PeTeKa: Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran is a semiannual journal, published on January, April, July and October. Peteka published by UM-Tapsel Press : Institusional Publisher. PeTeKa provides a forum for lecturers, academicians, researchers, practitioners, and students to deliver and share knowledge in the form of empirical and theoretical research articles. The journal invites professionals education, especially teaching and learning, curriculum development, learning environments, teacher education, educational technology , and educational developments. issn cetak : 2599-1914 | issn online : 2599-1132 | Akreditasi SINTA 5 DOIÂ : http://doi.org/10.31604/ptk PeTeKa: Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran has been covered by the following indexing and abstracting services: GARUDA Google Scholar Dimensions Beilefeld Academic Search Engine (BASE)
Universitas Muhammadiyah Tapanuli Selatan
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SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SISWA PENERIMA BEASISWA DENGAN MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DI SMA NEGERI 1 SIBERUT BARAT
Decision Support System (DSS) is a computer-based system that helps in the decision-making process. Scholarships are a form of appreciation in the form of financial assistance given to individuals or organizations for work achievements that have been produced. Simple Additive Weighting (SAW) is one of the methods used in the decision-making process with weighted addition. The purpose of this study is that researchers will design a Decision Support System (DSS) to select prospective scholarship recipients by implementing the Simple Additive Weighting (SAW) method. This method was chosen because this method is able to carry out a ranking process which is continued with a weighting process for each attribute, so that it can select the best alternative from a number of alternatives (students) based on certain criteria and weights. The research on the Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was conducted using the Software Development Life Cycle (SDLC) method with the waterfall model. The waterfall model consists of five stages, namely analysis, design, implementation, testing, and maintenance. The tests used in this study were Alpha testing and Beta testing. The Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was developed using the Laravel11 framework with the PHP programming language and MYSQL database. Based on the results of the Alpha test (black box and white box testing) it can be concluded that all test results are good and the Alpha test is successful. Furthermore, based on the results of the beta test on the validation of expert staff, the percentage of the value obtained was 77.5% with the statement agree and the average value of the user questionnaire assessment was 85.63% with the statement strongly agree. Based on the results of the research and testing above, it can be described that the decision support system for selecting scholarship recipients using the simple additive weighting method at SMA Negeri 1 Siberut Barat which was designed is a functional requirement that is expected to facilitate officers in managing student data.
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PERBANDINGAN SISTEM PENDIDIKAN DI NEGARA MAJU DAN BERKEMBANG DALAM ERA GLOBALISASI
Education is an important element in shaping the quality of human resources and determining a country's competitiveness in the era of globalization. Developed countries such as Australia have successfully implemented a structured, inclusive, and adaptive education system in line with technological developments, while developing countries such as Indonesia still face challenges in the form of unequal access, uneven teacher quality, and suboptimal curriculum implementation. This study aims to analyze the differences between the education systems of developed and developing countries through a review of the structure of education, the principles of implementation, the implementation of the curriculum, and the main problems faced. The method used is a literature study by collecting literature from books, scientific journals, and credible academic sources, which are then analyzed descriptively and qualitatively to obtain a comprehensive picture of the potential for developing the education system. The results of the study show that developed countries excel in education funding, teacher quality, competency-based curricula, and technology integration, while developing countries are still constrained by limited infrastructure, uneven teacher competency, and access gaps between urban and rural areas. A comparison with the Australian education system indicates that the principles of inclusivity, curriculum flexibility, stakeholder collaboration, and continuous evaluation can serve as strategic references for Indonesia in improving the quality of its education. Thus, education reform in developing countries can be more effective through strengthening teacher competencies, increasing funding, modernizing the curriculum, and equalizing infrastructure to realize quality, relevant, and sustainable education.
PENINGKATAN KETERAMPILAN MENULIS TEKS PROSEDUR BAHASA INGGRIS MELALUI MODEL PEMBELAJARAN BERBASIS PROYEK PADA SISWA KELAS X SMA
This study aimed to improve students’ English procedure text writing skills through the implementation of the Project-Based Learning (PjBL) model in Grade X students of SMAN 1 Waringinkurung. The background of this study was the students’ low ability in writing procedure texts, particularly in terms of text structure, the use of imperative vocabulary, and the organization of steps in a coherent sequence. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which was conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects of this study were 36 students of class X.1. Data were collected through observation and a procedure text writing test. The data were analyzed descriptively by comparing the results of Cycle I and Cycle II based on the predetermined success indicators. The results showed a significant improvement in students’ writing skills. The percentage of students achieving the minimum mastery criterion increased from 50% in Cycle I to 83.33% in Cycle II. In addition, students’ learning interest and classroom participation also improved and exceeded the success indicators. Therefore, it can be concluded that the implementation of Project-Based Learning is effective in improving students’ English procedure text writing skills at the senior high school level.
ANALISIS KEPUASAN PENGGUNA SIM AKADEMIK UNIVERSITAS MENGGUNAKAN METODE EUCS
The purpose of this research is to analyse and determine the influence of the dimensions of EUCS (content, accuracy, format, easy of use, and timeliness) to the satisfaction of students of the academic SIM in Sapta Mandiri University. This research was conducted by the survey method through the dissemination of a valid and reliable questionnaire to 98 active students in the Sapta Mandiri University. Sampling using total sampling techniques, the data obtained is then analyzed using multiple linear regression analyses. Data analysis results show that (1) a partial two-dimensional format and timeliness have a positive and significant influence on student satisfaction. While the three dimensions of content, accuracy, easy of use has no significant influence on customer satisfaction; (2) Simultaneously the content, accuracy, format, easy of use, and timeliness have a positive and significant influence on the user satisfaction of the academic SIM
ANALISIS PERKEMBANGAN SOSIAL DAN EMOSIONAL ANAK TERHADAP HASIL BELAJAR ANAK
This study aims to analyze the social and emotional development of fourth-grade students at SD Negeri 4 Tulakan based on the five domains of Social and Emotional Competence (SEC) through observation, supported by teacher interviews. The results indicate that students’ social-emotional development is in the fairly good category; however, several aspects still need improvement. Students are able to express emotions and cooperate with others, but they continue to experience difficulties in emotional regulation, time management, respecting turn-taking in conversations, and resolving minor conflicts. In the decision-making domain, students are fairly capable of considering their actions but are not yet consistent in accepting the consequences. These findings emphasize the need for more supportive learning strategies to optimize the development of students’ social-emotional competencies.
TANTANGAN DAN PELUANG DALAM PROSES PEMBELAJARAN : SUATU ANALISIS PSIKOLOGIS
This stuidy aims to analyzei thei psychological challeingeis and opportuinitieis in thei leiarning proceiss of stuideints at SDN 3 Blingoh, Donorojo District, Jeipara. This reiseiarch eimployeid a quialitativei approach throuigh obseirvation and inteirvieiws. Thei findings indicatei that stuideints facei seiveiral psychological challeingeis, incluiding difficuiltieis in maintaining focuis, leiarning fatiguiei, acadeimic anxieity, and barrieirs to social inteiraction. Neiveirtheileiss, theirei arei also leiarning opportuinitieis, particuilarly throuigh thei uisei of activei leiarning meithods, visuial meidia, social-eimotional leiarning (SEiL) approacheis, and diffeireintiateid instruiction that eincouiragei stuideint eingageimeint and deiveilopmeint. Theisei reisuilts highlight thei importancei of adaptivei and huimanistic leiarning strateigieis in optimally suipporting stuideints’ psychological deiveilopmeint. Ahmadi, I. Z. M. A. (2024). Peimbeilajaran Sosial Eimosional: Meinghadirkan Peindidikan yang Beirpihak Keipada Siswa Meilaluii Kuirikuiluim Meirdeika. Ilmui Bahasa, Sastra, Seini Dan Buidaya, 8(4), 579–596. Ahsanuil Huida Suisanto, Muirfiah Deiwi Wuilandari, & Darsinah. (2024). Optimalisasi Peimbeilajaran Anak Uisia Seikolah Dasar Meilaluii Peimahaman Teiori Peirkeimbangan Kognitif Jeian Piageit. Peindas?: Juirnal Ilmiah Peindidikan Dasar, 09(04), 690–692. https://jouirnal.uinpas.ac.id/indeix.php/peindas/articlei/vieiw/17102/8959 Ash-shiddiqi, H., Sinaga, R. W., Auidina, N. C., Data, R., & Data, D. (2025). Kajian Teioritis: Analisis Data Kuialitatif. Juirnal Eiduikatif, 3(2), 333–343. Deiwi, A. R. A. M. A.-F. K., Fikri, M., & Sapuitra, M. I. M. N. S. T. W. (2024). Peineirapan Peimbeilajaran Beirdifeireinsiasi Di Seikolah Meineingah Keijuiruian (SMK). Juirnal Peindidikan Teiknik Meisin, 06, 131–141. Fadriati, T. (2024). Dinamika Kuirikuiluim Mardeika dalam Proseis Peimbeilajaran di Seikolah Dasar Islam Teirpadui Ishlahuil Uimmah. Dirasah, 7(1), 145–152. Gayo, L. L. (2025). Strateigi Peimbeilajaran Aktif uintuik Meiningkatkan Partispasi Siswa dalam Keigiatan Peimbeilajaran Peindidikan Agama Islam di UiPTD SPF SDN Cibuibuikan Activei Leiarning Strateigieis to Einhancei Stuideint Participation in Islamic Reiligiouis Eiduication at UiPTD SPF SDN Cibuibuik. Abduirrauif Social Scieincei, 2(1), 49–62. https://doi.org/10.70742/arsos.v2i1.176 Hakim, K. M. L. (2025). Analisis Konseip Peirasaan dan Eimosi Dalam Peirspeiktif Psikologi Peindidikan Islam. Dar Eil Ilmi: Juirnal Keiagamaan, Peindidikan Dan Huimaniora, 11(1), 126–141. Iswatiningsih, D. (2025). Strateigi Peimbeilajaran Sosial Eimosional ( SEi<span style="mso-spacerun: 'yes'; font-family: 'Humnst777 Cn BT'; mso-fareast-font-family: Calibri; mso-bidi-font-family: 'Times New Roman'; fo
ANALISIS IMPLIKASI DEEP LEARNING PADA PERKEMBANGAN KOGNITIF, EMOSIONAL, DAN PSIKOLOGIS SISWA SEKOLAH DASAR DI SD NEGERI 4 CEPOGO
This study aims to describe the implementation of a deep learning approach and its impact on the cognitive, emotional, and psychological development of fifth-grade students at SD Negeri 4 Cepogo. The research employed a qualitative method through observation and interviews. The findings indicate that teachers have begun to implement deep learning through problem-based learning, simple projects, reflective discussions, and the use of digital media. This implementation has a positive impact on student development, including improvements in critical thinking skills, self-confidence, emotional regulation, independence, and curiosity. The challenges identified include limited time, instructional media, and teachers’ understanding of the approach. Teachers’ efforts to address these challenges include scaffolding, the use of simple media, group work, and training related to the Merdeka Curriculum. Overall, deep learning contributes significantly to improving the quality of both the learning process and student learning outcomes.
PERAN ORANG TUA DALAM PEMBENTUKAN KARAKTER TUMBUH KEMBANG ANAK USIA DINI PADA USIA 3 – 6 TAHUN
This study aims to understand the role of parents in character formation in early childhood development between 3 and 6 years old. The method used is descriptive qualitative research with data collection techniques through interviews with three parents in the Kapten Jamil area, Bandar Selamat, Medan. The research findings indicate that there are three important roles of parents in shaping children's character: as educators of moral and religious values, as providers of encouragement and positive support, and as providers of a safe and supportive environment. The application of moral and religious values is carried out through habits and examples in daily life. Positive support and motivation are provided through praise, assistance, and guidance that encourage children to repeat good behavior. In addition, a safe and loving family environment plays a significant role in supporting children's emotional and social development. Therefore, active parental involvement is a key element in developing positive character in children during the early years, known as the golden period of development.
PENERAPAN MEDIA PEMBELAJARAN KOMIK DIGITAL UNTUK MENGATASI KESULITAN BELAJAR SISWA KELAS 2B MINU KEDUNGREJO PADA MATA PELAJARAN PKN MATERI ATURAN DIRUMAH DAN DI SEKOLAH
In today's digital era, teachers are expected to be more competent in delivering learning materials to create an interactive and enjoyable learning environment. Therefore, the use of learning media is crucial, not merely as a supplement, but as an effective tool to help students understand the material more easily. Media plays a significant role in the learning process. However, the teacher's role is also crucial in ensuring that the media used is not boring and can motivate students to learn. This research focuses on the development of learning media in the form of digital comics presented in video format, specifically covering the rules and benefits. Furthermore, this study aims to determine students' responses to the created digital comics. The research used research and development (R&D) methods. The media development process followed the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) method. This study involved one teacher and 21 students who actively participated in the learning process. In addition, one material expert and one media expert participated in this study. Data were collected through observations, questionnaires, interviews, and tests. The results showed that the video-based digital comic media was rated "Very Appropriate" by the media expert with a score of 94%. The assessment from the material experts was also nearly identical, at 93%, which falls into the "Very Appropriate" category. Students and teachers gave high practicality ratings, at 88% and 89%, respectively. After using digital comics, students' post-test scores increased to 86%, remaining in the "Very Appropriate" category. The purpose of this study was to determine the impact of ICT-based digital comics on student learning outcomes in Civics (PPKn) in second-grade students at MINU Kedungrejo. Researchers compared two groups, one using digital comics and the other using traditional methods. The results showed that students learning with digital comics experienced improved learning outcomes. This medium is not only engaging but also facilitates understanding and increases student enthusiasm for learning. ICT-based digital comics can be an effective solution for Civics (PPKn) learning in elementary schools.
MENINGKATKAN KOSA KATA SISWA SMP 4 MANGARABOMBANG MELALUI MEDIA CERITA RAKYAT
Vocabulary mastery is a major challenge for students at SMP 4 Mangarabombang, where conventional methods often fail to create meaningful learning. This study aims to improve students' English vocabulary mastery through the use of folklore media. By integrating local wisdom, students are expected to more easily absorb new words in familiar contexts. This study uses a quantitative approach with a Pre-Experimental design (One-Group Pretest-Posttest Design). The research subjects consisted of 30 eighth-grade students selected through a purposive sampling technique. Data were collected through a vocabulary test instrument and analyzed using a paired sample t-test. The results showed a significant increase in students' vocabulary skills, where the average score increased from 54.20 in the pre-test to 82.50 in the post-test. Statistical analysis showed a significance value of 0.000 < 0.05, which means the alternative hypothesis is accepted. In addition, the percentage of learning completeness increased drastically from 20% to 90%. The conclusion of this study is that folklore media is effective in increasing students' vocabulary because it can reduce affective barriers and increase mental engagement through a culturally relevant context. These results recommend that educators use local culture-based materials as an innovation in English teaching.
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 4 PADANG
Learning media plays an important role in improving the quality of the learning process. However, in Informatics subjects at SMK Negeri 4 Padang, the learning methods used are still conventional, resulting in low learning motivation and student learning outcomes. This study aims to develop the Siskom Adventure educational game as an interactive learning media and to test its validity and practicality levels for Computer Systems material for class X. This study uses the Research and Development (R&D) method with the ADDIE development model consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The resulting product is a platformer-based educational game that presents materials, challenges, and quizzes in game missions, so that students can learn through more interesting and interactive experiences. The results of the study show that validation by media experts obtained an average score of 85.06% (very valid), while validation by material experts reached 92.14% (very valid). The teacher's practicality test obtained a result of 83.33% (very practical), and the student's practicality test reached 88.34% (very practical). Thus, the Siskom Adventure educational game is deemed suitable for use as a learning medium capable of increasing student motivation, interactivity, and learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA ELEMEN DESAIN BRIEF MATA PELAJARAN DESAIN KOMUNIKASI VISUAL
The problems that exist in desain comunication visual for elemen elemen desain brief are the absence of learning media that supports student learning outcomes, so students find it difficult to understand the material while studying. This study aims to produce valid and practical android-based learning media. This study uses the Research and Development (R&D) method with the ADDIE development model. The subjects of this study amounted to 15 students as a sample. Data collection techniques using a questionnaire with a Likert scale. The results of this study indicate the average value of the media expert's validity test is 0.704 with a valid category and material expert is 0.73 with a valid category. For the practicality test, the teacher's response reached 87,5% with a very practical category and for the student response it reached 89,92% with a very practical category. Conclusions based on the assessment along with input from media experts and material experts as well as the results of field trials of android-based learning media have been tested for feasibility and can be used as learning media for elemen elemen desain brief.
PENGEMBANGAN E-BOOK INTERAKTIF PADA MATERI KOMPUTER GRAFIS MATA PELAJARAN DASAR DESAIN KOMUNIKASI VISUAL KELAS DI SMKN-1 SIJUNJUNG
The problem in this study is that teachers still use a lot of printed learning media, printed books make the learning process less interesting. Visual communication design learning so far tends to use static presentation methods, as well as video tutorials that are less interactive so that student learning motivation tends to vary and low student understanding of the material. The purpose of this study was to produce an interactive E-book in the Computer Graphics material at SMKN 1 Sijunjung in the Basic Visual Communication Design subject. This study uses the Research and development method. The development model used in this study is the ADDIE model. The research subjects involved in the Basic Visual Communication Design subject in the 2025/2026 academic year totaling 23 people and 2 teacher responses. The research instrument is a validity instrument using a validity questionnaire with 5 validators. The validity assessment contains 3 people for media validators and 2 people for material validators. The practicality instrument uses a student response questionnaire of 23 people and 2 teachers. The product produced in this study is an interactive E-book. Based on the media validity results, the validation score was 92.64%, categorized as "Very Valid." The material validity score was 88.47%, categorized as "Very Valid." Therefore, it can be concluded that the interactive e-book is "Very Valid" in terms of validity. Based on the teacher's practicality score, the score was 88.88%, categorized as "Very Practical." The student's practicality score was 84.25%, categorized as "Very Practical."
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DI SMK TEKNOLOGI PLUS PADANG
The problem in this study is the lack of media in learning which makes students easily bored and difficult to understand the material during learning, therefore it is necessary to add learning media as a medium that can help teachers as an implementation of the independent curriculum in delivering material and increasing the grasp of students. The purpose of the study was to determine the use of android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application. To produce android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application that is valid. To produce android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application which is practical. The research method used is Research and Development (R&D) with the ADDIE development model.The results of this study show that the average value of the media expert validation test by the validator is 88% with the very valid category, the material validation is 86% with the very valid category. The teacher's practicality test was 85% with the very practical category, and the student practicality test was 87%with the very practical category. The conclusion based on the data obtained from android-based learning media is suitable for use as a learning medium.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI PADA MATERI BERFIKIR KOMPUTASIONAL X TKJT SMK N 1 PAINAN
The low level of students’ interest and achievement in computational thinking at SMK N 1 Painan has become one of the challenges in the learning process. This issue arises due to the use of conventional teaching methods that are less interactive and often make students feel bored. Therefore, this research aims to develop educational game-based learning media as an innovative alternative to enhance students’ motivation, interest, and understanding of computational thinking concepts. This research applied the ADDIE development model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The educational game was developed using Unity and Visual Studio Code, featuring interactive materials through levels, quizzes, and scoring systems. The validity of the game was assessed by three media experts, while its practicality was tested by teachers and Grade X TJKT students at SMK N 1 Painan. The results show that the media obtained an average validity score of 87.93%, categorized as very valid. The practicality test yielded an average of 89.57% from teachers and 86% from students, categorized as very practical. Thus, the developed educational game is considered feasible to be used as a learning medium and effective in improving students’ motivation and understanding of computational thinking material.
PENGEMBANGAN GAME EDUKASI LABIRIN PADA ELEMEN KOMPUTER GRAFIS KELAS X DKV SMK NEGERI 1 GUNUNG TALANG
Vocational education requires innovative learning media to adapt to technological developments and industrial needs. However, the condition at SMK Negeri 1 Gunung Talang shows that the use of learning media is still limited, causing students to be less motivated, especially in computer graphics subjects. This situation has an impact on low learning outcomes, where most students have not yet achieved the Minimum Mastery Criteria (KKTP). Therefore, the purpose of this study is to develop an educational maze game on computer graphics elements that is valid and practical, so it can help improve students’ understanding and learning motivation. The research method employed was Research and Development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were Grade X DKV students at SMK Negeri 1 Gunung Talang. Research instruments included media expert validation, material expert validation, as well as practicality tests by teachers and students. Data were collected through questionnaires, observations, and interviews. The development process involved designing the storyline and storyboard, creating the game using Construct 2 and CorelDraw, followed by implementation in the learning process, and evaluation based on validation and practicality results. The research results show that the developed maze educational game met the criteria of being highly valid, with an average media validity score of 88.46% and material validity of 95.83%. The practicality test indicated that the game was highly practical, with an average score of 97.22% from teachers and 89.48% from students. Thus, the maze educational game on computer graphics elements is considered feasible as a learning medium, as it effectively increases students’ interest, motivation, and understanding of the subject matter.
PENERAPAN MODEL PEMBELAJARAN CONCEPTUAL UNDERSTANDING PROCEDURES (CUPs ) TERHADAP KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS PESERTA DIDIK KELAS VII.2 SMP NEGERI 3 SIKAKAP
This research is motivated by students' low mathematical conceptual understanding. The purpose of this study was to determine whether students' mathematical conceptual understanding using the Conceptual Understanding Procedures (CUPs) model improves compared to before implementing the model in class VII.2 of SMP Negeri 3 Sikakap. This study used a pre-experimental study with a pretest-posttest group design. The population was grade VII students of SMP Negeri 3 Sikakap in the 2024/2025 academic year, consisting of two classes. The sampling technique used was purposive sampling, with class VII.2 selected as the sample class. The instruments used were a pre-test and post-test in the form of essays to measure students' mathematical conceptual understanding. Data analysis showed that the average score for the pre-test class was 73.5 and the average score for the post-test class was 82.92. The results of the hypothesis test obtained t_count = 12.34 and t_table = 2.160 with a level of ? = 0.05, so t_count> t_table so it can be concluded that the ability to understand mathematical concepts of students with the application of the Conceptual Understanding Procedures (CUPs) Model is better than before applying the Conceptual Understanding Procedures (CUPs) Model.
PENINGKATAN HASIL BELAJAR BAHASA INGGRIS MATERI EXPLORING FAUNA OF INDONESIA MELALUI MODEL PROBLEM BASED LEARNING DI UPT SMP NEGERI 4 TAKALAR
This study aims to improve the learning outcomes of Class IX A students at UPT SMP Negeri 4 Takalar in English, specifically on the topic of Exploring Fauna of Indonesia, through the implementation of the Problem-Based Learning (PBL) model. The method employed is Classroom Action Research (CAR) based on the Kemmis and McTaggart spiral model, conducted in two cycles comprising planning, acting, observing, and reflecting stages. The research subjects consisted of 29 students, including 15 males and 14 females. Data collection instruments included essay-type learning outcome tests to measure the cognitive domain, as well as observation sheets to assess the affective and psychomotor domains. The results indicated a gradual improvement in student learning outcomes. In Cycle I, the class average reached 77.69 with a classical completeness percentage of 41.38%. This achievement increased in Cycle II, with the class average rising to 78.76 and the classical completeness percentage reaching 55.17%. Beyond academic improvement, the implementation of the PBL model proved effective in enhancing student activity, independence, and courage in presenting discussion results on fauna report texts.
PENGEMBANGAN MEDIA PEMBELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 5 SELUMA PROVINSI BENGKULU
This study aims to develop interactive learning media based on Canva for the Informatics subject in Grade X at SMK Negeri 5 Seluma, Bengkulu Province. The development was carried out using the Research and Development (R&D) method with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The media was designed to be engaging, interactive, and easy for students to understand, with content aligned to learning outcomes and featuring guidance, materials, instructional videos, evaluation games, and developer profiles. The validity of the media was tested by media experts, yielding an average score of 86.20% (very valid category), and by subject matter experts, with an average score of 81.25% (very valid category). Practicality tests showed that the media is highly practical to use, with scores of 85.42% from teachers and 84.51% from students. The results of this study indicate that interactive learning media based on Canva is suitable for use as a learning support tool for Computer Science, as it effectively enhances students' interest in learning and active engagement.