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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN CANVA PADA MATA PELAJARAN DASAR-DASAR PROGRAM KEAHLIAN TEKNIK JARINGAN KOMPUTER DAN TELEKOMUNIKASI KELAS X TKJ 2 DI SMK SORE TULUNGAGUNG Ahmat Rifaul, Febri; Haris Indrakusuma, Abdul; Panggayuh, Vertika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study was motivated by the learning process in the Basic Subjects of Computer and Telecommunications Network Engineering for Class X TKJ 2 at SMK Sore Tulungagung, where the learning media still relied on Microsoft PowerPoint with a simple and less interactive design. The presentation of the material was dominated by text with limited use of images, animations, and other visual elements, resulting in low student interest and engagement during the learning process. This study aimed to develop interactive learning media using Canva and determine the feasibility of the developed media. This research employed the Research and Development (R&D) method using the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research data were collected through observation, interviews, and questionnaires. The research subjects consisted of one media expert, one subject matter expert, nine students in the small-group trial, and thirty students in the large-group trial. The data were analyzed using descriptive quantitative techniques through feasibility percentage calculations. The results showed that the interactive learning media developed using Canva obtained a feasibility score of 97.9% from the media expert validation and 97.3% from the subject matter expert validation. The small-group trial produced a feasibility score of 97.6%, while the large-group trial obtained 98.7%. All assessment results were categorized as "Highly Feasible." Therefore, it can be concluded that the interactive learning media developed using Canva is highly feasible to be used as a learning medium for the Basic Subjects of Computer and Telecommunications Network Engineering in Class X TKJ 2 at SMK Sore Tulungagung.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME PUZZLE PADA MATERI MICROSOFT WORD KELAS X BD 2 SMK PGRI 1 TULUNGAGUNG TIRO ASMARA QONDY, MOCHAMAD; DWI PAMUNGKAS, BIAN; PANGGAYUH, VERTIKA
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61699

Abstract

The predominance of PowerPoint in Informatics learning at SMK PGRI 1 Tulungagung created a mainly one way learning process and limited students' active engagement. This study aimed to develop puzzle game based learning media for Microsoft Word in Class X BD 2 and determine its feasibility. The study employed Research and Development using the ADDIE model, which consists of Analyze, Design, Develop, Implement, and Evaluate. The needs analysis involved classroom observation, teacher interviews, student characteristics, learning devices, and the scope of Microsoft Word material. The product was developed with Construct 2, supported by visual assets from Canva, and distributed in HTML5 format for Android devices. The media contains instructions, learning objectives, structured material, puzzle activities, quizzes, direct feedback, and simple rewards. Data were collected through observation, interviews, and questionnaires involving one media expert, one subject matter expert, seven students in a small group trial, and 31 students in a large group trial. Media expert validation increased from 74.11% before revision to 96.43% after revision. Subject matter validation increased from 90.91% to 97.73%. The small group trial achieved 83.93%, while the large group trial achieved 84.88%. These findings indicate that the developed media is highly valid and highly feasible as a supporting medium for Microsoft Word instruction. The product can help teachers present material more interactively and provide students with a more active, attractive, and enjoyable learning experience. Keywords: ADDIE, learning media, Microsoft Word, puzzle game, research and development
PENGEMBANGAN MEDIA PEMBELAJARAN SIMULASI INTERAKTIF BERBASIS GDEVELOP PADA MATERI PROSEDUR MENCETAK DOKUMEN KELAS X MPLB DI SMK PGRI 1 TULUNGAGUNG Asmoro Bayu Aji, Tri; Haris Indrakusuma, Abdul; Panggayuh, Vertika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61785

Abstract

This study aimed to develop GDevelop-based interactive simulation learning media for document-printing procedures and determine its feasibility for Grade X Office Management and Business Services students at SMK PGRI 1 Tulungagung. The study employed research and development using the ADDIE stages: analysis, design, development, implementation, and evaluation. The product was created with GDevelop 5, exported as HTML5, and packaged as an Android application. It contained learning outcomes, instructional objectives, materials, videos, quizzes with automatic feedback, reflection, and structured navigation. Participants comprised one media expert, one subject-matter expert, six students in a small-group trial, and 30 students in a large-group trial. Data were collected through observation, interviews, expert-validation questionnaires, and student-response questionnaires, then analyzed using descriptive percentages. Initial media validation reached 73.61%; after revisions to color, typography, imagery, navigation, quiz functions, loading, and responsiveness, it increased to 99.07%. Subject-matter validation rose from 95.00% to 100%. The small- and large-group trials yielded 98.94% and 95.55%, respectively. These findings place the product in the highly feasible category for classroom support and independent study. Because the study measured feasibility and user responses rather than learning gains, further experimental testing is required to establish effectiveness.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME PUZZLE PADA MATERI SISTEM KOMPUTER KELAS X A MA DARUL HIKMAH TULUNGAGUNG Nur Huda Alwi, M.; Dwi Pamungkas, Bian; Panggayuh, Vertika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62805

Abstract

This study was prompted by ICT learning at MA Darul Hikmah Tulungagung thatremained dominated by lectures and printed worksheets, while students hadrestricted access to personal digital devices under boarding-school regulations andthe computer laboratory was not used optimally for daily instruction. The studyaimed to develop and determine the feasibility of an offline puzzle game-basedlearning medium for the Computer Systems topic in Grade X. The research used theResearch and Development method with the ADDIE model, comprising analysis,design, development, implementation, and evaluation. The product was built as aWindows desktop application using JavaScript, React, Vite, Electron, dnd-kit,Howler.js, and Lottie. Data were collected through observation, teacher interviews,expert-validation questionnaires, and student-response questionnaires. The mediaexpert score increased from 94.17% in the first validation to 98.30% after revision,while the subject-matter expert score reached 100%. The small-group trial involvingfive students obtained 99.88%, and the large-group trial involving twenty studentsobtained 99.63%. All scores were classified as highly valid and highly feasible. Thedeveloped medium provides material, leveled puzzle challenges, audio-visualfeedback, and evaluation features that can operate offline in the school laboratory.The findings demonstrate product feasibility, but they do not yet establish itseffectiveness in improving learning outcomes.
Pengaruh Penggunaan Canva dan Kreativitas Siswa Terhadap Motivasi Belajar pada Mata Pelajaran Informatika Kelas 9B di SMP Negeri 2 Tugu Wardhannie, Niesha Ayu Fortuna; Panggayuh, Vertika; Pamungkas, Bian Dwi
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7241

Abstract

Advancements in digital technology are fostering a more visual, interactive, and creative approach to Informatics education. This study aims to analyze the influence of Canva usage and student creativity on the learning motivation of Grade IX B students in the Informatics subject at SMP Negeri 2 Tugu, examining these effects both individually and simultaneously. The study employs a quantitative approach with an associative research design. The population consisted of 62 Grade IX students, while the sample comprised 31 students from class IX B, selected using purposive sampling. Data regarding Canva usage and learning motivation were collected via questionnaires, whereas student creativity was assessed using observation sheets. The data were analyzed using multiple linear regression with the aid of IBM SPSS Statistics. The results indicate that Canva usage has a significant effect on learning motivation (significance value of 0.002), and student creativity also has a significant effect (significance value of 0.001). Simultaneously, Canva usage and student creativity significantly influence learning motivation (significance value of 0.001). An R-Square value of 0.574 indicates that the regression model—comprising Canva usage and student creativity—explains 57.4% of the variation in learning motivation, while the remaining 42.6% is attributed to factors outside the research model. These findings demonstrate a significant relationship between Canva usage, student creativity, and learning motivation within Informatics instruction.