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Pelatihan Guru Dalam Mendesain Game Edukatif Menggunakan Canva AI: Pengabdian Riswandi; Muhammad Nurwahidin; Firada Khasbullah; Nursya Fathin Nadiya; Mahdatul Aini Putri; Nayla Alviani Permatasary; Siti Alifah Faiz
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.4693

Abstract

The training program “Designing Educational Games Using Canva AI” was conducted to enhance early childhood teachers’ competencies in utilizing digital technology as a creative and interactive learning medium. This program aimed to strengthen teachers’ understanding of educational game concepts, improve their technical skills in using Canva AI, and encourage the creation of learning media aligned with early childhood developmental characteristics. The training applied an intensive workshop approach consisting of material presentations, demonstrations, hands-on practice, mentoring, and product presentations. Evaluation was carried out through a feedback survey involving 25 participants assessed across ten key indicators. The results showed highly positive responses, particularly in understanding the material, the quality of facilitator guidance, the effectiveness of the workshop method, and increased teacher confidence. Participants successfully produced varied and engaging digital educational games, although challenges remained in enhancing game interactivity and simplifying instructional elements. These findings indicate that the training effectively improved teachers’ digital literacy and creativity, while also highlighting the need for further mentoring to strengthen pedagogical aspects in game design. Overall, the program contributed significantly to preparing early childhood teachers to integrate digital technology into classroom learning.
DEVELOPMENT OF WORDWALL GAMES TO IMPROVE LITERACY AND NUMERACY IN EARLY CHILDHOOD 5-7 YEARS OLD Siti Alifah Faiz; Herpratiwi; Dwi Yulianti
SOSIOEDUKASI Vol 15 No 2 (2026): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v15i2.8026

Abstract

Literacy and numeracy skills are the main foundation for early childhood education, which plays a role in preparation for the next level of education. The purpose of this research is to develop educational games based on digital technology such as wordwall to improve early childhood literacy and numeracy skills. This research uses the Research and Development (R&D) method using a development research design based on the ADDIE model. The trials in this study were carried out in two ways, namely media expert trials and material trials at Khalifah Kindergarten, Jati Agung South Lampung. The results of the study indicate that the effectiveness of wordwall based educational games in improving literacy and numeracy skills among young children stems from the fact that this medium offers interactive, visual, and game based learning that aligns with children’s learning characteristics. These findings suggest that the use of interactive digital learning media not only enhances learning outcomes but also creates meaningful learning experiences tailored to the developmental stages of young children. The results theoretically, this study reinforces the concept of digital game-based learning in early childhood education, while practically, it offers an innovative alternative for teachers to enhance the quality of learning, making it more active, enjoyable, and meaningful.