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IMPLEMENTASI AI MENGGUNAKAN CANVA DALAM PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MATERI BENTUK-BENTUK ENERGI DI SEKOLAH DASAR Estuhono, Estuhono; Eka Filahanasari; Rika Amrini
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3100

Abstract

This research is motivated by the low understanding of students towards IPAS subjects, which is caused by the learning media used during the learning process where teachers only use books without using other supporting media and the images in the books are still not varied for students. This affects student learning outcomes. To overcome this, we use learning support media, specifically interactive learning media using the Canva application. This research uses Research and Development (R&D) type with the ADDIE development model which has five stages (Analyze, Design, Development, Implementation, Evaluation). The data collected from the development of interactive media using Canva application is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires.The validation results of interactive media using Canva are declared very valid. Media validity is assessed by three validators, obtaining a percentage of 95% with a very valid category. Practicality assessed from teacher responses obtains a percentage of 95% categorized as very practical, while practicality results from student responses are 95.38% categorized as very practical. Based on the analysis, it is concluded that interactive media using Canva is very practical. Furthermore, effectiveness assessed from student learning outcomes obtains an average score of 81.43% with a practical category.
Pengembangan Media Pembelajaran Game Edukasi Ular Tangga untuk Meningkatkan Pemahaman Numerasi Materi Penjumlahan dan Pengurangan Eka Filahanasari; Imelda Imelda; Desi Karmila
FARABI: Jurnal Matematika dan Pendidikan Matematika Vol 8 No 2 (2025): FARABI: Jurnal Matematika dan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika FKIP UNIVA Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/farabi.v8i2.1169

Abstract

This research is motivated by the low value of students in Mathematics, especially addition and subtraction materials. The monotonous learning process, such as lecture methods, repeated practice questions, and the use of simple media such as stones and sticks, are some of the causes. This study aims to describe the media design and produce valid, practical and effective learning media. educational games are used as learning media. This type of research is Research and Development (RnD) with the ADDIE model which includes five stages: Analyze, Design, Development, Implementation, and Evaluation. The first stage of this model is analysis, at this stage the needs of educators and students are analyzed, the characteristics of students are analyzed, and the material is analyzed. The second stage is design, at this stage the CP, teaching modules, instruments and products are designed. Next is the development stage, at this stage it produces a product. Then the implementation stage is product testing, finally the evaluation stage, at this stage it analyzes the research data. The validation results by 3 validators obtained results with Aiken's V criteria, namely the average Valid category. The practicality of the media is high, with a percentage of positive responses from educators of 92% and students of 93% with the Practical category. The effectiveness of the media can be seen from the increase in student learning outcomes through pre-tests and post-tests, with an average N-Gain score of 81.4% with the Effective category. Thus, this learning media is categorized as valid, practical, and effective in improving the understanding of numeracy of grade I students of UPT SDN 07 Sitiung.