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Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

Indah Susanty; Roni Faslah; Mayang Riyantie

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Vocational education in Vocational High Schools (SMK) requires innovative, interactive, and industry-relevant learning media to support students’ independent and competency-based learning. However, learning activities in the subject Communication in the Workplace for Grade XI MPLB at SMKN 62 Jakarta are still dominated by lecture-based methods with limited instructional media, resulting in low levels of student independence and understanding. This study aimed to develop and examine the feasibility, practicality, and effectiveness of an interactive e-book based on Canva for Oral Communication materials in Indonesian Language. The study employed a Research and Development (R&D) method using the ADDIE development model, consisting of analysis, design, development, implementation, and evaluation stages. The research subjects included 36 students in the needs analysis stage, 5 students in the small-scale trial, and 31 students in the large-scale trial. Data were collected through observation, questionnaires, learning outcome tests, and documentation, and analyzed using descriptive qualitative and quantitative techniques. The validation results indicated that the Canva-based interactive e-book was categorized as very feasible, with validation percentages of 100% from the material expert, 88.24% from the media expert, and 95% from the language expert. The small-scale trial showed a practicality percentage of 82.2%, while the large-scale trial reached 88.39%, both classified as very practical. In addition, the pre-test and post-test results in the large-scale trial demonstrated an increase in students’ average scores and a higher number of students achieving the Minimum Mastery Criteria (KKM). Therefore, the Canva-based interactive e-book is feasible, practical, and effective as a learning medium to enhance students’ understanding, motivation, and independent learning in Oral Communication for vocational high school students.

Vivi Gloria Anggreini; Yohanis Lotong Ta’dung

Prosiding Seminar Nasional Manajemen dan Ekonomi 2025 Universitas Kristen Indonesia Toraja

This study aims to analyze the influence of lifestyle and transaction convenience on the decision of Management students at the Indonesian Christian University (UKI) Toraja to use QRIS. The research employed a quantitative approach with a sample of 82 students from the 2022 cohort, selected using purposive sampling. The collected data were analyzed using multiple linear regression to examine the effect of the independent variables on the decision to use QRIS. The results indicate that, partially, lifestyle has a positive and significant effect on the decision to use QRIS. The same applies to transaction convenience, which significantly encourages students to adopt this digital payment system. Simultaneously, both variables were also found to have a significant influence on the decision to use QRIS, with a coefficient of determination of 0.504. This indicates that 50.4% of the variation in students’ decisions to use QRIS can be explained by lifestyle and transaction convenience, while the remaining portion is influenced by other factors beyond this study. In conclusion, the adoption of QRIS by students is driven by a lifestyle that is adaptive to new technology and reinforced by their perception of the efficiency and practicality offered by this digital payment system. This study provides valuable insights for developing strategies to educate and promote QRIS among students.

Yopita Yonanda; Isnaniah Isnaniah; M. Imamuddin; Arifmiboy Arifmiboy

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research was motivated by the lack of teaching materials that align with the characteristics and needs of students. One of the main issues identified is the use of learning modules that are not yet adapted to local culture and fail to provide meaningful learning experiences. To address this problem, the researcher developed a culturally based module inspired by Minangkabau songket. This study employed a Research and Development (R&D) design following the development stages proposed by Sugiyono. The results show that the developed module achieved a validity level of 82.58% (categorized as very valid), a practicality level of 87.6% (very practical), and an effectiveness level of 83.3% (very effective). Based on these findings, it can be concluded that the ethnomathematics-based module on Minangkabau songket for Phase F of the Health Department at SMAN 1 Lareh Sago Halaban in the 2023/2024 academic year meets the criteria of being valid, practical, and effective. Therefore, it is considered suitable for use as a culturally contextual teaching material that integrates local values into the learning process.

Khoiru Rifai; Aditya Pringga Satria

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to develop an electronic student worksheet (E-LKPD) based on Liveworksheet, integrated with Quizwhizzer, for teaching economic activities in elementary school. The background of this study stems from the limited variation in learning activities and the underutilization of digital technology in the learning process at schools. To address these problems, the study seeks to produce innovative, interactive, and easily accessible learning media that can support student engagement and improve learning outcomes. The development process follows the ADDIE model, consisting of five stages: Analyze, Design, Development, Implementation, and Evaluation. In the analysis stage, the needs of students and teachers were identified. The design and development stages involved creating E-LKPD content integrated with Liveworksheet and interactive quizzes using Quizwhizzer. The implementation was carried out through classroom trials, followed by evaluation to assess the effectiveness and feasibility of the product. Data collection was conducted through expert validation (media, material, and language experts) and questionnaire responses from both teachers and students. The validation results indicated that the E-LKPD developed is of excellent quality, with a score of 90% from media experts, 98% from material experts, and 96% from linguists. The student trial also produced highly positive results, with a feasibility score of 83%, reflecting strong student enthusiasm and acceptance of the media. Teachers also responded positively to the practicality and clarity of the content. Based on these results, it can be concluded that the Liveworksheet-based E-LKPD integrated with Quizwhizzer is highly feasible and effective for use in teaching economic activities at SD Negeri 7 Kampungdalem. This learning media is expected to increase students' interest, motivation, and active participation, while also optimizing the role of technology in supporting a more engaging and meaningful learning experience in the classroom.

Sri Hidayati; Della Febriana; Arum Tri Lestari; Farizki Alam; Eka Permana Sakti Irwanto

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Pesidi Village, located in Grabag Subdistrict, Magelang Regency, is a highland region with promising potential in agriculture and livestock, particularly sheep farming. However, one of the major challenges faced by local farmers is the limited availability of forage during the dry season, coupled with the low utilization of agricultural by-products such as rice straw. These constraints often hinder livestock productivity and pose risks to feed security. To address this issue, a community service program was conducted with the aim of introducing and demonstrating local-based feed processing technologies, including silage, ammoniation, and Urea Mineral Block (UMB) production. The activity was implemented in several stages: problem identification, socialization, education, training, and monitoring of farmer implementation. Through this participatory approach, farmers were given hands-on training and practical guidance on processing alternative feed sources to ensure the availability of nutritious and sustainable livestock feed. The results showed that farmers began adopting UMB as a feed supplement due to its practicality and visible benefits in maintaining livestock health and productivity. However, silage and ammoniation methods were not yet widely adopted, mainly due to limited experience, lack of supporting equipment, and the perception that the processes were relatively complex. Despite these challenges, the program succeeded in raising farmer awareness of the importance of feed diversification and the optimization of agricultural waste. The training provided valuable insights into how the integration of silage, ammoniation, and UMB can increase feed efficiency, reduce dependency on fresh forage, and support sustainable livestock management. The implementation of these three technologies holds significant potential to enhance sheep farming productivity in rural highland communities, while simultaneously strengthening food security and supporting environmentally friendly agricultural practices.

Dara Julita; Nasyariah Siregar

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology requires education to adapt to more interactive learning innovations. One manifestation of this is the availability of various digital learning tools, including electronic learner worksheets (E-LKPD) based on Liveworksheet. However, many teachers have not optimized this interactive media, resulting in a lack of interactivity in learning. This study takes a research and development approach with the 4D development model: defining, designing, developing and disseminating. The aim is to identify the development procedure, feasibility, and practicality of electronic LKPD based on Liveworksheet. Research data were obtained through validation sheets from experts, as well as teacher and student response questionnaires in small and large group trials. The validation results showed a very high level of feasibility. Material validation reached 97%, media validation 97%, and language validation 93%, all in the “very feasible” category. Meanwhile, the level of practicality was also very satisfactory. Teacher responses reached 93.3%, indicating that they considered this media to be very practical. Similarly, students' responses; the small group trial obtained 96.3%, and the large group trial obtained 94.2%. Based on the results of the teacher and student response questionnaires, it can be concluded that the Liveworksheet-based electronic LKPD is very practical to be implemented in the learning process.

Ana Maria Marero Meka; Yossie M.Y. Jacob; Helsina Fransiska Pello

Journal of Administrative and Sosial Science (JASS) 2025 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

The development of information technology has driven changes in society’s transaction patterns, one of which is online transactions. Although electronic payment systems are increasingly common, the Cash on Delivery (COD) method remains popular due to its perceived safety and practicality. However, this method also raises legal issues, particularly concerning consumer protection and dispute resolution. This study aims to examine online transactions and COD payments based on the Indonesian Civil Code (KUH Perdata), as well as to analyze the dispute resolution procedures that may arise. The research method used is normative legal research with a statutory and conceptual approach. The results show that COD transactions constitute valid agreements if they meet the conditions outlined in Article 1320 of the Civil Code. However, in practice, cases of breach of contract and unlawful acts are still frequently found. Dispute resolution may be pursued through court litigation or alternative dispute resolution (ADR). In conclusion, legal protection for consumers in COD transactions needs to be strengthened through clearer and more specific regulations to ensure consumer rights remain protected.

Azizah Martha Kinanty; Rian Damariswara; Agus Budianto

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research was motivated by the results of observations, interviews, and tests conducted with 1th students at SDN Mojoroto 4. On the observations, it was found the teacher relied solely on the school’s textbook as a learning resource and used a lecture-based teaching method. There was a lack of innovation in instructional delivery, which led to students having limited vocabulary mastery and difficulty in constructing words. Interviews with some students revealed that they quickly became bored with the monotonous learning process. Therefore, a language game-based module was needed to address these issues. The objectives of this study are: (1) To determine the validity of module, (2) To determine the practicality of the module, and (3) To determine the effectiveness of the module. The development model used was ADDIE, which includes the following stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The validity test results showed that the module expert gave a score of 92%, and the material expert gave a score of 80%. Practicality test results from teacher response questionnaires reached 94%, student responses in the limited trial reached 95%, and in the wider trial reached 92%. Effectiveness test results showed a classical percentage of 100% in both limited and wider trials. It can be concluded that the developed language game-based module is valid, practical, and effective.

Karl Frizts Pasaribu; Vina Gabriella Saragih; Refli Renaldi

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The teaching of Professional Ethics in the Culinary Arts Study Program is often delivered in a theoretical manner, make lack of contextual and reflective learning experiences for students. This study aims to develop and evaluate an interactive pocket book as a learning medium to support students' understanding of ethical values in real culinary work settings. The research employed the 4-D development model (Define, Design, Develop, Disseminate), with data collected through observation, interviews, expert validation, practicality questionnaires, and pretest–posttest design. The study was conducted over three months at Universitas Negeri Medan. Validation results indicated that the media was highly feasible in terms of content, layout, and language. Practicality testing showed that students found the media very practical, while the effectiveness test revealed an improvement in learning outcomes with a gain score of 0.60 (moderate to high category). These findings demonstrate that the interactive pocket book is effective in promoting ethical learning that is contextual, reflective, and applicable. The media is recommended for integration into learning strategies focused on values and professional attitudes and is suggested for further development into digital formats to enhance flexibility and wider accessibility.

Heru Yulianto

Jurnal Pengabdian Sosial dan Kemanusiaan 2025 Lembaga Pengembangan Kinerja Dosen

The competitiveness of Micro, Small, and Medium Enterprises (MSMEs) in Indonesia often faces obstacles due to limited product packaging that fails to adequately reflect product quality, uniqueness, and brand identity. Packaging is not merely a protective container but also a strategic communication tool that influences consumer perceptions, shapes brand image, and supports market expansion. This community service program was carried out at the Banana Chips MSME “Bu Tini” in Semarang, which previously relied on simple plastic packaging without graphic design, brand logo, or product information. The main objective of this program was to assist the MSME in developing both the design and functional aspects of packaging as a strategic effort to strengthen branding, enhance product value, and improve competitiveness. The methodology applied was community-based and participatory, consisting of field observation, focus group discussions, collaborative design with the business owner, and prototype testing of new packaging. The results demonstrate that the redesigned packaging highlights a stronger visual identity through logos, colors, and slogans, while also ensuring practicality, durability, and compliance with food safety standards. Furthermore, the new packaging improved information clarity regarding composition, expiration date, and producer details, which significantly increased consumer trust in hygiene and quality. From a broader perspective, the activity fostered social transformation by raising awareness among the owner and workers about the importance of branding and professional packaging, developing new skills, and positioning the MSME as a role model for similar businesses in the community. This program implies that packaging development is not solely a visual improvement but a strategic branding instrument that can support MSMEs in achieving sustainability and greater competitiveness in local, regional, and potentially digital markets.

Dewi Indriany; Karimatus Saidah; Muhamad Basori

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study is based on the results of observations made at SDN Lirboyo 1 Kediri City, teachers in delivering material, especially the Solar System, only use the lecture method and student books. Many students have difficulty in explaining and mentioning the constituent members of the Solar System. student difficulties are seen when students are asked questions only silent, and the value at the end of learning is far from the Minimum Completeness Criteria (KKM). The formulation of the problem developed is how the process, practical validity and effectiveness of pop up book media on solar system material for grade VI elementary school students in its use as media during learning. This research uses the Research and Development (R&D) research method with the ADDIE model (Analyze, Design, Develop, Implementation, and Evaluation). The subjects of this study were teachers and students of grade VI SDN Lirboyo 1 Kediri City. There are two instruments used in this study, namely using questionnaires and tests. Questionnaires are used to determine the validity and practicality of pop up book media, while tests are used to determine the effectiveness of pop up book media. The results of the pop up book media development research are as follows: (1) The results of the pop-up book media validity trial were carried out by media experts and material experts and received a percentage of 90% very valid or can be used without revision. (2) The results of the pop-up book media practicality trial in the limited trial were carried out by teachers by 92% and from students by 95%, then the results of the pop-up book media practicality in the broad trial were carried out by students by 93.5%. The percentage of scores from teachers and student responses is in the range of 81.00% - 100.00% which can be categorised as very interesting/valid. (3) The results of the effectiveness of pop-up book media obtained from the results of pretest and post test scores and getting a percentage of 81.65% are in the vulnerable range of 81.00% - 100.00% declared very effective can be used without improvement.

Oktaviani Rajalawo; Abubakar Sidik Katili; Marini Susanti Hamidun; Elya Nusantari; Ani M. Hasan +1 more

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This study aims to develop erfina game as ecosystem learning media and to know and describe the results of expert validation, teacher responses, student responses and student learning outcomes of the developed media. This research uses the research and development method (Research & Development). The model used in this research is ADDIE consisting of 3 stages, namely Analysis, Design, and Development. The trial was conducted on 10 students of Class VII of SMP Negeri 02 Satu Atap Suwawa Selatan. The results of the study found: (1) validity test based on the percentage of media validation of 85% (Very Valid) and material expert validation obtained a percentage of 87% (Very Valid). (2) Practicality test based on teacher response results obtained a percentage of 91% (Very Practical) and the results of students' responses of 93% (Very Practical). (3) Student learning outcomes test obtained from the results of student learning tests through Preetest and Posttest evaluations, based on the N-Gain scale obtained a value of 0.53 or 53% which is included in the moderate category

Sarah Iasya; Sugiyarto Sugiyarto; Nina Sulistyowati

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The demographic bonus that will occur in Indonesia in 2045 is a challenge as well as an opportunity to immediately prepare competent human resources. The effort to prepare quality human resources is to link and match vocational education with the industrial world through the application of Collaborative Work Based Learning (WBL-K) in internships. The implementation of WBL-K aims to ensure that vocational education has a high level of efficiency and relevance to the needs of the industrial world. The purpose of this study is to determine the validity, practicality, and effectiveness of the application of the WBL-K model in the form of internships to improve the competence of polytechnic students. This research is an experimental research conducted at the Jakarta State Polytechnic. The instruments used in this study are in the form of pre-test and post-test questions. The data analysis used in this study is N-Gain and N-Gain difference test using the t-test to determine the practicality and effectiveness of the WBL-K model. Based on the results of the practicality and effectiveness test of the WBL-K model developed, it can be concluded that from the practicality and effectiveness test in the experimental class, the criteria are obtained that the WBL-K model is quite practical and effective in improving student competence.

Fetty Setiawati; Melva Zainil

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

The research is motivated by the fact that not all teachers use technology-based media in teaching and learning activities, especially in learning about building cube and block spaces. Teachers use more objects around students as media. This research aims to develop learning media based on augmented reality technology on classroom building materials in grade IV elementary school using a valid, practical and effective Problem Based Learning model. The type of research used in this study is development research using the ADDIE (Analysis, Design, Develop, Implement and Evaluate) model. The subjects of product trials and research data collection were grade IV students of SDN 08 Surau Gadang. The validation instrument used in this study is in the form of a validation sheet which aims to determine the validity or not of learning media based on Augmented Reality technology on space building materials. The analysis technique in this study uses the validity of learning media and the practicality of learning media. The results of the study show that the development of learning media based on augmented reality technology on building materials for cubes, blocks and prisms with the Problem Based Learning (PbL) model has been developed using the ADDIE development model and obtained an average result from three expert validators with a percentage of 81.33% which is included in the "Very Valid" category. The practicality of teachers' response to learning media based on Augmented Reality technology in building materials for cubes, blocks and triangular prisms in grade IV of elementary school obtained a percentage result of 90% with the very practical category at SDN 09 Surau Gadang and 96% with the very practical category at SDN 08 Surau Gadang. The results of the effectiveness test at the first meeting were obtained with a learning outcome percentage of 82.16%. Then at the second meeting, the percentage of learning outcomes increased by 88.16% at SDN 09 Surau Gadang. Then at SDN 08 Surau Gadang, the results of the effectiveness test at the first meeting were 87.19% and the results of the effectiveness test increased at the second meeting by 93%.

Erwin Permana; Dela Setia Cahyani; Famita Wijayanti; Syamsurizal Syamsurizal

Jurnal Ilmiah Ekonomi, Akuntansi, dan Pajak 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Generation Z is a generation that was born and developed along with the development of digital technology. Generation Z has unique preferences in online shopping with a tendency to choose convenience and affordability. This creates challenges and opportunities for e-commerce players. This research aims to analyze Generation Z's satisfaction with e-commerce services. The research was conducted using a qualitative descriptive approach. Data comes from search results on various digital bases and related official publications. The research results show that Generation Z pays attention to affordable prices as well as high ease of access, product quality, lots of discounts, varied payment method choices, guarantees and speed of delivery. Apart from that, satisfaction with service for a product for Generation Z from e-commerce is obtained because of the efficiency and practicality when shopping offered by e-commerce. With all the convenience provided, as well as efficiency and time effectiveness, e-commerce is considered the right solution in finding needs for Generation Z. Therefore, it is not surprising that more and more platforms are emerging that are used to facilitate the purchase and sale of products or services via the internet. This e-commerce trend has also caused several shops to lose competition and close. This shows that e-commerce is an option for Generation Z, and they are satisfied with the service and convenience provided.

Norma Norma; Anatjhe Lihiang; Dientje F. Pendong

Jurnal Riset Rumpun Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to develop learning tools based on science process skills on ecosystem materials at SMA Negeri 11 Enrekang. The research focuses on creating teaching modules and learner worksheets (LKPD) that can increase students' understanding and active involvement in biology learning. This study uses a 4-D development model consisting of four stages: definition, design, development, and deployment, with this research limited to the development stage. The methodology used involves analyzing the needs of students and teachers, designing learning tools, and testing the validity and practicality of the developed tools. The validity test involved two expert validators, while the practicality test was carried out by involving teachers at SMA Negeri 11 Enrekang. The assessment is carried out through a questionnaire that measures the validity and practicality of the learning tools. The results showed that the learning tools developed received an excellent validity assessment, with a "very valid" score for the teaching module and "valid" for the LKPD. The practicality test also showed positive results, with the learning tools rated "very practical" by teachers. These findings indicate that science process skills-based learning tools effectively improve students' understanding of ecosystem materials. This research significantly contributes to developing process skills-based learning tools, which can be adapted in other schools. Further research could test the applicability of these devices to other materials and in different schools to expand their application in biology learning.

Dede Mariyani; Hariyanti Hariyanti; Rokhadi Rokhadi; L. Happy Amira; Sukistanto Sukistanto

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

Many things are found in the market with various brands and forms, such as in liquid form, instant powder or tablets. The tendency of people today is to prefer to use products whose packaging and presentation are more practical and fast, because it does not need to require a lot of time in preparing it. One example of a health drink that can be found is ginger extract instant drink, where the product is generally made by taking the juice from the ginger rhizome and then further processing. Most of these products are found in powder form, while some are made in tabled or water form.

Ronni Juwandi; Listi Fitriani; Tamrohul Ikhsani; Muhammad Roji Firdaus; Enday Nurmahdiah

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2023 Universitas Maritim AMNI Semarang

This research aims to ensure accuracy, ease of use, and effectiveness in the learning module development process which aims to increase understanding of the content of the 1945 Constitution of the Republic of Indonesia (UUD 1945). In this research, research and development (R&D) methods are used using the ADDIE development model, namely analysis, design, development, implementation, and evaluation. In the research results, it is known that the results of expert validation of teaching materials obtained a score of 96% and validation of material experts obtained a score of 91%. In the practicality results obtained from the response questionnaire to teachers and students after using the teaching modules used, the practicality results for teachers were 94% and students were 98%. In the results of its effectiveness by giving evaluation questions to class X students, an average of 83.7 was obtained, while the KKM for class The results of this research show that the learning module that has been created meets the third evaluation standard, namely validity, ease of use, and effectiveness.

Rotua Situmorang; Erlinda Simanungkalit; Demmu Karo-karo; Eva Betty Simanjuntak; Lidia Simanuhuruk

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

This study focuses on analyzing the validity of developing learning media, knowing the practicality and effectiveness of developing Canva-based scrapbook learning media on the theme 8 sub-themes 1 learning 4 class V SD Negeri 16 Urat Timur T.A 2022/2023. The problem in this study is that the learning media used in the learning process are still conventional media, the lack of use of learning media that utilizes technology, students find it difficult to understand learning material, and learning is still teacher- centered so that students are less active in the learning process. This research is a development research (Research and Development) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were fifth grade students and the object of this research was Canva-based scrapbook learning media. The results of material validation by material experts obtained a percentage of 85% in the "Very Eligible" category and media validation by media experts obtained a percentage of 94% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 98% in the "Very Practical" category. The results of the media effectiveness test through the pretest obtained an average of 53.3 with a completeness percentage of 22.2% in the "Not Effective" category while in the posttest obtained an average of 85.5 with a 100% completeness percentage in the "Very Effective" category. So it can be concluded that the developed Canva-based scrapbook learning media is feasible, practical, and effective for use in learning activities in elementary schools.