Implementasi Gamifikasi Berbasis Canva AI dalam Pembelajaran Bahasa Inggris di Sekolah Dasar: Pendekatan Technology Acceptance Model

Authors

  • Muhammad Fadlan Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika
  • Yuma Akbar Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika
  • Mesra Betty Yel Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

DOI:

https://doi.org/10.63447/jimik.v7i3.2011

Keywords:

Canva AI, Gamification, PEOU, PU, Student Engagement

Abstract

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.

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Author Biographies

  • Muhammad Fadlan, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

    Program Studi Teknik Informatika, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta, Indonesia.

  • Yuma Akbar, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

    Program Studi Teknik Informatika, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta, Indonesia.

  • Mesra Betty Yel, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

    Program Studi Teknik Informatika, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta, Indonesia.

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Published

2026-09-10

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Articles

How to Cite

Implementasi Gamifikasi Berbasis Canva AI dalam Pembelajaran Bahasa Inggris di Sekolah Dasar: Pendekatan Technology Acceptance Model. (2026). Jurnal Indonesia : Manajemen Informatika Dan Komunikasi, 7(3), 477-489. https://doi.org/10.63447/jimik.v7i3.2011

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