Profil Minat Belajar Matematika Siswa Kelas VIII melalui Implementasi Media Ular Tangga Interaktif Berbasis Canva - Hoerudin, Endin; Sundayana, Rostina (Universitas Serang Raya, 2025)
Abstrak Minat belajar merupakan aspek afektif yang krusial dalam menentukan keberhasilan siswa memahami konsep matematika. Namun, fenomena di lapangan memperlihatkan tantangan terkait keterlibatan siswa akibat metode pembelajaran yang kurang variatif serta tingginya intensitas penggunaan gawai untuk bermain game. Penelitian ini bertujuan untuk mendeskripsikan profil minat belajar matematika siswa kelas VIII yang dikaitkan dengan preferensi kebiasaan bermain game melalui implementasi media ular tangga interaktif berbasis Canva. Metode penelitian menggunakan pendekatan deskriptif kuantitatif dengan subjek penelitian sebanyak 29 siswa kelas VIII di salah satu SMP di Kabupaten Garut. Pengumpulan data dilakukan menggunakan angket minat belajar, angket profil game, dan wawancara. Hasil penelitian menunjukkan bahwa setelah intervensi media, data minat belajar siswa terdistribusi pada kategori sedang (55,17%) dan tinggi (44,83%), tanpa adanya siswa pada kategori rendah. Profil game siswa didominasi oleh game kompetitif (Free Fire dan Mobile Legends) dengan tipe pemain yang berimbang antara Solo Player (51,7%) dan Squad Player (48,3%). Temuan ini mengindikasikan bahwa media ular tangga berbasis Canva mampu memfasilitasi kebutuhan visual dan interaksi sosial siswa, sehingga berkontribusi positif terhadap terbentuknya disposisi minat belajar yang baik pada pembelajaran matematika.. Kata kunci: Canva, Gamifikasi, Media Pembelajaran, Minat Belajar, Ular Tangga Abstract Learning interest is a crucial affective aspect in determining students' success in understanding mathematical concepts. However, phenomena in the field show challenges related to student engagement due to less varied learning methods and the high intensity of gadget use for gaming. This study aims to describe the profile of mathematics learning interest of grade VIII students associated with gaming habit preferences through the implementation of Canva-based interactive snakes and ladders media. The research method used a quantitative descriptive approach with 29 grade VIII students as subjects at a junior high school in Garut Regency. Data collection was carried out using learning interest questionnaires, game profile questionnaires, and interviews. The results showed that after the media intervention, students' learning interest data were distributed in the medium (55.17%) and high (44.83%) categories, with no students in the low category. The students' game profile was dominated by competitive games (Free Fire and Mobile Legends) with a balanced player type between Solo Player (51.7%) and Squad Player (48.3%). These findings indicate that Canva-based snakes and ladders media are able to facilitate students' visual needs and social interactions, thereby contributing positively to the formation of a good learning interest disposition in mathematics learning. Keywords: Canva, Gamification, Learning Media, Learning Interest, Snakes and Ladders