Game Kartu Strategi Berbasis BK sebagai Media Pembelajaran Informatika Jenjang SMP
Abstrak
Abstrak
Penelitian ini bertujuan untuk mengembangkan game kartu strategi Logic Champ berbasis Berpikir Komputasional sebagai media pembelajaran Informatika bagi siswa Sekolah Menengah Pertama serta mendeskripsikan mekanisme permainan dan fitur-fitur edukatif yang merepresentasikan komponen Berpikir Komputasional. Penelitian menggunakan metode Research and Development (R&D) dengan model Game Development Life Cycle (GDLC) yang terdiri atas tahap konseptualisasi, perancangan, pengembangan, pengujian, publikasi, serta tahap revisi dan perbaikan. Game dikembangkan menggunakan Unity 2D dengan bahasa pemrograman C#, sedangkan perancangan antarmuka dilakukan menggunakan Figma dan perancangan sistem menggunakan Draw.io. Hasil penelitian menunjukkan bahwa Logic Champ berhasil dikembangkan sebagai game kartu strategi digital yang mengintegrasikan empat komponen Berpikir Komputasional, yaitu abstraksi, algoritma, dekomposisi, dan pengenalan pola ke dalam mekanika permainan. Representasi komponen tersebut diwujudkan melalui fitur deck management, turn-based battle system, pola serangan & perilaku lawan, sistem energi & biaya penggunaan kartu, efek skill (buff, debuff, serangan khusus), umpan balik langsung (hp, atk, animasi efek), pemilihan kartu awal (starting hand). Deck management merepresentasikan abstraksi dan dekomposisi, sistem pertarungan berbasis giliran merepresentasikan algoritma, sedangkan pola perilaku lawan merepresentasikan pengenalan pola. Integrasi komponen Berpikir Komputasional ke dalam fitur dan mekanika permainan menjadikan Logic Champ tidak hanya berfungsi sebagai permainan kartu strategi digital, tetapi juga sebagai media pembelajaran yang mampu menyajikan konsep-konsep Berpikir Komputasional dalam bentuk yang lebih konkret, interaktif, dan kontekstual.
Kata kunci: Berpikir Komputasional, Game Based Learning, game kartu strategi, media pembelajaran Informatika
Abstract
This study aims to develop a Logic Champ strategy card game based on Computational Thinking as an Informatics learning medium for Junior High School students and to describe the game mechanics and educational features that represent the components of Computational Thinking. The study uses the Research and Development (R&D) method with the Game Development Life Cycle (GDLC) model consisting of conceptualization, design, development, testing, publication, and revision and improvement stages. The game was developed using Unity 2D with the C# programming language, while the interface design was carried out using Figma and the system design used Draw.io. The results of the study show that Logic Champ was successfully developed as a digital strategy card game that integrates four components of Computational Thinking, namely abstraction, algorithms, decomposition, and pattern recognition into game mechanics. The representation of these components is realized through deck management features, a turn-based battle system, attack patterns & opponent behavior, energy systems & card usage costs, skill effects (buffs, debuffs, special attacks), direct feedback (hp, atk, effect animations), starting hand selection. Deck management represents abstraction and decomposition, the turn-based battle system represents algorithms, and opponent behavior patterns represent pattern recognition. The integration of Computational Thinking components into the game's features and mechanics makes Logic Champ not only a digital strategy card game but also a learning tool that presents Computational Thinking concepts in a more concrete, interactive, and contextual way.
Keywords: Computational Thinking, Game-Based Learning, strategy card game, Informatics learning tool