Exploring Student’s Computational Thinking in Number Line Patterns through the Dakon Context

Authors

  • Rahma Mutiari Universitas Negeri Surabaya
  • Ali Shodikin Universitas Negeri Surabaya

DOI:

https://doi.org/10.26740/jomp.v7n1.p43-53

Keywords:

computational thinking, contextual learning, dakon, number line patterns, traditional games

Abstract

This study explores how the traditional game Dakon supports students’ computational thinking in understanding number patterns. Computational thinking ability in this study includes four main indicators: decomposition, pattern recognition, abstraction, and algorithm. This study employed a case study design and a qualitative methodology and involved six students in grade VIII of junior high school who were purposively selected based on their level of mathematical ability. Data collection was conducted through observation of Dakon playing activities, number pattern-based written tests, semi-structured interviews as well as records. Data analysis was carried out, with triangulation of data from various sources to increase validity. The findings highlight strengths in decomposition and pattern recognition, while indicating the need for scaffolding in abstraction and algorithmic strategies. This finding confirms that the Dakon game not only strengthens mathematical understanding through a local cultural context, but is also able to build a deep and meaningful foundation of computational thinking. This research recommends the integration of traditional games as part of contextualized and fun math learning strategies to support acquiring skills for the twenty-first century.

References

Apriandi, D., Retnawati, H., & Abadi, A. M. (2023). How computational thinking skills students in solving problems on pattern numbers? 060007. https://doi.org/10.1063/5.0123713

Del Olmo-Muñoz, J., Bueno-Baquero, A., Cózar-Gutiérrez, R., & González-Calero, J. A. (2023). Exploring Gamification Approaches for Enhancing Computational Thinking in Young Learners. Education Sciences, 13(5), 487. https://doi.org/10.3390/educsci13050487

Dia, I. O., Putra, Z., Witri, G., Dahnilsyah, & Aljarrah, A. (2024). Development of a Traditional Game-Based Computational Thinking Supplementary Textbook for Elementary School Students. MATHEMATICS TEACHING RESEARCH JOURNAL SPRING 2024, 16, 185–206.

Feng, B., Zhang, L., Yin, J., & Wang, R. (2025). Construction of teaching game evaluation model based on ISSA-BPNN. Entertainment Computing, 52, 100831 https://doi.org/10.1016/j.entcom.2024.100831

Helsa, Y., & Juandi, D. (2023). Computational Thinking Skills Indicators in Number Patterns. https://doi.org/DOI: https://doi.org/10.22342/jpm.17.2.20042.167-188

Inayah, A. A., & Zubaidah, E. (2020). Implementation of Dakon-themed game media: Encourage curiosity 21st century in primary school. Journal of Education and Learning (EduLearn), 14(4), 609–616. https://doi.org/10.11591/edulearn.v14i4.15091

Jabar, A., Gazali, R. Y., Ningrum, A. A., Atsnan, M., & Prahmana, R. C. I. (2022). Ethnomathematical Exploration on Traditional Game Bahasinan in Gunung Makmur Village the Regency of Tanah Laut. Mathematics Teaching Research Journal, 14(5), 107-127.

Jou, M., Chen, P.-C., & Wang, J. (2023). The developmental characteristics of computational thinking and its relationship with technical skills: Taking the department of engineering as an example. Interactive Learning Environments, 31(6), 3380–3395. https://doi.org/10.1080/10494820.2021.1928236

Junarti, Zainudin, M., & Utami, A. D. (2022). The sequence of algebraic problem-solving paths: Evidence from structure sense of Indonesian student. Journal on Mathematics Education, 13(3), 437–464. https://doi.org/10.22342/jme.v13i3.pp437-464

Kamid, K., Rohati, R. (2022). Process Skill and Student’s Interest for Mathematics Learning: Playing a Traditional Games. International Journal of Instruction, 15(3), 967–988. https://doi.org/10.29333/iji.2022.15352a

Sarifah, I., Muhajir, A., Marini, A., Yarmi, G., Safitri, D., & Dewiyani, L. (2025). Mobile games and learning interest: For fifth graders in mathematics. Journal of Education and Learning (EduLearn), 19(1), 151–157. https://doi.org/10.11591/edulearn.v19i1.21118

Utami, A. M., & Pramudiani, P. (2024). Exploring Students’ Critical Thinking Skills in Geometry through the Context of Betawi Culture: Damdas 3 Batu Game. Jurnal Pendidikan Matematika, 18(3), 469–484. https://doi.org/10.22342/jpm.v18i3.pp469-484

Vourletsis, I., & Politis, P. (2022). Exploring the effect of remixing stories and games on the development of students’ computational thinking. Computers and Education Open, 3, 100069. https://doi.org/10.1016/j.caeo.2021.100069

Downloads

Published

2026-01-02

Issue

Section

Articles
Abstract views: 7 , PDF Downloads: 16