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Development of Interactive Powerpoint Media Based on Deep Learning Assisted by Canva Economic Activity Materials in Indonesia Grade 5 Lailatus Sa’adah; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.708

Abstract

This article is a development study that explains the development of interactive PowerPoint media based on deep learning assisted by Canva for economic activity materials in Indonesia for fifth-grade. The background for this study stems from the minimal use of technology-based learning media in schools, which has resulted in low student participation in learning. Teachers often rely solely on textbooks and blackboards without utilizing other more engaging media. To address this issue, the researcher developed an interactive PowerPoint presentation based on deep learning with the assistance of Canva. An interactive PowerPoint presentation is an educational medium that supports engaging learning activities, involving interaction between teachers and students as users, thereby helping students become enthusiastic about understanding the material. Deep learning is a learning approach that emphasizes in-depth understanding of concepts and mastery of competencies. Students are encouraged to actively engage in the learning process. The researcher's objective in developing interactive PowerPoint media based on deep learning is to determine the validity and attractiveness of interactive PowerPoint media. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The expert validation results for the media obtained 95%, subject matter experts 97.5%, teacher appeal 95%, and student appeal results.
Comic Design Using the Canva Application with Critical Thinking Enhancement on the Topic of Hindu and Buddhist Historical Heritage in Elementary School Nanindya Filanti Tiaeni; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.711

Abstract

The delivery of material using physical books as the main source makes the learning process less attractive to students, especially in history learning. Generally, this is due to the abundance of material to be learned and teachers who are fixated on lecturing methods. Developing learning media design in comic format is one solution proposed by researchers in this study. This study aims to create an effective and practical learning media design to support the teaching-learning process and improve studdent’s critical thinking skills, especially in historical studies. The research and development method used in this study refers to the ASSURE model, which consists of six stages tailored to needs. The validation results by media experts showed a score of 89%, material experts scored 92%, and linguists scored 87%. The assessment of the product's appeal was conducted by 5th-grade teachers, who gave a perfect score of 100%. The target group for product testing was 26th students from five grade at 1ST Sukorejo Elementary School, Sutojayan District, who achieved an average final score of 85% in the critical thinking skills category. Based on the research results, it can be concluded that this learning media is feasible and attractive for use in teaching-learning activities
Development of Baamboozle Media on the Material "Various Forms of Energy" in Grade III UPT SDN Plosorejo 01 to Improve Students' Critical Thinking Achsani, Muhammad Septi Ulil; Shofi Nur Amalia; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1110

Abstract

This research aims to develop web-based learning media using Baamboozle on the topic of various forms of energy for third-grade students at UPT SDN Plosorejo 01, with the goal of enhancing critical thinking skills. The background of the research is the lack of varied, engaging, and interactive learning media, which affects students' attention and understanding of energy materials. The method used is Research and Development (R&D) with the ADDIE model, which includes needs analysis, design, development, implementation, and evaluation. Data were collected thru observation, interviews, questionnaires, tests, and documentation, and analyzed using qualitative and quantitative techniques. The research results show that the developed Baamboozle media is valid and feasible to use, as well as effective in enhancing students' critical thinking skills based on the tests and validations conducted. In conclusion, the web-based Baamboozle learning media can be an innovative solution to enhance students' motivation and critical thinking in learning energy material in elementary schools.
PENGEMBANGAN CROSSWORD PUZZLE PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING PADA MATERI PETA INDONESIA UNTUK MENINGKATKAN BERPIKIR KRITIS SISWA KELAS V UPT SD NEGRI MINGGIRSARI KABUPATEN BLITAR: PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING M. Chafidh Tamami; Mohamad Fatih; Shofi Nur Amalia
Journal of Practice Learning and Educational Development Vol. 6 No. 3 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i3.1456

Abstract

This study sought to create a crossword-puzzle teaching aid using a problem-based learning approach on the Indonesian map topic to enhance fifth graders’ critical thinking at UPT SD Negeri Minggirsari, Blitar RegencyThe ADDIE paradigm, This was applied in the research and development design and includes analysis, design, development, implementation, and assessment. The product's fitness for usage was indicated by validation ratings of 81.2% from a subject-matter expert and 92.5% from a media expert. A pretest total of 1,020 and a posttest total of 1,853 were obtained by testing the product with 20 students, resulting in an N-gain of 0.84 (high). As a result, the problem-based crossword puzzle helped students develop their critical thinking skills about the Indonesian map.
Pengembangan Media Science Crossword Game Berbantuan Canva untuk Meningkatkan Kemampuan Berpikir Kritis dan Kreativitas Siswa Kelas 5 SD Musabiku Choiriyatul Himah; Ragil Tri Oktaviani; Shofi Nur Amalia
Literasi: Jurnal Ilmu Pendidikan Vol. 15 No. 3 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(3).277-286

Abstract

This research aims to develop Science Crossword Game media assisted by Canva to improve the critical thinking and creativity skills of 5th grade students at Zaid Bin Tsabit Creative SDI, Bitar Regency. This research method is research and development Research and Development (R&D). The subject of this research is class 5. The research location is SDI Creative Zaid Bin Thabit, Bitar Regency. Data collection uses observation, interviews, tests, questionnaires, documentation. The data analysis techniques used are the gutmaan scale, Likert scale, and gain score formula. The results of the research show that the development of the Science Crossword Game media assisted by Canva to improve the critical thinking skills and creativity of grade 5 students is as follows: a) The validity and feasibility of the Science Crossword Game media assisted by Canva, the results of material expert validation obtained an overall average of 3.5 with a percentage of 87% is in the "Very Valid" category, while media expert validation gets an overall average of 3.6 with a percentage of 90% in the "Very Valid" category and media feasibility gets an overall average of 3.9 with a percentage of 98% in the "Very Valid" category. Feasible", b) The form of developing science crossword game media on the human digestive system material can improve critical thinking skills obtained from the pre-test and post-test getting an average of 0.72 in the "high" category, c) The form of developing science crossword game media on digestive system material Humans can increase students' creativity from the results of questionnaires before and after using media. The results before using the media were 63% in the "fairly good" category, while after using the media they were 93% in the "very good" category. So the development of Science Crossword Game media with the help of Canva can improve the critical thinking skills and creativity of fifth grade students. Keywords: science crossword game, critical thinking skills, creativity