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Pengembangan Video Animasi Berbasis Canva pada Materi Makanan dan Sistem Pencernaan Makanan Kelas XI SMA/MA Shinta Kurnia Dewi; Nurul Fauziah
Jurnal Cakrawala Pendidikan dan Biologi Vol. 3 No. 1 (2026): Maret: Jurnal Cakrawala Pendidikan dan Biologi
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jucapenbi.v2i3.670

Abstract

This preliminary study was conducted as the foundation for developing an animated video-based learning media using Canva. The main objective of this research is to present the initial data collected during the early investigation phase, which will serve as the basis for creating innovative, research-based learning media in the future. The development model applied in this research is the Plomp model, and the study has currently reached the preliminary investigation stage. Data were collected using several instruments, including interviews, classroom observations, and student needs assessment questionnaires. The results of the needs assessment revealed that the learning media currently used in schools is considered less effective, leading to difficulties for students in understanding the subject matter. Furthermore, 91.33% of students agreed that the development of an animated video-based learning media using Canva would be beneficial and support the learning process. These findings indicate a strong need for engaging, interactive, and technology-integrated learning media. The selected topic for development is “Food and the Digestive System,” which is part of the curriculum for grade XI students in senior high schools (SMA/MA), as this topic is often perceived as challenging. By utilizing Canva to create animated videos, it is expected that students’ learning motivation, conceptual understanding, and classroom engagement will significantly improve. The results of this preliminary study serve as an essential foundation for the next stages of development, ensuring that the final product will provide an effective and enjoyable learning experience tailored to students’ needs.
Visualization Animal Tissue: Development of a 3D E-Atlas Based on Problem-Based Learning with a Deep Learning Approach in High School Salsa Belia Ayu Tryani; Nurul Fauziah; Nurkhairo Hidayati; Iffa Ichwani Putri
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 12 No. 3 (2026): September (IN PRESS)
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v12i3.20814

Abstract

This study aims to develop a 3D E-Atlas based on Problem-Based Learning (PBL) and an in-depth learning approach for teaching animal tissue at the senior high school level and to evaluate its validity and practicality. The study employed a Research and Development (R&D) method using the Plomp development model, which encompasses the preliminary investigation and prototyping stages. The research participants consisted of 67 Grade 11 students from two senior high schools in Riau Province, Indonesia. Data were collected through interviews, needs analysis questionnaires, expert validation sheets, and student practicality questionnaires. The development process involved curriculum analysis, instructional analysis, interviews, needs assessment, self-evaluation, expert feasibility testing, one-to-one evaluation, small-group evaluation, learner practicality testing, and documentation. The findings indicated that the developed 3D E-Atlas achieved a very high level of validity, as reflected in an expert validation score of 97%. Furthermore, the practicality test indicated that the media was categorized as very practical, with a score of 85% in the field test. These findings suggest that the integration of interactive 3D visualization with PBL syntax and immersive learning activities may support students’ learning motivation, engagement, and conceptual understanding of animal tissue. The contribution of this study lies in the development of innovative digital learning media for biology education by integrating 3D visualization technology with a student-centered learning approach to support interactive, contextualized, and meaningful 21st-century learning.