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ANALISIS POTENSI MEDIA PEMBELAJARAN CANVA TERHADAP HASIL BELAJAR IPAS SISWA KELAS IV SD Siti Aminah; Sita Isna Malyuna; Sumadi
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.11303

Abstract

ABSTRACT The integration of digital learning media has created new opportunities to improve science and social science (IPAS) instruction in elementary schools, particularly where students' learning outcomes remain unsatisfactory. Among the available platforms, Canva has attracted increasing attention for its ability to present instructional content through visually engaging and interactive designs. This study investigates its educational contribution by synthesizing evidence from previous research using a descriptive qualitative approach based on a literature review. Seven scholarly articles were retrieved from Google Scholar using the keywords "Canva teaching aids," "IPAS learning achievement," and "elementary school learning." The selected publications were examined through a systematic process of identification, categorization, and synthesis to develop a comprehensive understanding of Canva's role in IPAS learning. The findings reveal a consistent pattern across the reviewed studies, indicating that Canva promotes greater student motivation and active participation during classroom instruction. Evidence from two experimental studies further demonstrates substantial improvement in fourth-grade students' cognitive achievement, with average scores increasing from 50.00–54.67 before the intervention to 80.00–85.17 after Canva-assisted learning. The visual representation and interactive presentation of learning materials also facilitate students' understanding of abstract concepts by making them more concrete, aligning with the cognitive characteristics of learners in the concrete operational stage. These findings suggest that Canva holds considerable promise as an innovative instructional medium for creating more meaningful, engaging, and effective IPAS learning experiences in elementary education. ABSTRAK Perkembangan media digital membuka peluang untuk memperkaya pembelajaran IPAS di sekolah dasar, terutama ketika capaian belajar siswa masih menunjukkan hasil yang belum optimal. Salah satu media yang banyak dimanfaatkan adalah Canva karena memungkinkan penyajian materi melalui perpaduan teks, gambar, dan desain visual yang lebih komunikatif. Untuk memahami kontribusinya terhadap pembelajaran, penelitian ini menyusun sintesis temuan dari berbagai publikasi ilmiah menggunakan pendekatan kualitatif deskriptif berbasis studi pustaka. Sebanyak tujuh artikel yang diperoleh melalui Google Scholar dengan kata kunci "alat peraga Canva", "prestasi belajar IPAS", dan "pembelajaran sekolah dasar" dipilih sebagai sumber analisis, kemudian ditelaah melalui tahapan identifikasi, klasifikasi, dan sintesis sehingga diperoleh gambaran yang komprehensif. Hasil kajian menunjukkan pola yang relatif konsisten bahwa pemanfaatan Canva tidak hanya meningkatkan motivasi dan keterlibatan siswa selama proses pembelajaran, tetapi juga berdampak pada peningkatan capaian kognitif. Pada dua penelitian eksperimen yang dianalisis, rata-rata hasil belajar siswa kelas IV meningkat dari kisaran 50,00–54,67 menjadi 80,00–85,17 setelah pembelajaran memanfaatkan Canva. Penyajian konsep melalui visual interaktif membantu mengonkretkan materi yang bersifat abstrak sehingga lebih sesuai dengan karakteristik berpikir siswa sekolah dasar. Dengan demikian, Canva menunjukkan potensi yang kuat sebagai media pembelajaran inovatif untuk mendukung pembelajaran IPAS yang lebih efektif, bermakna, dan berorientasi pada peningkatan hasil belajar.
ANALISIS TINGKAT VALIDITAS MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MICROSOFT POWERPOINT PADA MATERI BANGUN DATAR KELAS IV SD Rima Lutfiyani; Sumadi; Ina Agustin
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 16 No. 2 (2026): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/h338er21

Abstract

This study aims to create Microsoft PowerPoint-based interactive learning media and test its feasibility level for mathematics subjects, specifically geometry materials for fourth-grade elementary school students. The research method used is Research and Development (R&D) following the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Data collection instruments included validation sheets assessed by three expert validators: media experts, language experts, and material experts. The results of the data analysis showed that the validity level of the learning media from media experts reached 97%, categorized as "Very Valid". Validation from language experts obtained a percentage of 86%, categorized as "Very Valid" and validation from material experts also reached 94%, categorized as "Very Valid". Based on these assessment results, it can be concluded that the Microsoft PowerPoint-based interactive learning media for geometry material has met the feasibility criteria with a "Very Valid" predicate and is ready to be implemented as an innovative solution in the learning process for fourth-grade elementary school.
PENERAPAN MODEL DISCOVERY LEARNING BERBANTUAN MEDIA WARDAH ( WARUNG DATA HIDANGAN KESUKAAN) UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI DIAGRAM TURUS PADA MURID KELAS II UPT SDN SENDANGHARJO IV Rohmatus Sholiha Septiana; Sumadi; Sri Wahyun
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.17972

Abstract

This study explores the effectiveness of implementing the Discovery Learning model assisted by the WARDAH (Warung Data Hidangan Kesukaan / Favorite Food Data Stall) learning media in improving students mathematics learning outcomes on the topic of tally charts among students II class at UPT SDN Sendangharjo IV..This research is a Classroom Action Research (CAR) design conducted in two cycles involving 35 students of II class at UPT SDN Sendangharjo IV Data were collected through classroom observations, learning achievement tests, and document analysis, while the data is analyzed using a descriptive quantitative approach. In cycle revealed that the implementation of the Discovery Learning model assisted by the WARDAH learning media significantly improved mathematics learning outcomes. In Cycle I, the students' average score reached 74.03, with a classical learning mastery of 42.86%. In Cycle II, the average score increased to 86.23, while the classical learning mastery improved to 92.24%. in conclusion the implementation of the Discovery Learning model assisted by the WARDAH learning media is effective to improving students class II mathematics learning outcomes at UPT SDN Sendangharjo IV.
PENERAPAN MEDIA PEMBELAJARAN BERBASIS GAME BAAMBOOZLE UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR MATEMATIKA MATERI PENYAJIAN DATA DALAM BENTUK TABEL PADA PESERTA DIDIK KELAS III UPT SD NEGERI SENDANGHARJO 4 TUBAN Rohmat Fajar Shofarin; Sumadi; Sri Wahyuni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17310

Abstract

This classroom action research (CAR) was motivated by the low learning engagement and mathematics learning outcomes of third-grade students, particularly on the topic of presenting data in table form, at UPT SD Negeri Sendangharjo 4 Tuban. Initial observation showed a class average score of only 70 with classical learning completeness of 31.8 percent, both below the Learning Achievement Criteria (KKTP) of 78. This study aimed to describe the implementation of Baamboozle game-based learning media and to examine its effect on improving students' learning engagement and outcomes. The research used a Classroom Action Research design carried out in two cycles, each consisting of planning, action, observation, and reflection. The subjects were 22 third-grade students of UPT SD Negeri Sendangharjo 4 Tuban in the 2025/2026 academic year. Data were collected through observation, tests, and documentation, then analyzed descriptively and quantitatively. The results showed that the implementation of Baamboozle-based learning media increased students' active engagement during the learning process, including attention, questioning, answering, discussing, and enthusiasm. Learning outcomes also improved, as shown by the increase in the class average score from 74 in Cycle I to 85 in Cycle II, while classical completeness rose from 55 percent in Cycle I to 86.4 percent in Cycle II. It can be concluded that the implementation of Baamboozle game-based learning media is effective in improving both the learning engagement and the mathematics learning outcomes of third-grade students.
PENERAPAN MODEL DISCOVERY LEARNING BERBANTUAN MEDIA PAPAN SUMBER ENERGI UNTUK MENINGKATKAN HASIL BELAJAR IPAS PADA MATERI SUMBER ENERGI DAN PERUBAHANNYA KELAS III A SDN SENDANGHARJO IV Rissaatul Aisah; Sumadi; Sri Wahyuni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Released
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18239

Abstract

Penelitian ini bertujuan untuk mengkaji efektivitas penerapan model pembelajaran Discovery Learning berbantuan media Papan Sumber Energi dalam meningkatkan hasil belajar IPAS materi sumber energi dan perubahannya siswa kelas III A SDN Sendangharjo IV. Penelitian menggunakan desain Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam 2 siklus dengan subjek 22 murid kelas III A SDN Sendangharjo IV. Teknik pengumpulan data meliputi observasi, tes hasil belajar, dan studi dokumen, sedangkan analisis data menggunakan pendekatan deskriptif kuantitatif. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa setelah diterapkan model Discovery Learning dengan media Papan Sumber Energi. Pada siklus I, nilai rata-rata siswa mencapai 74,03 dengan ketuntasan klasikal sebesar 42,86%. Pada siklus II, nilai rata-rata meningkat menjadi 86,23 dengan ketuntasan klasikal sebesar 92,24%. Disimpulkan bahwa penerapan model pembelajaran Discovery Learning berbantuan media Papan Sumber Energi efektif dalam meningkatkan hasil belajar IPAS materi sumber energi dan perubahannya siswa kelas III A SDN Sendangharjo IV.