Rahma Ibtida Saumi
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A Literature Review on the Use of Flashcard Canva in Addressing the Educational Needs of Elementary Students Rahma Ibtida Saumi; Syafina Annazah; Widya Wulandari; Zaitun Qamariah
Sintaksis : Publikasi Para ahli Bahasa dan Sastra Inggris Vol. 3 No. 2 (2025): Maret : Sintaksis : Publikasi Para ahli Bahasa dan Sastra Inggris
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/sintaksis.v3i2.1515

Abstract

This study aims to analyze the effectiveness of using Canva-based flashcards in learning, especially at the elementary school level. This study uses library research method by collecting and analyzing data from various relevant literatures, including journals, books, and previous research articles. The literature review shows that Canva-based flashcards have the potential to improve students' vocabulary acquisition, engagement in learning, and learning outcomes. The advantages of Canva-based flashcards lie in the flexibility of design, integration of attractive visual elements and ease of access. This media allows teachers to create learning materials that are interactive, innovative and in line with curriculum needs. The analysis shows that Canva as a design tool provides added value in creating effective learning media, with various studies showing increased student motivation and understanding of the material. However, challenges such as limited teacher competence in using Canva and the need for internet connectivity are also major concerns. This study concludes that Canva-based flashcards are a relevant and effective learning medium, but its implementation requires training support and adequate infrastructure.
Penerapan Model Detective Case-Solving Game dalam Pengajaran Narrative Language Features di SMKN 3 Palangka Raya Rahma Ibtida Saumi; Sabarun Sabarun
Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian Vol. 2 No. 4 (2025): Oktober: Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/transformasi.v2i4.2295

Abstract

This community service program aims to enhance students’ understanding of narrative language features at SMKN 3 Palangka Raya through the implementation of the Detective Case-Solving Game model. The method applied was participatory learning, involving 36 eleventh-grade Computer and Network Engineering students in two sessions. The first meeting focused on introducing the game concept, including rules, character roles, and examples of narrative clues, while the second meeting emphasized the application of more complex case scenarios that required deeper analysis and storytelling skills. The results revealed a significant improvement in students’ ability to identify narrative structures, apply past tense, and use direct–indirect speech correctly. Moreover, students showed higher enthusiasm, actively engaged in group discussions, demonstrated teamwork, and were able to provide linguistic reasoning during presentations. In conclusion, this model effectively strengthens language skills while fostering 21st-century competencies, including critical thinking, communication, collaboration, and creativity, making the learning process more interactive, enjoyable, and meaningful for vocational students.