Implementasi Gamifikasi Berbasis Canva AI dalam Pembelajaran Bahasa Inggris di Sekolah Dasar: Pendekatan Technology Acceptance Model
DOI:
https://doi.org/10.63447/jimik.v7i3.2011Keywords:
Canva AI, Gamification, PEOU, PU, Student EngagementAbstract
The use of digital technology provides opportunities to create more interactive learning through the integration of gamification and artificial intelligence. This study examines the implementation of Canva AI as a gamification-supporting medium in English language learning at SD IDN An-Naba, focusing on Perceived Ease of Use (PEOU), Perceived Usefulness (PU), student engagement, and implementation challenges. The study employed a descriptive qualitative approach, with data collected through observation, interviews, and documentation. The results showed that Canva AI was relatively easy to use and helped teachers prepare engaging learning media while supporting the implementation of gamification elements such as points, challenges, levels, and feedback. During implementation, observable student engagement was demonstrated through active participation, attention, enthusiasm, and involvement throughout the learning process; however, these findings do not constitute statistical evidence of increased engagement. The main challenges were limited instructional time and students’ tendency to continue the game activities. Thus, Canva AI has the potential to support gamified English language learning when aligned with learning objectives, student characteristics, and available instructional time.
Downloads
References
Dina, L. N. A. B., Faizah, S. N., & Anggraini, A. E. (2023). Analysis Technology Acceptance Model (TAM) Pre-Service Elementary School Teachers. Scaffolding: Jurnal Pendidikan Islam Dan Multikulturalisme, 5(1), 271–289. https://doi.org/10.37680/scaffolding.v5i1.2089.
Gurning, P., Maasawet, E. T., Hudiyono, Y., Subagiyo, L., Herliani, H., & Akhmad, A. (2024). Developing of Canva-based learning media to increase student creativity and learning outcomes. JPBI (Jurnal Pendidikan Biologi Indonesia), 10(3), 887–897. https://doi.org/10.22219/jpbi.v10i3.33815.
Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285. https://doi.org/10.1016/j.susoc.2022.05.004.
Ilah Armilah, D., Miswar, D., & Adha, M. (2024). Utilization of CANVA as a learning media for social studies. International Journal of Educational and Life Sciences, 2(4), 283–291. https://doi.org/10.59890/ijels.v2i4.1691.
Kuo, H.-C., Pan, A.-J., Lin, C.-S., & Chang, C.-Y. (2022). Let’s escape! The impact of a digital-physical combined escape room on students’ creative thinking, learning motivation, and science academic achievement. Education Sciences, 12(9), 615. https://doi.org/10.3390/educsci12090615.
Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1253549.
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of gamification on motivations of elementary school students: An action research field experiment. Simulation & Gaming, 55(4), 600–636. https://doi.org/10.1177/10468781241237389.
Pangalila, T., Paka, N., Pombaile, E., Abdul, A., & Sampel, F. L. (2024). Pemanfaatan aplikasi Canva sebagai media pembelajaran untuk meningkatkan minat belajar siswa Kelas X-4 SMA Negeri 1 Tondano. Academy of Education Journal, 15(1), 415–420. https://doi.org/10.47200/aoej.v15i1.2212.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w.
Savitri, F. A., & Ratri, D. P. (2025). Canva as a creative digital learning media for English learning: A student perception study. Didaktika: Jurnal Kependidikan, 14(2), 1811–1820. https://doi.org/10.58230/27454312.2184.
Scherer, R., Siddiq, F., & Tondeur, J. (2019). The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education. Computers & Education, 128, 13–35. https://doi.org/10.1016/j.compedu.2018.09.009.
Şimşek, A. S., & Ateş, H. (2022). The extended technology acceptance model for Web 2.0 technologies in teaching. Innoeduca. International Journal of Technology and Educational Innovation, 8(2), 165–183. https://doi.org/10.24310/innoeduca.2022.v8i2.15413.
Ullah, M., Amin, S. U., Munsif, M., Yamin, M. M., Safaev, U., Khan, H., Khan, S., & Ullah, H. (2022). Serious games in science education: A systematic literature review. Virtual Reality & Intelligent Hardware, 4(3), 189–209. https://doi.org/10.1016/j.vrih.2022.02.001.
Vrcelj, A., Hoić-Božić, N., & Dlab, M. H. (2023). Use of gamification in primary and secondary education: A systematic literature review. International Journal of Educational Methodology, 9(1), 13–27. https://doi.org/10.12973/ijem.9.1.13.
Wulandari, H. T., & Sutama. (2025). Development of interactive learning media based on Canva for education to improve digital literacy skills in solar system material IPAS project. Jurnal Pendidikan Ilmu Sosial, 35(1), 139–151. https://doi.org/10.23917/jpis.v35i1.10797.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326.
Zhang, F., Brynildsrud, H., Papavlasopoulou, S., Sharma, K., & Giannakos, M. (2025). Where inquiry-based science learning meets gamification: A design case of Experiverse. Behaviour & Information Technology, 44(5), 1099–1121. https://doi.org/10.1080/0144929X.2024.2433058.
Zourmpakis, A.-I., Kalogiannakis, M., & Papadakis, S. (2023). Adaptive gamification in science education: An analysis of the impact of implementation and adapted game elements on students’ motivation. Computers, 12(7), 143. https://doi.org/10.3390/computers12070143.
Downloads
Published
Issue
Section
License
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC-BY 4.0) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.