This study aimed to develop an interactive learning media based on Canva for fraction material for junior secondary students at SLB C YPALB Perwari Kuningan. The study was motivated by the limited use of technology-based learning media, which caused fraction concepts to remain difficult to understand because they are abstract and require concrete, visual, and gradual presentation. This study used a Research and Development (R&D) approach with the 4D model consisting of define, design, develop, and disseminate stages. Data were collected through observation, interviews, questionnaires, and documentation. Qualitative data were analyzed descriptively through data reduction and presentation, while quantitative data from validation and response questionnaires were analyzed using percentage scores. The define stage identified the need for simple, visual, and interactive media that matched the characteristics of students. The design stage produced a media structure consisting of an opening page, main menu, learning objectives, fraction material, examples, interactive exercises or quizzes, and a closing page. The develop stage focused on creating the product in Canva, expert validation, revision, and limited trials, while dissemination was conducted on a limited scale in the research setting. The product integrates text, images, colors, simple animations, audio or video, navigation, and practice activities to support more concrete learning of fractions. Based on the development process, the media was designed to support learning that is more attractive, visual, and aligned with students' learning needs. Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis Canva pada materi pecahan untuk siswa tingkat SMP di SLB C YPALB Perwari Kuningan. Penelitian dilatarbelakangi oleh penggunaan media pembelajaran berbasis teknologi yang belum optimal sehingga materi pecahan yang bersifat abstrak masih sulit dipahami dan membutuhkan penyajian yang konkret, visual, sederhana, serta bertahap. Penelitian menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi. Data kualitatif dianalisis secara deskriptif melalui reduksi dan penyajian data, sedangkan data kuantitatif dari angket validasi dan respons dianalisis menggunakan persentase. Tahap define menghasilkan identifikasi kebutuhan media yang sederhana, visual, dan interaktif sesuai karakteristik siswa. Tahap design menghasilkan rancangan media yang terdiri atas halaman pembuka, menu utama, tujuan pembelajaran, materi pecahan, contoh soal, latihan atau kuis interaktif, dan penutup. Tahap develop mencakup pembuatan produk menggunakan Canva, validasi ahli, revisi, dan uji coba terbatas, sedangkan tahap disseminate dilakukan secara terbatas di lingkungan penelitian. Produk dirancang dengan memadukan teks, gambar, warna, animasi sederhana, audio atau video, navigasi, dan latihan agar pembelajaran pecahan dapat disajikan lebih konkret dan menarik. Berdasarkan proses pengembangan, media yang dihasilkan dirancang sebagai alternatif media pembelajaran yang lebih visual, interaktif, dan sesuai dengan kebutuhan belajar siswa.
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