Muhammad Fadlan
Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

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Implementasi Gamifikasi Berbasis Canva AI dalam Pembelajaran Bahasa Inggris di Sekolah Dasar: Pendekatan Technology Acceptance Model Muhammad Fadlan; Yuma Akbar; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2011

Abstract

The use of digital technology provides opportunities to create more interactive learning through the integration of gamification and artificial intelligence. This study examines the implementation of Canva AI as a gamification-supporting medium in English language learning at SD IDN An-Naba, focusing on Perceived Ease of Use (PEOU), Perceived Usefulness (PU), student engagement, and implementation challenges. The study employed a descriptive qualitative approach, with data collected through observation, interviews, and documentation. The results showed that Canva AI was relatively easy to use and helped teachers prepare engaging learning media while supporting the implementation of gamification elements such as points, challenges, levels, and feedback. During implementation, observable student engagement was demonstrated through active participation, attention, enthusiasm, and involvement throughout the learning process; however, these findings do not constitute statistical evidence of increased engagement. The main challenges were limited instructional time and students’ tendency to continue the game activities. Thus, Canva AI has the potential to support gamified English language learning when aligned with learning objectives, student characteristics, and available instructional time.