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The Improvement of Computational Thinking Skills Through The

Implementation of Multimedia-Based A Technological


Pedagogical Content Knowledge (TPCK) In Vocational
Secondary Schools

Syaeful Malik1,*, Dedi Rohendi2, and Isma Widiaty3


1School of Postgraduate, Vocational and Technical Education, Universitas Pendidikan Indonesia, 40154, Bandung, Indonesia
2Department of Mechanical Engineering Education,Universitas Pendidikan Indonesia, 40154, Bandung, Indonesisa
3School of Postgraduate, Vocational and Technical Education, Universitas Pendidikan Indonesia, 40154, Bandung, Indonesia

ABSTRACT : The rapid advances in technology and the increasing number of professions that rely on
computational approaches lead to mastery of the computer into a new literacy (in addition to other literacy
such as reading, writing, and arithmetic). While it is, interesting to understand that learning in vocational
school still hampered by the poor quality of learning. It means, there is a considerable gap in between the
user's needs for trained personnel with school readiness in providing it. This paper present how to use the
framework of technological pedagogical content knowledge (TPACK) in designing computational learning
object and its influence on the increase in computational learning skill. The Research method that used in this
research is quantitative with a quasi-experimental design. Data collection is done on several computers
vocational school in Bandung. The Research sample is class 10 vocational students in Bandung. The
technology tools used in the development of learning objects is Blockly. The result of this study are 1)
Improvement computational thinking skills students by using interactive multimedia based on TPCK model
obtained the value of the average gain of computational thinking, in decomposition is 0,6, recognizing the
pattern is 0,6 and thinking algorithmic is 0,7. The paper concludes with a discussion of the potential
implications of this approach.

1. Computational Thinking As A New order to boost the use of computers quality of life [2]. Why is it
Literacy important? Because we live in a digital age, where almost
everything is computerized and programmed.
No exaggeration to say that life today has a high dependency by Although it can not be denied that there are differences of
the presence of the computing system. The computing system opinion on 'whether students need to develop expertise in
(which is embedded in a technology) has brought a sense of programming?' [3], but studies in this regard continues to grow
comfort and safe in every aspect of life. Utilization of at a point which states that students should be impacted section
technology to tracking the shortest path for ease of transport is of ideas and ways of thinking that leads to the way of thinking
one of them. Identification of gaps offshore oil distribution of computing, because such knowledge may change how science
channel by leveraging machine learning is another example. and engineering practiced [4].
It can be said that the ability of computing is a new literacy
(reading and writing as ever) whose ownership will provide 1.1 The Challenge of Computational Thinking
significant impact in achieving success [1]. Ideally, students are
Almost from the beginning, computer science hampered by the
taught about the basic understanding with regard to computer perception that computer science exclusively only focuses on
science that is not just going to put the students as users of a programming. This has resulted in the learning associated with
technology but also able to take part of the innovation efforts in computing becomes very limited and minimal taught to students.
On the other hand, computer science is taught impressed can be made the artifact, procedures, and systems can be better
solitary, disconnected from the relationship and relevance in understood [11].
solving everyday problems [5]. Research regarding the
Computer Literacy and Competency revealed that teachers in In the implementation, computational thinking skills include
Indonesia generally have basic computing skills are quite high, [11]:
but the frequency of utilization of these capabilities are limited
only to a few applications only (one quite dominant is a word - Ability to think algorithmically - the ability to define clearly
processing application). It is obviously an impact on students' the steps in order to get solutions to problems
computer skills [6]. - The ability to decompose the problem - the ability to parse
the problem into components simpler
Computer science teaches students about how to reason
- The ability to generalize, identify and exploit patterns
logically, and structured algorithmic thinking in solving
problems [2]. Computer science also provides awareness of the - The ability to think in abstractions, choosing a good
existence of the necessary resources to be able to build and representation, and
implement a solution in dealing with the problems in the real - The ability to evaluated
world [2] [5]. Thus, in order to raise awareness the existence of
the necessary resources to build a solution in addressing these
problems, requires the process of thinking that includes the 2. Strategic Role Of Technological
ability to define problems and develop solutions so that the Pedagogical Content Knowledge (Tpack)
chosen solution is the most effective form that can be done by
computer. Such a capability is then understood as computational In understanding technology as an integral partner for education,
thinking [7]. a conceptual framework called Technological Pedagogical
Content Knowledge (TPACK) deserves to become the
In relation with vocational learning, observations in the field, as
reference. It was built upon Shulman's (1986) Pedagogical
stated in Document of Vocational Curriculum 2006, in a part of
a Rational curriculum, indicating, mostly graduates of Content Knowledge (PCK), was Introduced to the educational
vocational less able to adjust to the changes/developments in research community [12]. The TPACK was first proposed by
science and technology that are not easily trained back up the Mishra and Koehler [13] to describe an integrated connection
shortfall. The findings seem to indicate that learning in SMK has between content knowledge, pedagogical knowledge, and
not appeared touching on self-development in the adaptability of technological knowledge. Content knowledge generally refers
learners. The study also noted that most graduates obtain
to the facts, concepts, theories, and principles that are taught and
vocational school cannot be absorbed in the workforce because
their capacity is not in accordance with the demands of the learned in specific academic courses, rather than to related
working world. The condition was also mapped in the document skills—such as reading, writing, or researching—that students
released by the World Bank in 2011 [8]. The document put the also learn in school. Pedagogical knowledge refers to the
quality of facilities as the main problems of learning in specialized knowledge of teachers for creating effective
vocational (by 29%), followed by the quality of teaching (by teaching and learning environments for all students. It is a type
23%), then a row is a problem with regard to general skills of knowledge that is unique to teachers and is based on the
(13%), curriculum and cycle length (9%), relevance (8%),
manner in which teachers relate what they know about teaching.
teacher skills and specific skills (4%). The information seems to
be the answer to the data revealed by the National Development Technological knowledge refers to an understanding of the way
Planning Agency (BAPENAS) in 2013. Which stated that the that technologies are used in a specific content domain. The
vocational school graduates accounted for 11.9% (as reported by framework illustrates essential knowledge of how teachers could
BPS in 2013) of the Unemployment Rate (OUR) young age integrate technological tools into their teaching of specific
between 15-29 years in Indonesia reached 5.3 million people, or content in their school practice [14]. Figure 1 shows a complex
about 19.9%, which is quite high among countries in Asia- interaction among three bodies of knowledge: content,
Pacific.
pedagogy, and technology.
Obviously, these conditions will make the Indonesian people is
eroded by the influx of the international community in
welcoming MEA especially for areas that require computational
thinking skills.

1.2 What is Computational Thinking?

Computational thinking skill is a set of mental activities that can


be used in changing situations or real-world problems that are
complex and filled with irregularities, in the form of simple
computing [9]. Computational thinking term was first used by
Seymour Papert and popularized by Jeannette Wing in the
activities of the introduction of computational thinking skills for
new students [10]. Wing (2006) defines computational thinking
as a thinking process that includes the formulation of the
problem and the solution, which is represented in the form of
solutions that can be effectively performed by the information Fig 1. Technological Pedagogical Content Knowledge (TPACK)
processing agent. Computational thinking is a cognitive process framework (http://tpack.org).
that involves logical reasoning where the problem is solved and
2.1 How TPACK can Improve Computational Thinking in Allan, et al) says that "knowing how to put together a
Skill? successful game involves system-based thinking, iterative
critical problem solving, art and aesthetics, writing and
TPACK is an important body of knowledge for the field of
storytelling, interactive design, game logic and rules, and
computer science, because technology is at the center of the
computer science domain, either, as a means in itself (i.e., to programming skills". Different from a game, gamification does
learn to use the technology as a goal), or as a means for achieving not mean to make a game, make a special application to apply
or teaching something else (i.e., to use technology in order to the concept of gamification would be better, but if resources
solve a problem or to teach a computer science concept) [15] owned is not possible to make a special application for
TPACK for computational thinking is defined as knowing how gamification then gamification can use simple tools to
to: (1) Identify a range of creative and authentic computational implement gamification in the learning process in class. The
thinking projects; (2) Identify a range of technologies with an
most important thing is the right concept, clear goals and is able
appropriate set of affordances in terms of providing the
necessary technological means for practicing/teaching the whole to build for student engagement in learning.
range of computational thinking skills with each project; and (3)
Use the affordances of technology to transform content
2.2 Research Using TPACK to Improve
knowledge of computational thinking and pedagogical Computational Thinking Skill
knowledge of computational thinking using representations that
make the overall computational thinking experience The research was conducted under a descriptive quantitative
comprehensible for all learners [15]. analysis method. The subject of the research was 26 students and
3 teachers that coming from one of the SMK in Bandung. The
students acquired a lesson on Basic Programming (especially
2.1.1 Technological Content Knowledge with regard to the concept of looping – for while and do-while)
Technological content knowledge (TCK) refers to knowledge in the even semester of the year 2015/2016. The technique of
about how to use technology to represent/research and create the data collection implemented in this study was a test and
content in different ways without consideration about teaching questionnaire. Test instrument was designed as multiple choice
[16]. One that is known today is Blockly (in the case of questions with rationality, organized according to conceptual
programming). Blockly is a new web-based visual programming mastery indicators. While, questionnaires were used adopt the
language helping you to build an application by dragging blocks LORI instrument which covers content quality, learning goal
together. Blockly as a good visual programming tool transcend alignment, feedback and adaptation, presentation design,
human language barriers and are easily understood by people all interaction usability, accessibility, reusability and standards
over the globe. Visual programming can also be a bridge in the compliance.
process of transformation of abstract concepts become more Computational thinking abilities indicators measured in this
study is the ability to decompose a problem, the ability to
concrete.
recognize patterns and algorithmic thinking. Overall ability is
measured using blockly that has been integrated into the web-
based learning media.
Some of media page interface web-based learning presented in
Figure 3.

Fig 2. Blockly Interface

2.1.2 Technological Pedagogical Knowledge


Technological pedagogical knowledge (TPK) refers to
knowledge of the existence and specifications of various
technologies to enable teaching approaches without reference
towards subject matter [16]. Some objects that may be involved
in the TPK are modeling and simulation, game and gamification
or robots and robotic systems. 3. REFERENCES
Modeling and simulation environments are typified by a system
of interacting components that together create a larger whole.
Users may interact with the system simply by allowing the
simulation to unfold and observing it [17]. Achievement of
computational thinking skills actually obtained from the
observation process that will eventually lead students to the
process of decomposing the problem to then draws up scenarios
algorithmic solutions.
Building a computer game is a complex task, requiring not only
programming but also the ability to think at multiple levels of
abstraction and in terms of scale [17]. More broadly, Salen (2007
From Table 1 we can see that computational thinking skills of
students of several indicators of students computational thinking
can be summed increase. This indicates that the instructional
media used and developed based on the analysis of TPACK give
the effect a significant increase in learning.
In this study, a TCK component represented by the presence of
Blockly. Blockly involvement in learning programming because
it considered capable of resolving the problems of students in
decomposing the problem. Students can create their own design
algorithm according to the case or problem assigned by the
teacher. With the help of Blockly, students can design
algorithms easily. this is what causes why the increase in the
average capacity so that the ability of the algorithm design
students can be increased according to the indicators of the
ability of computational thinking.

5. Conclusion
There are various models of the framework of the integration of
multimedia-based ICT in learning, one of which is the TPCK
Fig 3. Learning Media Interface framework. The development of this framework is based on
three essential components of the knowledge that is held by an
Instructional media developed with the final target student
educator such that mastery of the subject material is in
mastery of the programming language C. The main obstacles are
accordance with qualifications and competencies in the
discovered when the research was conducted is that students
curriculum, pedagogy, and technology. In TPCK, multimedia-
tended to difficulties in abstracting the problem, algorithmic
based ICT will interact with pedagogy and can increase high-
mindset which has not been formed (as a result of the process of
level thinking skills or computational thinking. multimedia-
abstraction problems that tend to be weak). Therefore learning
based ICT in learning can be used as a tool to engage students
scenarios developed is to make Blockly as a bridge of
in thinking.
understanding. The first scenario is that students are taught to
translate the problems given in the form of visual programming,
then students are asked to evaluate the errors and successes that
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