Erika Fataa Cahyaningrum
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IMPLEMENTASI MEDIA PEMBELAJARAN BERBASIS CANVA CODE 2.0 UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK Inarotul Caturmufidarini; Erika Fataa Cahyaningrum; Enistia; Jarot Tri Bowo Santoso; Kardiyem
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42579

Abstract

This study aims to determine the effect of using Canva Code 2.0-based learning media on the learning outcomes of 11th grade students majoring in Office Management and Business Services at a private vocational school in Semarang. The method used is a quantitative pre-experimental approach with a one-group pretest and posttest design. The experimental population consisted of 36 students. However, due to field conditions, the pretest and posttest were administered to 33 students. The experimental research procedure included the administration of a pretest, the provision of treatment in the form of Canva Code 2.0 learning media, followed by a posttest. The data obtained will be analyzed using normality tests, paired sample t-tests, and N-Gain tests. The results showed that the Canva Code 2.0 learning media was quite effective in improving students' understanding of the material and motivation to learn, as well as being able to help achieve learning objectives in an interactive and fun way. In conclusion, Canva Code 2.0 learning media can be used as an innovative alternative in digital learning in the modern era. Further research is recommended to explore the long-term impact of using Canva Code 2.0 on learning motivation, learning outcome sustainability, and media application. Keywords: Learning Media, Canva Code 2.0, Learning Outcomes
ANALISIS EFEKTIVITAS GAMIFIKASI BERBASIS ZEP QUIZ TERHADAP HASIL BELAJAR SISWA SMA Fitria, Siska Sukma Ayu Liatul Fitria; Inarotul Caturmufidarini; Erika Fataa Cahyaningrum; Jarot Tri Bowo Santoso; Kardiyem
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53346

Abstract

This study aims to analyze the effectiveness of implementing Zep Quiz–based gamification in improving the learning outcomes of Grade X students in Economics at a public senior high school in Tuban. The research method employed an experimental One Group Pretest–Posttest design with a quantitative approach. The research sample consisted of 30 students. The results showed a significant difference between pretest and posttest scores, with a significance value of 0.000. The N-Gain value of 0.5728 indicates a moderate level of effectiveness. These findings demonstrate that the use of Zep Quiz is effective in enhancing students’ learning outcomes, supported by its engaging visual appearance and interactive features. Overall, Zep Quiz is suitable to be used as a modern evaluation medium capable of overcoming boredom in conventional learning. Future studies are recommended to employ an experimental design with a control group so that the effects of Zep Quiz can be compared more comprehensively, to integrate Zep Quiz with other learning methods, and to implement it not only for learning evaluation but also for improving students’ understanding of Economics learning materials.