Zahran Aqiilah Nugraha
IKIP Siliwangi

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Developing a Game-Based Educational Website Using Canva Artificial Intelligence to Teach Reading for Junior High School Students Zahran Aqiilah Nugraha; Silpia Rahayu; Lukman Arif Rachman
PROJECT (Professional Journal of English Education) Vol. 9 No. 5 (2026): VOLUME 9 NUMBER 5, SEPTEMBER 2026
Publisher : IKIP Siliwangi

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Abstract

Reading remains one of the most challenging skills for junior high school students to engage with meaningfully, as conventional reading tasks often fail to sustain their motivation and interest. Despite the growing availability of digital tools, few instructional media have integrated AI-powered platforms specifically to support reading instruction through a game-based approach. This study aimed to develop a game-based educational website using Canva Artificial Intelligence (AI) to teach reading for junior high school students. A Research and Development (R&D) method guided by the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate) was employed. The study involved 10 students from class VII-F for the limited trial and 36 students from class VII-C at one of the junior high schools in Cimahi for the field trial. Data were collected through field notes and two sets of questionnaires: an expert validation sheet and a student response questionnaire. Expert validation yielded a score of 91.25% (Very Good). The limited trial resulted in an 85% positive response, while the field trial produced an 82.01% response rate with a mean student score of 32.81 out of 40. These findings demonstrate that the developed product, Readventure, holds strong potential as an engaging and feasible digital medium for strengthening reading instruction at the junior high school level.