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Pengenalan Media Digital Menggunakan Aplikasi Canva Sebagai Sarana Literasi Digital Untuk Jenjang Sekolah Dasar Di Desa Cibuntu Damayanti, Alfina; Damayanti, Anisa; Putri, Keysha Adilla; Firjatullah, Rizal
Jurnal Pengabdian Masyarakat Bangsa Vol. 2 No. 9 (2024): November
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v2i9.1553

Abstract

Literasi digital menjadi semakin penting di era informasi saat ini. Pengabdian ini bertujuan untuk meningkatkan literasi digital siswa sekolah dasar di Desa Cibuntu melalui pengenalan aplikasi Canva. Kegiatan pelatihan Canva dilakukan secara bertahap, mulai dari pengenalan fitur dasar hingga pembuatan desain sederhana. Pengabdian ini menggunakan metode deskriptif kualitatif dengan pengumpulan data melalui observasi dan dokumentasi. Hasil Pengabdian menunjukkan adanya peningkatan kemampuan siswa dalam menggunakan Canva, serta minat yang lebih tinggi terhadap kegiatan kreatif berbasis digital. Namun, masih terdapat beberapa kendala terkait akses perangkat dan koneksi internet.
Pengembangan Multimedia Pembelajaran Interaktif Berbasis Platform Genially pada Materi Perangkat Keras Komputer (Hardware) Pelajaran Informatika di Kelas VII SMPN 3 Kuningan Firjatullah, Rizal; Fitriah Nurjanah, Hifni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4102

Abstract

This study aimed to design and develop interactive learning multimedia utilizing the Genially platform to support the teaching of hardware concepts for seventh-grade junior high school students. The research adopted a Research and Development (R&D) approach, employing the Alessi and Trollip model, which encompasses the planning, design, and development phases. Participants included subject matter experts, media experts, and 30 students from SMPN 3 Kuningan. Data were gathered through observations, interviews, questionnaires, and pretest–posttest assessments, and analyzed using descriptive statistics, percentage scores, and Likert-scale evaluations. Validation results demonstrated a high level of feasibility (84%), with positive learner responses of 75.25% in the small-group trial and 87% in the large-group trial. Furthermore, posttest scores showed a statistically significant improvement compared to pretest scores. These findings indicate that the Genially-based multimedia is both pedagogically feasible and effective in enhancing students’ comprehension of hardware-related content.