Pengembangan Media Pembelajaran Game Edukasi Berbasis Canva Dan Permainan Ular Tangga Terhadap Pemahaman Siswa Pada Materi Simbiosis Sekolah Dasar

This study aims to develop and describe the implementation of an interactive educational game-based learning media created using Canva and integrated with a snakes-and-ladders game for teaching symbiosis to fourth-grade students at SD Negeri 200118 Padangsidimpuan. The study was motivated by the fact that science learning in elementary schools is often perceived as difficult because the materials are abstract and less engaging when delivered through conventional teaching methods. Therefore, innovative learning media are needed to create an active, enjoyable, and meaningful learning environment. This study employed the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, learning needs and student characteristics were identified. The media were then designed and developed using Canva, incorporating learning materials, questions, and interactive game elements. The implementation stage involved group-based learning activities using a snakes-and-ladders board integrated with the educational game. Evaluation was conducted to determine the effectiveness of the media based on students’ responses, participation, and understanding during the learning process. The results indicated that the developed learning media successfully increased students’ active participation, enhanced their motivation to learn, and facilitated a better understanding of symbiosis concepts. Furthermore, the media supported the principles of deep learning through the integration of mindful learning, meaningful learning, and joyful learning. Therefore, the Canva-based educational game combined with a snakes-and-ladders game can serve as an effective alternative learning medium for science education in elementary schools, contributing to improved learning processes and outcomes.

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Publication Details

Journal
At Ta'lim.
Published
2026-11-03
DOI
https://doi.org/10.69552/bqnegg39
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Pengembangan Media Pembelajaran Game Edukasi Berbasis Canva Dan Permainan Ular Tangga Terhadap Pemahaman Siswa Pada Materi Simbiosis Sekolah Dasar

Nurul Aisyah, May Sarah Pasaribu, Mila Karlina, Cahaya Arafah
At Ta'lim.
Educational Games and Gamification
article

Pengembangan Media Pembelajaran Game Edukasi Berbasis Canva Dan Permainan Ular Tangga Terhadap Pemahaman Siswa Pada Materi Simbiosis Sekolah Dasar

Nurul Aisyah, May Sarah Pasaribu, Mila Karlina, Cahaya Arafah
article en

Abstract

This study aims to develop and describe the implementation of an interactive educational game-based learning media created using Canva and integrated with a snakes-and-ladders game for teaching symbiosis to fourth-grade students at SD Negeri 200118 Padangsidimpuan. The study was motivated by the fact that science learning in elementary schools is often perceived as difficult because the materials are abstract and less engaging when delivered through conventional teaching methods. Therefore, innovative learning media are needed to create an active, enjoyable, and meaningful learning environment. This study employed the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, learning needs and student characteristics were identified. The media were then designed and developed using Canva, incorporating learning materials, questions, and interactive game elements. The implementation stage involved group-based learning activities using a snakes-and-ladders board integrated with the educational game. Evaluation was conducted to determine the effectiveness of the media based on students’ responses, participation, and understanding during the learning process. The results indicated that the developed learning media successfully increased students’ active participation, enhanced their motivation to learn, and facilitated a better understanding of symbiosis concepts. Furthermore, the media supported the principles of deep learning through the integration of mindful learning, meaningful learning, and joyful learning. Therefore, the Canva-based educational game combined with a snakes-and-ladders game can serve as an effective alternative learning medium for science education in elementary schools, contributing to improved learning processes and outcomes.

At Ta'lim.
Universitas Islam Negeri Syekh Ali Hasan Ahmad Addary Padangsidimpuan (ID)
Openalex Percentile: Top 8%
Educational Games and Gamification
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