Nevita Wulandari
Universitas Negeri Semarang

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PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI MULTIPLATFORM BERBASIS CANVA UNTUK MENINGKATKAN HASIL BELAJAR PENDIDIKAN PANCASILA KELAS V SD Nevita Wulandari; Susilo Tri Widodo
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i1.9326

Abstract

The teaching of Pancasila Education in elementary schools still faces various obstacles, namely low student engagement and suboptimal learning outcomes. Therefore, it is necessary to develop learning media that can create more interesting, interactive, and meaningful learning for students. This study aims to develop multiplatform gamification learning media based on Canva and assess its feasibility and effectiveness in improving Pancasila Education learning outcomes. This study uses a Research and Development (R&D) approach with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Data collection techniques include observation, interviews, needs questionnaires, media expert validation questionnaires, material experts, and practitioners, student response questionnaires, as well as pretest and posttest tests. Data analysis is carried out descriptively and quantitatively using the N-Gain test. The results of the study show that at the analysis stage, 37.03% of students did not meet the Learning Objective Achievement Criteria (KKTP). The design stage produced a gamification media design based on Canva with an appearance similar to an educational game. In the development stage, the media was deemed highly feasible with an expert media assessment percentage of 81.25%, subject matter expert assessment of 83.33%, and practitioner assessment of 100%. The implementation stage showed a very positive response from students, with most students stating that the media was easy to use and interesting. The evaluation stage showed an increase in learning outcomes, marked by 15 students experiencing an increase in posttest scores compared to pretest scores and an average N-Gain score of 11.46%. This indicates an increase in student learning outcomes after using the learning media. Thus, the developed Canva-based multiplatform gamification learning media can be an alternative learning media that is interesting, interactive, and supports Pancasila Education learning in elementary schools. ABSTRAK Pembelajaran Pendidikan Pancasila di sekolah dasar masih menghadapi berbagai kendala yaitu berupa rendahnya keterlibatan siswa dan hasil belajar yang belum optimal. Oleh karena itu, diperlukan pengembangan media pembelajaran yang mampu menciptakan pembelajaran yang lebih menarik, interaktif, dan bermakna bagi peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran gamifikasi multiplatform berbasis Canva serta mengkaji kelayakan dan keefektifannya dalam meningkatkan hasil belajar Pendidikan Pancasila. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data meliputi observasi, wawancara, angket kebutuhan, angket validasi ahli media, ahli materi, dan praktisi, angket respon siswa, serta tes pretest dan posttest. Analisis data dilakukan secara deskriptif dan kuantitatif menggunakan uji N-Gain. Hasil penelitian menunjukkan bahwa pada tahap analisis ditemukan sebanyak 37,03% peserta didik belum mencapai Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). Tahap desain menghasilkan rancangan media gamifikasi berbasis Canva dengan tampilan menyerupai permainan edukatif. Pada tahap pengembangan, media dinyatakan sangat layak dengan persentase penilaian ahli media sebesar 81,25%, ahli materi 83,33%, dan praktisi 100%. Tahap implementasi menunjukkan respon siswa yang sangat positif, sebagian besar siswa mengungkapkan media mudah digunakan dan menarik. Tahap evaluasi menunjukkan adanya peningkatan hasil belajar, ditandai dengan 15 siswa mengalami peningkatan nilai posttest dibandingkan pretest serta nilai rata-rata N-Gain sebesar 11,46%. Hal ini menunjukkan adanya peningkatan hasil belajar siswa setelah penggunaan media pembelajaran. Sehingga, media pembelajaran gamifikasi multiplatform berbasis Canva yang dikembangkan dapat menjadi alternatif media pembelajaran yang menarik, interaktif, dan mendukung pembelajaran Pendidikan Pancasila di sekolah dasar.