Penerapan Media Tinkercad dalam Menguji Computational Thinking Mahasiswa pada Praktikum Pengukuran Listrik

Authors

  • Faris Rifqi Departemen Teknik Elektro, Universitas Negeri Padang
  • Syaiful Islami Departemen Teknik Elektro, Universitas Negeri Padang

DOI:

https://doi.org/10.24036/jpte.v7i2.668

Keywords:

Learning Media, Tinkercad, Computational Thinking, Electrical Measurement Practicum, Learning Outcome

Abstract

This study examines the implementation of Tinkercad to assess its effectiveness in improving students’ computational thinking skills and learning outcomes in the Electrical Measurement Practicum course. The study addresses the limitations of laboratory availability and scheduling, which constrain students’ opportunities to engage in practical learning activities. A quasi-experimental method was employed involving two classes of students. Data were collected using learning outcome tests and computational thinking questionnaires administered before and after the implementation of Tinkercad. The findings indicate a moderate improvement in students’ learning outcomes following the intervention. The use of Tinkercad also provides an alternative learning environment that supports practical activities beyond the constraints of conventional laboratory schedules. These findings suggest that Tinkercad can serve as a complementary instructional medium for facilitating practicum learning, supporting the development of computational thinking skills, and improving learning outcomes in Electrical Measurement Practicum.

References

[1] A. A. P. Cattaneo, C. Antonietti, and M. Rauseo, “How digitalised are vocational teachers? Assessing digital competence in vocational education and looking at its underlying factors,” Comput. Educ., vol. 176, p. 104358, Jan. 2022, doi: https://doi.org/10.1016/J.COMPEDU.2021.104358.

[2] J. Vorhaus, “Learning Styles in Vocational Education and Training,” International Encyclopedia of Education, pp. 376–382, Jan. 2010, doi: 10.1016/B978-0-08-044894-7.00785-5.

[3] M. H. M. Yusof, M. Arsat, F. N. Amin, and A. A. Latif, “Issue and Challenge for Vocational Teaching Quality in the Vocational College Lecturers: A Systematic Review,” 2020, [Online]. Available: www.sainshumanika.utm.my.

[4] D. T. P. Yanto, M. Kabatiah, H. Zaswita, G. Giatman, and H. Effendi, “Development of Virtual Learning using Problem-Based Learning Models for Vocational Education Students,” ELINVO (Electronics, Informatics, and Vocational Education), vol. 7, no. 2, pp. 163–172, 2022, doi: 10.21831/elinvo.v7i2.52473.

[5] D. T. P. Yanto, “Praktikalitas Media Pembelajaran Interaktif pada Proses Pembelajaran Rangkaian Listrik,” INVOTEK: Jurnal Inovasi Vokasional dan Teknologi, vol. 19, no. 1, pp. 75–82, 2019, doi: 10.24036/invotek.v19i1.409.

[6] A. H. H. Sanaky, Learning Media. Yogyakarta: Safiria Insania Press, 2009.

[7] W. Shalannanda, “Digital logic design laboratory using autodesk tinkercad and google classroom,” 2020. doi: 10.1109/TSSA51342.2020.9310842.

[8] Krismadinata, U. I. Kurnia, R. Mulya, and U. Verawardina, “The Interactive Multimedia Learning for Power Electronics Course,” International Journal of Online and Biomedical Engineering (iJOE), vol. 18, no. 07, pp. 44–56, Jun. 2022, doi: 10.3991/IJOE.V18I07.30029.

[9] Sujarwo et al., “Android-Based Interactive Media to Raise Student Learning Outcomes in Social Science,” International Journal of Interactive Mobile Technologies (iJIM), vol. 16, no. 07, pp. 4–21, Apr. 2022, doi: 10.3991/IJIM.V16I07.25739.

[10] D. Hooshyar, L. Malva, Y. Yang, M. Pedaste, M. Wang, and H. Lim, “An adaptive educational computer game: Effects on students’ knowledge and learning attitude in computational thinking,” Comput. Human Behav., vol. 114, p. 106575, Jan. 2021, doi: https://doi.org/10.1016/J.CHB.2020.106575.

[11] F. C. Ou Yang, H. M. Lai, and Y. W. Wang, “Effect of augmented reality-based virtual educational robotics on programming students’ enjoyment of learning, computational thinking skills, and academic achievement,” Comput. Educ., vol. 195, Apr. 2023, doi: 10.1016/j.compedu.2022.104721.

[12] Sugiyono, Quantitative, Qualitative, and R& D Research Methods. Bandung: Alfabeta, 2018.

[13] F. Eliza et al., “Effective virtual laboratory to build constructivist thinking in electrical measurement practicum,” Indonesian Journal of Electrical Engineering and Computer Science, vol. 34, no. 2, pp. 814–824, May 2024, doi: 10.11591/ijeecs.v34.i2.pp814-824.

[14] S. Arikunto, The Fundamental of Educational Evaluations (Third Edition), vol. 3. Jakarta: Bumi Aksara, 2019.

[15] S. Arikunto, Prosedur Penelitian Suatu Pendekatan Praktik. Jakarta: Rineka Cipta, 2013.

[16] D. M. Tarihoran and D. Naibaho, “UPAYA PENINGKATAN KOMPETENSI PROFESIONAL GURU TERHADAP HASIL BELAJAR,” Cendikia: Jurnal Pendidikan dan Pengajaran, vol. 1, no. 4, pp. 1117–123, 2023.

[17] O. Candra, F. Eliza, S. Islami, and Y. Alisman, “Pengembangan Multimedia Interaktif Mata Diklat Memperbaiki Motor Listrik Guna Peningkatan Hasil Belajar,” Perspektif Pendidikan dan Keguruan, vol. 10, no. 2, pp. 7–15, 2019, doi: 10.25299/perspektif.2019.vol10(2).3930.

[18] D. T. P. Yanto, M. Kabatiah, H. Zaswita, N. Jalinus, and R. Refdinal, “Virtual Laboratory as A New Educational Trend Post Covid-19: An Effectiveness Study,” Mimbar Ilmu, vol. 27, no. 3, 2022, doi: https://doi.org/10.23887/mi.v27i3.53996.

[19] B. Nguyen-Viet, C. Nguyen-Duy, and B. Nguyen-Viet, “How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation,” Interactive Learning Environments, vol. 33, no. 3, pp. 2635–2653, 2025, doi: 10.1080/10494820.2024.2414356.

[20] Y. P. Yuan, G. Wei-Han Tan, K. B. Ooi, and W. L. Lim, “Can COVID-19 pandemic influence experience response in mobile learning?,” Telematics and Informatics, vol. 64, p. 101676, Nov. 2021, doi: https://doi.org/10.1016/J.TELE.2021.101676.

[21] K. M. Ang et al., “Modified teaching-learning-based optimization and applications in multi-response machining processes,” Comput. Ind. Eng., vol. 174, p. 108719, Dec. 2022, doi: https://doi.org/10.1016/J.CIE.2022.108719.

[22] O. Candra, E. Elfizon, S. Islami, and D. T. P. Yanto, “Penerapan Multimedia Interaktif Power Point pada Mata Diklat Dasar dan Pengukuran Listrik,” vol. 4, no. 2, pp. 87–95, 2020.

[23] O. Candra, D. T. P. Yanto, and N. Imam, “Aplikasi Model Pembelajaran Cooperative Script untuk Meningkatkan Hasil Belajar Siswa Pada Mata Diklat Menggunakan Hasil Pengukuran,” Perspektif Pendidikan dan Keguruan, vol. XI, no. 2, pp. 17–22, 2020.

[24] C. R. Henrie, L. R. Halverson, and C. R. Graham, “Measuring student engagement in technology-mediated learning: A review,” Comput. Educ., vol. 90, pp. 36–53, Dec. 2015, doi: 10.1016/J.COMPEDU.2015.09.005.

[25] R. Panigrahi, P. R. Srivastava, and P. K. Panigrahi, “Effectiveness of e-learning: the mediating role of student engagement on perceived learning effectiveness,” Information Technology & People, vol. 34, no. 7, pp. 1840–1862, Nov. 2021, doi: 10.1108/ITP-07-2019-0380.

Downloads

Published

2026-10-19