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Pelatihan Desain Menggunakan Aplikasi Canva Kepada Anak-Anak Di Kupang Gunung Jaya, Kota Surabaya, Jawa Timur Untuk Meningkatkan Kreativitas Dan Kemampuan Visual Mahardini, Friska Adisti; Friska Adisti Mahardini; Mutyara, Dehana; Devina Azzahra Putri; Manuel Yosia Krista Ananda Wicaksono; Citra Amalia Shiva; Shofiya Syidada; Suharso, Akbar Bayu Kresno
PENITI BANGSA (Pemanfaatan Ilmu Pengetahuan dan Teknologi bagi Masyarakat) Vol 3 No 1 (2025): PENITI BANGSA
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/PENITI-BANGSA.v3i12025.166

Abstract

Creativity and visual ability of children are crucial aspects of their development, influencing how they perceive the world around them and express their ideas. Children naturally possess a rich imagination and great curiosity, which can be expressed through various media, including visual arts. With the advancement of digital technology, children are increasingly exposed to various tools and digital platforms that facilitate creative expression. Canva is an intuitive and user-friendly graphic design platform, allowing users to create visual designs quickly and easily without needing in-depth knowledge of graphic design. Introducing children to the Canva application is an effective strategy to develop their creativity from an early age. This inquire about points to recognize the affect of preparing utilizing the Canva application on upgrading the imagination and visual capacity of children. The research method involves observation, implementation of training sessions, and evaluation based on direct feedback from participants. By leveraging the ease of use of Canva, children can learn to create visually appealing and meaningful artworks, thereby expanding their creativity and visual skills. 
Meningkatkan Student Engagement dan Hasil Belajar Menggunakan Media Pembelajaran Pemrograman Berbasis Game Noven Indra Prasetya; Shofiya Syidada
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 16 No 1 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2026.v16.i1.p42-52

Abstract

Computer programming is an essential skill in the digital era, yet many students struggle due to teacher-centered lecture methods that rely heavily on one-way explanations and passive notetaking. This study aims to develop a game-based programming learning media to enhance student engagement and learning outcomes. Using Design-based Research (DBR) with the ADDIE model, a web-based media integrating game elements such as live coding, leaderboards, and level-based challenges was designed and tested. Participants included 276 students from Wijaya Kusuma Surabaya University, selected via purposive sampling. Data were collected through knowledge tests, engagement questionnaires, and user satisfaction surveys, then analyzed using descriptive statistics and paired sample t-tests. Results indicated significant improvements in student engagement (89% of students achieved high engagement) and learning outcomes (average score increase of 19.94 points). These findings demonstrate the effectiveness of game-based media in creating interactive and enjoyable learning experiences. The study contributes to the development of innovative educational methods in technology-based learning.