Pengembangan Game Edukasi Bertema Doraemon Berbasis Canva pada Mata Pelajaran Bahasa Indonesia Kelas III SDN 1 Tawing

This development research is motivated by the scarcity of digital-based learning media, which results in a monotonous learning experience similar to conventional approaches. The objective of this development is to create an educational Game themed around Doraemon using Canva for Indonesian language lessons for third-grade students studying Chapter 6: I'm Lost. The framework used in this research is the ADDIE model, which includes the phases of Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include observation, questionnaires, and documentation. Instruments include validation questionnaires and student responses. Based on the research findings, the Doraemon-themed educational Game created using Canva received a validity rating of 92% from media experts 1 and 2, and 95% from subject matter experts. Student responses in the questionnaire yielded a percentage of 95%. Therefore, the Doraemon-themed educational Game designed using Canva is highly suitable and effective as a technology-based learning medium for third-grade students at SDN 1 Tawing.

Authors

Publication Details

Journal
Jurnal Pengabdian Masyarakat dan Riset Pendidikan
Published
2025-07-25
DOI
https://doi.org/10.31004/jerkin.v4i1.1765
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Pengembangan Game Edukasi Bertema Doraemon Berbasis Canva pada Mata Pelajaran Bahasa Indonesia Kelas III SDN 1 Tawing

Nugrananda Janattaka, Suci Anjar Yanti
Jurnal Pengabdian Masyarakat dan Riset Pendidikan
Educational Methods and Media Use
article

Pengembangan Game Edukasi Bertema Doraemon Berbasis Canva pada Mata Pelajaran Bahasa Indonesia Kelas III SDN 1 Tawing

Nugrananda Janattaka, Suci Anjar Yanti
article en

Abstract

This development research is motivated by the scarcity of digital-based learning media, which results in a monotonous learning experience similar to conventional approaches. The objective of this development is to create an educational Game themed around Doraemon using Canva for Indonesian language lessons for third-grade students studying Chapter 6: I'm Lost. The framework used in this research is the ADDIE model, which includes the phases of Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include observation, questionnaires, and documentation. Instruments include validation questionnaires and student responses. Based on the research findings, the Doraemon-themed educational Game created using Canva received a validity rating of 92% from media experts 1 and 2, and 95% from subject matter experts. Student responses in the questionnaire yielded a percentage of 95%. Therefore, the Doraemon-themed educational Game designed using Canva is highly suitable and effective as a technology-based learning medium for third-grade students at SDN 1 Tawing.

Jurnal Pengabdian Masyarakat dan Riset PendidikanVol. 4(1)
Openalex Percentile: Top 69%
Educational Methods and Media Use
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