PENGEMBANGAN MEDIA PEMBELAJARAN CANVA PADA MATA PELAJARAN INFORMATIKA DI KELAS VII SMP NEGRI 5 MUARA BUNGO
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Abstract
Abstracts are written in Indonesian and English. Use 12 pt Times New Roman and bold. In the abstract contains at least the objectives, methods, and findings. Can also be added about the limitations, practical implications, social implications, and the value of their originality. The maximum length of an abstract is 250 words and does not exceed this first page.
This study aims to develop Canva-based learning media for Informatics subjects in Grade VII of SMP Negeri 5 Muara Bungo and to determine its validity, practicality, and effectiveness. The background of this research is based on students’ low focus, the lack of innovative learning media, and the dominance of lecture methods that make students passive during the learning process.
This research employs Research and Development (R&D) with the 4D development model (Define, Design, Develop, Disseminate). The research subjects were 30 Grade VII students of SMP Negeri 5 Muara Bungo selected through random sampling. The instruments used consisted of validation sheets from material, media, and language experts; practicality questionnaires for teachers and students; and learning achievement tests (pretest and posttest).
The results showed that the developed Canva learning media obtained an average validity score of 0.89 (valid category). The practicality test indicated that the media was categorized as very practical, with an average score of 95% from teachers and 98% from students. The effectiveness test demonstrated an improvement in student learning outcomes: in the pretest, only 56.67% of students (17 students) achieved mastery, while in the posttest the mastery increased to 86.67% (26 students). The Wilcoxon test result obtained Z = -3.201 with Asymp. Sig. (2-tailed) = 0.001 < 0.05, indicating a significant difference between pretest and posttest scores. Therefore, it can be concluded that the Canva-based learning media developed is valid, very practical, and effective in improving student learning outcomes in Informatics subjects.
Keywords: Learning Media, Canva, Informatics, 4d