Need analysis of AI narrative game for computational thinking

Authors

  • Siti Nurhayati Universitas Pendidikan Indonesia
  • Eki Nugraha Indonesia University of Education image/svg+xml
  • Farxod Xushbakovich Shaymanov Termez State University

DOI:

https://doi.org/10.17509/curricula.v5i2.602

Keywords:

artificial intelligence, computational thinking, game -based learning, narrative learning

Abstract

Computational Thinking (CT) is a fundamental 21st-century competency that supports logical reasoning and problem-solving. However, its implementation in schools still faces challenges due to the concept's abstract nature and the lack of a contextually grounded learning approach, resulting in suboptimal student engagement. This study aims to analyze the needs of CT learning in the school environment as a basis for developing a more interactive, adaptive, and contextual AI-based narrative game learning model. This study was conducted because of a gap, namely, the integration of innovative approaches such as game-based learning, AI, and learning analytics has not been comprehensively implemented to support CT mastery. The method used is a sequential exploratory mixed-method design involving semi-structured interviews with Informatics teachers and the distribution of questionnaires to MTs students. The research findings indicate that CT learning is still hampered by abstract concepts, analog learning media, and low student engagement. The analysis results emphasize the urgent need for interactive, adaptive digital learning media with automatic feedback to improve students' understanding and motivation in mastering CT.

 

Abstrak

Computational Thinking (CT) sebagai kompetensi fundamental abad ke-21 yang mendukung penalaran logis dan pemecahan masalah. Namun, implementasinya di sekolah masih menghadapi tantangan akibat sifat konsep yang abstrak dan kurangnya pendekatan pembelajaran yang kontekstual, sehingga keterlibatan murid belum optimal. Penelitian ini bertujuan untuk menganalisis kebutuhan pembelajaran CT di lingkungan sekolah sebagai dasar pengembangan model pembelajaran berbasis AI narrative game yang lebih interaktif, adaptif, dan kontekstual. Penelitian ini dilakukan karena adanya kesenjangan, yaitu integrasi pendekatan inovatif seperti game-based learning, AI, dan learning analytics belum diterapkan secara menyeluruh untuk mendukung penguasaan CT. Metode yang digunakan adalah desain sequential exploratory mixed-method yang melibatkan wawancara semi-terstruktur dengan guru Informatika dan penyebaran kuesioner kepada murid MTs. Temuan penelitian menunjukkan bahwa pembelajaran CT masih terkendala oleh konsep yang abstrak, media pembelajaran yang masih bersifat analog, serta rendahnya keterlibatan murid. Hasil analisis menegaskan kebutuhan mendesak akan media pembelajaran digital yang interaktif dan adaptif dengan fitur umpan balik otomatis guna meningkatkan pemahaman dan motivasi murid dalam menguasai CT.

Kata Kunci: berpikir komputasional; kecerdasan buatan; pembelajaran berbasis game; pembelajaran naratif

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Published

2026-06-26

How to Cite

Nurhayati, S., Nugraha, E., & Shaymanov, F. X. (2026). Need analysis of AI narrative game for computational thinking. Curricula: Journal of Curriculum Development, 5(2), 629-640. https://doi.org/10.17509/curricula.v5i2.602

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