Trinket Integration in the Development of Problem- Based Learning Interactive Media on Python Programming Materials


Authors : Harja Santana Purba; Muhammad Hifdzi Adini; Nuruddin Wiranda; Ahmad Riduan; R Ati Sukmawati; Muhammad Maulana

Volume/Issue : Volume 8 - 2023, Issue 9 - September

Google Scholar : https://bit.ly/3TmGbDi

Scribd : https://tinyurl.com/3zdkf3vf

DOI : 10.5281/zenodo.8402815

Abstract : Interactive media for learning programming requires interpreter technology that can be embedded into the media so that interactive media can provide a relevant environment for learning programming material. The interpreter that can be used is Trinket. Trinket can be integrated into interactive media using iframe tags in HTML. Integrating Trinket into learning media allows users to run the program code provided in the material. So that users can find out the output of the program code and improve their programming skills. The effectiveness of interactive learning media is measured using student learning tests in the form of pre-test and post-test scores. The questions given at the time of carrying out the pre-test and post-test totaled 20 questions. The pre-test and post-test scores were analyzed using the normalized gain (N-Gain) test to determine the increase in student learning outcomes. Based on the test results, it can be seen that the average N-Gain score is 0.8 which is included in the high category. Based on the average N-Gain results, PBL-based interactive media in programming material can be said to be effective.

Keywords : Trinket, Interactive Media, PBL, Programming.

Interactive media for learning programming requires interpreter technology that can be embedded into the media so that interactive media can provide a relevant environment for learning programming material. The interpreter that can be used is Trinket. Trinket can be integrated into interactive media using iframe tags in HTML. Integrating Trinket into learning media allows users to run the program code provided in the material. So that users can find out the output of the program code and improve their programming skills. The effectiveness of interactive learning media is measured using student learning tests in the form of pre-test and post-test scores. The questions given at the time of carrying out the pre-test and post-test totaled 20 questions. The pre-test and post-test scores were analyzed using the normalized gain (N-Gain) test to determine the increase in student learning outcomes. Based on the test results, it can be seen that the average N-Gain score is 0.8 which is included in the high category. Based on the average N-Gain results, PBL-based interactive media in programming material can be said to be effective.

Keywords : Trinket, Interactive Media, PBL, Programming.

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