p-Index From 2021 - 2026
0.444
P-Index
This Author published in this journals
All Journal Academia Open
Muhammad Akhir
Program Pascasarjana Magister Pendidikan Dasar, Universitas Muhammadiyah Makassar

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Development of Educational Game Based on Canva Application on Reading Comprehension Skills of Fifth Grade Elementary School Students: Pengembangan Media Game Edukatif Berbasis Aplikasi Canva pada Aspek Keterampilan Membaca Pemahaman Siswa Kelas V Sekolah Dasar Maulidya Apriana; Muhammad Akhir; Andi Adam
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.10959

Abstract

General Background: Reading comprehension is a fundamental skill in primary education, influencing students' academic performance across subjects. Specific Background: However, traditional teaching methods often fail to engage students effectively, particularly in Indonesian language classes. Knowledge Gap: Limited use of interactive and technology-based learning media contributes to low reading comprehension outcomes among elementary students. Aims: This study aims to develop and evaluate an educational game based on Canva to enhance reading comprehension skills of grade V students at SDN Sungguminasa V. Results: Utilizing the Borg & Gall development model, the research involved stages from needs analysis to product refinement. The resulting Canva-based educational game was validated by experts with a feasibility score of 97%, showed high practicality with an implementation score of 95.83% and positive teacher feedback (91.66%), and demonstrated strong effectiveness through student responses (99.16%) and significant score improvement from 35.83% (pretest) to 90% (posttest). Novelty: This study presents a novel integration of Canva as a platform for developing subject-specific educational games tailored to primary students’ cognitive levels.Implications: The findings highlight the potential of Canva-based educational games as effective, feasible, and engaging media to support reading comprehension in Indonesian language instruction. Highlights: Enhances student engagement through interactive learning. Significantly improves reading comprehension scores. Validated as highly feasible, practical, and effective. Keywords: Educational Game, Canva, Reading Comprehension, Elementary School
Developing Puzzle-Based Magic Box Media For Descriptive Writing Skills Of 5th Grade Elementary School Students: Pengembangan Media Magic Box Berbasis Puzzle Pada Keterampilan Menulis Deskripsi Siswa Kelas 5 Sekolah Dasar Sartika Defianty; Muhammad Akhir; Tarman A. Arif
Academia Open Vol. 11 No. 1 (2026): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.11.2026.13749

Abstract

General Background: Literacy development in elementary education requires innovative instructional media that support students in developing language skills, particularly descriptive writing. Specific Background: In many elementary classrooms, descriptive writing instruction remains dominated by conventional teaching methods with limited use of engaging learning media, which results in low student motivation and difficulty in generating ideas and organizing descriptive texts. Knowledge Gap: Existing studies have utilized puzzle or magic box media separately, yet limited research integrates both approaches into a single manipulative learning medium designed to guide the stages of descriptive writing. Aims: This study aims to develop and examine the prototype, validity, practicality, and effectiveness of puzzle-based Magic Box media for improving descriptive writing skills of fifth-grade elementary school students at SD Inpres Bonto-Bonto, Indonesia. Results: Using a Research and Development approach with the Four-D model (Define, Design, Develop, Disseminate), the developed media achieved high validity scores from media experts (93% and 81%) and material experts (96% and 80%). Practicality results showed learning implementation of 97%, teacher responses of 100%, and student responses averaging 99%. Effectiveness results indicated improved descriptive writing performance with an average score of 87 in limited trials and 88.44 in extensive trials, with all students achieving learning completion. Novelty: The innovation lies in integrating layered puzzles and QR Codes within a single manipulative medium that guides students from observation and vocabulary selection to sentence and paragraph construction. Implications: The puzzle-based Magic Box provides an interactive, structured, and hybrid learning medium that supports descriptive writing development, student engagement, and integrated digital literacy in elementary education. Highlights• Integrates layered puzzle activities with QR-based digital resources in a single manipulative learning medium.• Demonstrates high feasibility with expert validation scores above eighty percent across design and material aspects.• Produces strong student performance outcomes with complete learning mastery in classroom trials. KeywordsPuzzle-Based Magic Box; Descriptive Writing Skills; Elementary School Students; Instructional Media Development; Four-D Model