. (2025). Kuis Coding Berbasis Challenge-Reward Untuk Meningkatkan Algorithmic Thinking Siswa SMP. Jurnal Pembelajaran Informatika, 12(1), 65-75.

Mertayasa, I. K., & Subawa, I. G. (2024). Pengaruh Gamifikasi Terhadap Motivasi Belajar Informatika Siswa SMP. Jurnal Pendidikan dan Pembelajaran, 9(2), 98-108.

Mulyani, S., & Dewantara, I. (2022). Pengaruh Penggunaan Scratch Berbasis Badge System Terhadap Kemampuan Berpikir Komputasional Siswa SMP. Jurnal Pendidikan Teknologi, 7(1), 33-43.

Papert, S. (1980). Mindstorms: Children, Computers, And Powerful Ideas. New York: Basic Books.

Pratama, A., & Nugraha, F. (2021). Pengaruh Penggunaan Scratch Terhadap Kemampuan Algorithmic Thinking Siswa SMP. Jurnal Pendidikan Informatika, 5(2), 90-99.

Prensky, M. (2001). Digital Game-Based Learning. Computers in Entertainment, 1(1), 21-24.

Rahman, F., & Dewi, L. (2023). Game Teka-Teki Mobile Untuk Meningkatkan Pattern Recognition Siswa SMP. Jurnal Teknologi Pendidikan, 9(2), 112-121.

Rahmawati, D. (2022). Puzzle Logika Digital Untuk Melatih Kemampuan Pengenalan Pola Pada Siswa SMP. Jurnal Inovasi Pendidikan, 8(1), 58-67.

Ramdani, Y. (2021). Penerapan Sistem Poin Dan Tantangan Dalam Pembelajaran Berpikir Komputasional Di SMP. Jurnal Pendidikan Digital, 4(2), 70-79.

Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How Gamification Motivates: An Experimental Study Of The Effects Of Specific Game Design Elements. Computers in Human Behavior, 69, 371-380.

Setyaningsih, P. (2024). Implementasi LMS Dengan Elemen Gamifikasi Pada Pembelajaran Informatika SMP. Jurnal Pendidikan dan Teknologi, 10(1), 95-105.

Sutrisno, B., Wicaksono, A., & Lestari, N. (2025). Video Interaktif Berbasis Gamifikasi Untuk Meningkatkan Kemampuan Dekomposisi Siswa SMP. Jurnal Multimedia Pendidikan, 12(2), 140-150.

Syahputra, R., & Wulandari, S. (2023). Pengaruh Penggunaan Classcraft Terhadap Motivasi Dan Computational Thinking Siswa SMP. Jurnal Pendidikan Informatika, 6(1), 25-35.

Widodo, H., & Noor, M. (2025). Modul Gamifikasi Berbasis Storytelling Untuk Pengembangan Computational Thinking Siswa SMP. Jurnal Teknologi Pembelajaran, 13(1), 50-62.

Wibowo, A., & Sulastri, D. (2024). Aplikasi Puzzle Coding Sebagai Media Pembelajaran Computational Thinking di SMP. Jurnal Inovasi Teknologi Pendidikan, 9(1), 83-93.

Wing, J. M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33.

Wing, J. (2011). Research Notebook: Computational Thinking-What And Why. The Link Magazine, 6(1), 20-23.

Zhao, Y., & Shute, V. J. (2023). The Impact Of Gamification On Students’ Computational Thinking And Engagement: A Meta-Analysis. Educational Research Review, 39, 100503.

Zuma, A., Raharjo, T., & Prabowo, H. (2024). Tantangan Pembelajaran Computational Thinking Pada Siswa SMP di era Kurikulum Merdeka. Jurnal Pendidikan Abad 21, 3(2), 101-110.

Downloads

Published

03-03-2026

How to Cite

Monemnasi, Y., Agustini, K., & Suartama, I. K. (2026). Efektivitas Multimedia Gamifikasi dalam Pembelajaran Berpikir Komputasional di SMP: Systematic Literature Review. Cetta: Jurnal Ilmu Pendidikan, 9(2), 33–49. https://doi.org/10.37329/cetta.v9i2.5296

Most read articles by the same author(s)