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NEEDS ANALYSIS FOR THE DEVELOPMENT OF CANVA-BASED EDUCATIONAL GAME MEDIA IN SCIENCE LEARNING IN ELEMENTARY SCHOOLS Kusmirah; Siti Dewi Maharani; LR. Retno Susanti
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 5 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i5.3304

Abstract

Penelitian ini bertujuan untuk menganalisis kebutuhan terhadap pengembangan media game edukatif berbasis Canva dalam konteks pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di Sekolah Dasar. Seiring dengan meningkatnya urgensi pemanfaatan media digital yang inovatif dalam dunia pendidikan, penggunaan Canva sebagai alat bantu visual interaktif dinilai memiliki potensi besar dalam meningkatkan minat dan pemahaman siswa terhadap materi IPAS. Dengan menggunakan pendekatan deskriptif kualitatif, data dikumpulkan melalui observasi pembelajaran, wawancara dengan guru, serta penyebaran angket kepada siswa untuk mengidentifikasi kondisi aktual dan harapan ideal terkait media pembelajaran. Hasil analisis menunjukkan bahwa media pembelajaran yang digunakan saat ini belum sepenuhnya mampu memfasilitasi pembelajaran interaktif dan kontekstual, terutama dalam memadukan aspek sains dan sosial secara menarik. Kurangnya media yang visual, menyenangkan, dan mudah diakses menjadi salah satu faktor rendahnya keterlibatan siswa dalam proses belajar. Guru juga mengungkapkan antusiasme terhadap penggunaan game edukatif berbasis Canva karena kemudahan desain dan fleksibilitas penggunaannya di berbagai topik. Temuan ini mengindikasikan perlunya pengembangan media game edukatif yang relevan, interaktif, dan sesuai dengan karakteristik peserta didik abad ke-21, serta mampu mendukung transformasi pembelajaran IPAS yang lebih menyenangkan dan bermakna di tingkat sekolah dasar
Efektivitas Permainan Edukatif Berbasis Canva dalam Meningkatkan Hasil Belajar Ilmu Pengetahuan Alam dan Sosial Siswa Sekolah Dasar Kusmirah; Siti Dewi Maharani; Sardianto Markos Siahaan
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13362

Abstract

This study aims to develop a Canva-based educational game entitled “How Breathing Helps Me in Daily Activities” as an innovative learning medium for Ilmu Pengetahuan Alam dan Sosial (IPAS) in elementary schools. The research employed a Research and Development (R&D) approach consisting of four stages: analysis, design, development, and limited trials. The product was developed using the Canva platform and incorporates interactive game elements to support students’ engagement with the topic of the human respiratory system. Validation was conducted by material, media, and language experts, while practicality was examined through individual and small-group trials involving students. Learning improvement was analyzed using a one-group pretest–posttest design. The validation results indicated that the developed educational game achieved a very valid category in terms of content accuracy, media design, and language clarity. Practicality testing yielded a score above 90%, indicating that the media is easy to use, engaging, and appropriate for the cognitive characteristics of elementary school students. The analysis of learning outcomes showed an increase in students’ average scores from 50,40 in the pretest to 87,13 in the posttest, with an N-gain value of 0.74 categorized as high. These findings suggest that the developed game supports students’ understanding of the human respiratory system and its relationship to daily activities. Overall, this study contributes empirical evidence that a Canva-based educational game on the theme “How Breathing Helps Me in Daily Activities” is valid, practical, and demonstrates promising learning outcomes for IPAS instruction at the elementary level. Further studies using experimental designs with control groups are recommended to strengthen evidence of its effectiveness and generalizability.