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Anni Maria; Lirhan Lirhan; Selviana Vindirani Mamori; Desy Putri Sahara; Andi Nurhartina +1 more

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

Research. Elementary School Teacher Education Study Program, STKIP PGRI Papua. The purpose of this study is to examine the Influence of Using Kahoot as an Interactive Learning Media to Increase the Learning Interest of Sixth-Grade Students in Civic Education at SD YPK Bethania Mariadei. This type of research is Experimental research. The population in this study consists of students at SD Bethania Mariadei, while the research sample is 21 students in the sixth grade. Data collection was conducted through questionnaires and documentation. The collected data was analyzed using descriptive statistics and inferential statistics techniques. Based on the hypothesis testing results, the calculated t-value is 2.926 with a significance of 0.009. The significance value shows 0.009 < 0.05, so H0 is rejected and H1 is accepted, which leads to the conclusion that there is a significant and positive effect of using Kahoot media as an interactive learning tool to increase the learning interest of sixth-grade students in Civics subjects at SD YPK Bethania Mariadei. The Kahoot Interactive Learning Media can be applied for Civics learning in elementary schools. Keywords: Kahoot, Learning Media, Learning Interest, Civics.  

Vita Rahmatun Nazilah; Ribut prastiwi Sriwijayanti; Ludfi Arya Wardana

International Journal of Educational Technology and Society 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to determine the effect of interactive learning media based on Math Playground on student learning outcomes on fraction materials in class IV SDN Kedung Dalem III. The problem studied is whether there is a significant influence between the use of interactive learning media based on Math Playground on student learning outcomes in grade IV SDN Kedung Dalem III. This study uses a quantitative method with a one group pretest-posttest design. The sample of this study were fourth grade students of SDN Kedung Dalem III, totaling 17 students. The research instrument used is a test (Pretest-Postest) of student learning outcomes on fraction material, which consists of 10 multiple choice questions. The results of the analysis using the wilcoxon test show that the sig value (2 tailed) is 0.000 which indicates significance <0.05 so that H0 is rejected and H1 is accepted. This shows that the interactive learning media Math Playground has a significant effect on improving student learning outcomes. The conclusion of this study is that Math Playground interactive learning media can improve student learning outcomes on fraction material. Therefore, teachers and educators can use Math Playground as an alternative learning media to improve student learning outcomes.

Aleks Effendi; Partono Nyanasuryanadi

Jurnal Budi Pekerti Agama Buddha 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze and synthesize research findings related to the integration of Buddhist values in the development of interactive learning media. The research employed a qualitative approach using a systematic literature review method on fifty selected articles published between 2018 and 2025. Data were collected through a structured process of identification, screening, and extraction from primary sources consisting of accredited national journals and reputable international journals. The data were analyzed using thematic and comparative synthesis techniques to identify patterns, effectiveness, and research gaps. The results show that interactive learning media based on Buddhist values can enhance students’ motivation, moral understanding, and engagement through the use of technologies such as gamification, educational animation, augmented reality, and mobile applications. The effectiveness of these media is strongly influenced by the alignment between Buddhist ethical principles, instructional design, and the cultural context of learning. Furthermore, the study reveals that the successful integration of spiritual values into digital media depends on educators’ readiness, digital literacy, and technological infrastructure support.

Ahmad Ikhsanuddin; Amanda Zustisia; Danis Yudhatama

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Artificial Intelligence (AI) technology has provided new opportunities to enhance the quality of learning, particularly in elementary science education. One form of AI utilization is chatbots, which function as interactive learning media capable of encouraging students’ active participation. In science learning, questioning behavior is an important indicator of students’ cognitive engagement; however, many elementary school students tend to be passive in asking questions. This study aimed to examine the effect of using AI chatbots in science learning on students’ questioning behavior in Grade V of SDN Plalangan 03 Gunungpati, Semarang City. This study employed a quantitative approach with a quasi-experimental design. Data were collected through observation, questionnaires, and documentation. The data were analyzed to identify changes in students’ questioning behavior before and after the implementation of AI chatbots in science learning. The results indicated that the use of AI chatbots improved students’ questioning behavior in terms of frequency, confidence, and activeness in asking questions. AI chatbots provided a comfortable and flexible interaction space for students, which helped reduce psychological barriers in questioning. It can be concluded that the use of AI chatbots has a positive effect on students’ questioning behavior in elementary school science learning.

Ni Wayan Artiniasih; Luh Made Dwi Wedayanthi

Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to introduce basic English vocabulary to Kindergarten students through the medium of bilingual songs. The background of this activity is the limitation of interactive learning media and the dominance of traditional methods that are less attractive for early childhood. Bilingual songs were chosen because they have a simple rhythm, easy to remember lyrics, and are able to create a fun and contextual learning atmosphere. The method used is the Participatory Action Learning System approach which includes the preparation stage, flexible action, and reflection. Bilingual songs are inserted at the transition moments of class activities and combined with simple movements to stimulate natural vocabulary acquisition. The results of the observations showed a significant improvement in children's language skills: most students were able to remember new vocabulary, enthusiasm for learning increased, and active participation in singing together was higher. Teachers also reported that the use of bilingual songs helped keep children's attention and created a positive learning atmosphere. Overall, this activity proves that bilingual songs are an effective, fun, and appropriate medium for children's developmental stages to strengthen mastery of basic English vocabulary. This program is recommended to be applied continuously in daily learning activities in kindergarten classrooms.

Maria Veronica Deno; Khaerudin Khaerudin; Dwi Kusumawardani

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has driven the  increasing use of e-modules as interactive learning media that support  independent and collaborative learning. The integration of pedagogical approaches and multimedia technology makes e-modules increasingly adaptive and effective in developing higher-order thinking skills. This study aims to map trends in the development and utilization of e-modules through a Systematic Literature Review (SLR)  of Scopus articles published in 2020–2024. From the selection process, 20 articles were analyzed based on their pedagogical approach, as well as the media and digital platforms used. The study results show that pedagogical approaches such as Problem-Based Learning, STEM, SETS, Discovery Learning, and Guided Inquiry have been consistently proven to improve critical thinking skills, learning outcomes, and 21st-century competencies. From a technological perspective, Android and flipbook platforms are the primary choices due to their flexible access and multimedia support such as video, animation, simulations, and interactive quizzes. These findings emphasize the importance of developing systematic, pedagogically-based e-modules supported by interactive multimedia.  Further research is needed to explore the integration of AR/VR, gamification, and artificial intelligence.   

Dea Utami; Yolanda, Yolanda; Sari Safitri; Frika Fatimah Zahra

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study aims to explore and improve the quality of Social Studies (IPS) instruction at SD Negeri 04 Palembang by integrating interactive learning media and collaborative teaching strategies, especially in the “Map Layout” topic for fifth-grade students. Using a qualitative descriptive approach, the researchers gathered data through document analysis, conversations with teachers and students, as well as direct observation of learning activities. The findings show that the use of visual learning tools, cooperative group work, and contextual tasks related to students’ everyday environments helps make Social Studies lessons more engaging and meaningful. Simple interactive materials such as illustrated school layouts were shown to increase students’ participation and strengthen their understanding of spatial concepts. Overall, the integration of interactive media with collaborative learning approaches contributes to a more dynamic classroom atmosphere, supports deeper conceptual comprehension, and enhances students’ motivation to learn. This approach demonstrates strong potential for improving IPS learning outcomes in elementary education.  

Nurfadilah Muthalib; Nirmala L. Nasief; Asya Anggraini Langindara; Nindi Astuti; Sulastya Ningsih

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the importance of creating enjoyable learning so that early childhood learning interests can develop better, especially in Pembina State Kindergarten, Dungingi District. The purpose of this study was to determine the effect of the use of interactive learning media on children's learning interests and describe changes in their learning behavior when activities are carried out without media and with interactive media. This study used a quantitative approach with a quasi-experimental method through conventional learning and learning using interactive media in the form of coloring activities. Data were obtained through observations by assessing aspects of enjoyment, focus, activeness, and enthusiasm during the activity. The results showed that children's learning interests in conventional learning only reached an average score of 6 and tended to be low, while in learning using interactive media, it increased significantly to an average score of 13.1. This change was seen from the increase in children's enthusiasm, better ability to focus, and their more active involvement during the learning process. The findings of this study confirm that interactive learning media has an important role in attracting children's attention and creating a more lively and meaningful learning atmosphere, thereby increasing early childhood learning interests

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Indra Ardiansyah; Jasson Prestiliano; Birmanti Setya Utami

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.

Suryo Bayu Tirto Aji

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study aims to develop a social media-based learning platform, specifically an Instagram account (@AIK_Muh5), for Islamic Religious Education (AIK) at Muhammadiyah Junior High School, using the first two stages of the ADDIE model (Analysis and Design). The study is based on theoretical frameworks such as social media-based learning, the challenges of AIK in the 21st century, and educational theories like constructivism and connectivism. The platform is designed to offer interactive and engaging learning through visual content like infographics, educational videos, and Instagram’s interactive features (polls, stories, comments, and live sessions). This approach aims to enhance students' digital literacy, provide relevant content, and strengthen Islamic character. While the platform has potential, it faces limitations, including a lack of empirical data to measure its effectiveness, the risk of oversimplifying complex AIK material, and an unclear evaluation system. Additionally, access issues and age restrictions hinder its use. The study suggests continuous development, integration with face-to-face learning, and inclusive strategies to ensure equitable access for all students, positioning this platform as a model for AIK learning in the digital age.

Fadiatur Rosidah; Muhammad Suwignyo Prayogo; Risa Fitria Agustina; Faiqotun Ni’mah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop an interactive learning media based on Genially Hybrid for the topic of the Human Reproductive System in senior high schools, aligned with the 2024 National Curriculum. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the development stage. The final product consists of three main media: (1) interactive presentation, (2) digital board game, and (3) “Family 100” game show. Each medium was designed according to Mayer’s Multimedia Principles and Cognitive Learning Theory to enhance students’ engagement and conceptual understanding. The results show that Genially Hybrid media successfully integrates visual, verbal, and interactive components that support both face-to-face and online learning flexibly. These media not only enrich learning experiences but also improve students’ motivation and collaboration in mastering abstract biological concepts. This innovation is expected to serve as an initial model for developing effective and adaptive digital learning media that meet the demands of the Society 5.0 era and the 2024 National Curriculum.

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Cici Cahyani; Bintang Nurheni; Br Lumban Tobing, Elisa; Purba, Devi Triana; Panggabean, Martuana Peronika +1 more

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

In this study, an interactive learning medium was developed to practice German A1-level vocabulary with the theme “Freizeit”, based on a website created using Genially. This research is classified as development research, in which the development process of the learning medium employed the ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. The study was conducted in the German Language Education Study Program at Universitas Negeri Medan. The research data consisted of vocabulary on the theme “Freizeit”, taken from the Netzwerk textbook and other online sources. The research subjects were second-semester students of the 2024 cohort. The instruments used included questionnaires, pretest and posttest, expert validation sheets, and documentation. The results of the validation from media experts and material experts indicated that the medium was suitable for use in learning, with scores of 92% and 89%, respectively. The trial conducted with students showed a positive response with an average score of 91%. The students’ average pretest score was 58.3, which increased to 84.7 in the posttest. Statistical tests revealed that the calculated t-value (12.45) was greater than the critical t-table value (2.045), indicating a significant difference between the pretest and posttest results. Thus, the use of the Genially interactive learning medium proved effective in improving German A1 vocabulary mastery and was able to create a more engaging and interactive learning atmosphere while supporting independent learning.

Dorthea Maria Woga Nay; Heru Christianto; Arvinda C. Lalang; Eka C. G. Kerihi

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Technological advances provide educators with the freedom to create quality learning that meets the needs and learning environment of students. A crucial aspect for teachers to consider in realizing effective learning is the use of interactive learning media tailored to the characteristics and needs of students. The use of digital technology to develop interactive learning media is a necessity in today's learning process. Training and mentoring for teachers in Malaka to develop interactive and innovative digital media is based on the need to improve their competency and skills in utilizing technology to develop learning media. This activity aims to improve teachers' competency and skills in utilizing technology to design engaging and interactive digital-based learning using Book Creator and QuizWhizzer. Monotonous learning activities, often based on lectures and group discussions, with the use of conventional learning media, tend to make students passive and easily bored, resulting in a lack of student interest in learning and a decline in the quality and outcomes of learning. Furthermore, technological developments demand increased competency, including in preparing engaging learning media. Therefore, through this training activity, teachers are provided with guidance and training in developing interactive learning media so that the resulting products can be directly used in the learning process. The developed media is designed to be interactive and engaging, thereby increasing student motivation. Furthermore, this activity also encourages teachers to be more creative and innovative in creating learning media that can attract student interest. The training activities ran smoothly and effectively, as evidenced by the high enthusiasm of teachers and the increase in knowledge and skills related to the training material. The mentoring results also showed an improvement in the quality of learning through active student interaction in learning with the help of digital learning media, which resulted in improved interest and learning outcomes.

A’thi Fauzani Wisudawati; Muhyiddin Aziz; Halim Ahmad Faizin; Muhammad Isa; Yulius Harry Widodo +1 more

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

English literacy at early childhood is a crucial foundation for language development, cognitive growth, and academic readiness. TK Desa Bagi 01, despite its high academic achievements, faces several challenges in teaching English, including a busy daily schedule, limited learning time, and restricted access to interactive learning media. This community service program was designed to address these challenges by introducing English literacy to young learners in a creative and engaging manner while simultaneously enhancing teachers’ skills in employing interactive and contextually relevant teaching media. The program employed several methods: observation of current teaching practices, planning and development of creative learning media such as flashcards, posters, storybooks, and puppets, implementation of learning activities through play-based approaches, and evaluation of student and teacher outcomes. The results indicate a significant increase in student enthusiasm, active participation, and comprehension of basic English vocabulary. Teachers also demonstrated improved creativity and confidence in using various teaching media to support literacy learning. This program shows that English literacy can be effectively fostered in early childhood using simple, locally relevant, and sustainable media. Furthermore, it highlights the importance of teacher development in enhancing the quality of English learning in rural school contexts. Overall, the initiative provides a practical model for integrating interactive English literacy education in early childhood settings with long-term potential for rural education improvement.

Dahlia Summayah Sitorus

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Teachers’ religious understanding plays a vital role in shaping early childhood religious attitudes through systematic, consistent, and contextual guidance. This study aims to analyze the implementation of teachers’ religious understanding in fostering children’s religious attitudes at Yayasan Taman Pendidikan TPQ/RA Wahyu Medan. The research applied a qualitative method with a descriptive approach, using in-depth interviews, observations, and documentation to explore teachers’ experiences in religious nurturing practices. The findings revealed that teachers have successfully integrated religious values into learning activities, such as collective prayers, memorization of short Qur’anic surahs, greeting habits, and prayer exercises. However, challenges remain, including limited use of interactive learning media and low parental involvement in supporting religious habituation at home. These findings imply that teachers’ religious understanding should be enhanced through continuous training and strengthened collaboration with parents to optimize the fostering of children’s religious attitudes. This study contributes to the development of early childhood education, particularly in strengthening character education based on religious values.

Bintang Ariga

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Boredom during the learning process often becomes a significant barrier to students’ motivation and engagement, especially in vocational education settings. This phenomenon was also observed at SMKS Muhammadiyah 9 Medan, where some students demonstrated a lack of interest and active participation during learning activities. This study aims to analyze how the implementation of active learning strategies can reduce boredom and improve the quality of classroom interaction. A qualitative approach with a case study design was employed. Data were collected through semi-structured interviews with teachers and students, direct classroom observations, and supporting documentation. The data were analyzed inductively using thematic analysis to identify emerging patterns, trends, and meanings from teaching practices. The findings reveal that the application of active learning strategies—such as group discussions, project-based learning, problem solving, and the use of interactive learning media—positively impacts the learning process. These strategies not only enhance participation and learning motivation but also foster collaboration among students, improve teacher–student communication, and develop critical and social thinking skills. Furthermore, the classroom atmosphere becomes more dynamic, enjoyable, and participatory, significantly reducing learning boredom. Therefore, active learning strategies are proven to be relevant and effective in creating engaging, interactive, and meaningful learning experiences for students at SMKS Muhammadiyah 9 Medan. This research provides practical implications for teachers in selecting appropriate learning approaches to achieve educational goals more effectively.

Adam Majid Bahrudin

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Digital books are a transformation from printed books into digital media that can be accessed through devices such as computers, tablets, or smartphones. Digital books not only display text but can also contain multimedia elements such as images, audio, video, animations, and interactive quizzes. This makes the learning process more engaging and less monotonous. In the context of learning Hajj and Umrah material, digital books can display simulations of Hajj rituals, videos of worship in the Holy Land, and maps of Hajj and Umrah journeys, all of which can strengthen students' understanding. This study aims to explore the use of digital books as a learning medium for Islamic Religious Education (PAI) on Hajj and Umrah material at the Junior High School (SMP) level. Digital books are considered capable of overcoming the limitations of conventional learning media, which are static and less interactive. By utilizing multimedia elements such as manasik simulations, videos, prayer audio, interactive maps, and educational quizzes and games, digital books provide a more contextual, visual, and enjoyable learning experience. In addition, advantages in terms of accessibility, portability, and the ability to be adapted to students' learning styles make digital books relevant to the demands of 21st-century learning. The implementation of digital textbooks in learning was carried out through online, face-to-face, and blended learning models. Effectiveness evaluations included improvements in students' conceptual understanding, learning motivation, and digital skills. The study results indicate that digital textbooks play a significant role in improving the quality of Islamic Religious Education (PAI) learning, particularly on the topics of Hajj and Umrah, and supporting digital transformation in education.

Putri Putri; Tri Indah Kusumawati; Budiman Budiman

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

This research is entitled “Development of Student Worksheets (LKPD) Based on the Canva Application to Improve Procedure Text Writing Skills of Grade VII Students at Tiara Private Junior High School, Bandar Setia.” The background of this study is the low ability of students to write procedure texts, which is caused by the limited use of attractive and interactive learning media. To address this issue, the study developed a Canva-based LKPD designed to enhance students’ writing skills. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research instruments included validation sheets for material experts, language experts, and media experts, as well as questionnaires to gather responses from teachers and students. The validation results indicate that the Canva-based LKPD is highly feasible for use in learning, with a material expert validation score of 96.36%, language expert 87%, media expert 87%, teacher response 94%, and student response 92%. Furthermore, implementation results demonstrated a significant improvement in students’ ability to write procedure texts, as evidenced by an increase in average scores from pretest to posttest. These findings suggest that the Canva-based LKPD is an effective and innovative learning medium that can facilitate students in improving their writing skills, particularly in learning procedure texts in Indonesian language classes. This research also contributes to the development of creative digital media for education in the current technological era.