This research aims to: 1) 1. To test whether there is an effect of the application of the use of digital games assisted by the Canva application on social studies learning outcomes in grade IV students of SDN 03 Singkawang; 2) To measure whether there is an increase in IPAS learning outcomes with the application of the use of digital media games assisted by the Canva application. The experimental research used in this study is in the form of quasi-experimental. The design or planning in this study is using One Group Pretest-Posttest Design. The population in this study is grade IV students of SDN 03 Singkawang. The sampling technique used in this study is total sampling. Prerequisite test using normality test using SPPS. The significance level for the first hypothesis test used a single-sample t-test, for the second hypothesis test using the N-Gain test. The results of the study show that: 1) There is an influence of the application of application-assisted digital games media Canva on the learning outcomes of social studies students. This is evidenced by the results of the sample test, which is a value of 0.00, while a value of 0.5 thus t_hitung t_tabel t_hitungā„t_tabel. So that has a high influence on student learning outcomes; 2) there is an increase in student learning outcomes. This is evidenced by the test results N-Gain obtained 0.51 so that it is in the medium category with a percentage of 51%.
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