Development of Interactive Learning Media Canva Based on Virus Material at High School

https://doi.org/10.51574/ijrer.v5i3.4833

Authors

  • Delsa Mahmudah Department of Biology Education, Universitas Negeri Medan
  • Marlinda Nilan Sari Rangkuti Department of Biology Education, Universitas Negeri Medan

Keywords:

ADDIE, Canva, Interactive Media, Learning Outcomes, Virus

Abstract

Virus material in biology subjects is abstract and often difficult for students to understand, which results in low effectiveness of the learning process in the classroom. This study aims to develop Canva-based interactive learning media on virus material, as well as to test its feasibility, practicality, and effectiveness in improving student learning outcomes. This research is development research (R&D) using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The research subjects included material experts, media experts, learning experts, biology teachers, and grade X students at High School 1 Labuhan Deli. Data was collected through interviews, questionnaires, and learning outcome tests (pretest and posttest), which were then analyzed descriptively, qualitatively, and quantitatively. The research findings indicated that this Canva-based learning media is categorized as "Very Feasible" with validation scores of 93.33% from material experts, 98.33% from media experts, and 86.11% from learning experts. The media’s practicality was rated "Very Good" with a 93.33% response from biology teachers, as well as 91.94% in small groups and 90.45% in large group trials. In terms of effectiveness, there was a significant increase in student learning outcomes with an average score from 65.21 to 92.79. An N-Gain score of 0.79 (79.45%) indicates high effectiveness. This research contributes to the development of practical and effective digital learning media for biology teachers in visualizing abstract material, thereby supporting the optimization of the teaching and learning process at the high school level.

References

Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and learning: A conceptual framework. Education and Information Technologies, 23(6), 2545-2567. https://doi.org/10.1007/s10639-018-9730-6

Amalia, L., Muthmainnah, R., & Soviawati, S. (2026). The effect of Canva-assisted guided inquiry on students’ creativity and conceptual understanding in environmental change learning: A quasi-experimental. BIO-INOVED: Jurnal Biologi-Inovasi Pendidikan, 8(1), 94-102. https://dx.doi.org/10.20527/bino.v8i1.23751

Andani, P. A., Wardani, I. B., & Husni, R. (2025). Planning, Implementation, and Evaluation of Biology Learning on the Human Excretory System Using Canva as a Learning Medium. META: Journal of Science and Technological Education, 4(1), 28-38. https://meta.amiin.or.id/index.php/meta/article/view/135

Arici, F., & Yilmaz, R. M. (2025). Effects of Augmented Reality and Video‐Based Learning in Inquiry‐Based Science Education on Academic Achievement and Motivation to Learn Science. Journal of Computer Assisted Learning, 41(5), e70128. https://doi.org/10.1111/jcal.70128

Bizami, N. A., Tasir, Z., & Kew, S. N. (2023). Innovative pedagogical principles and technological tools capabilities for immersive blended learning: a systematic literature review. Education and information technologies, 28(2), 1373-1425. https://doi.org/10.1007/s10639-022-11243-w

Buthelezi, P. Z., & Mpuangnan, K. (2024). The Impact of integrating the history of science into life science teaching of viruses on students' comprehension of microbiology concepts. International Journal of Innovative Technology and Interdisciplinary Sciences, 7(1), 1-14. https://doi.org/10.15157/IJITIS.2024.7.1.1-14

Dilaines, L. E., Astuti, E., & Yusdita, E. E. (2024). Improving student learning outcomes through accurate online modules with the ADDIE model. Journal of Education Technology, 8(2), 275-286. https://doi.org/10.23887/jet.v8i2.67576

Felszeghy, S., Pasonen-Seppänen, S., Koskela, A., Nieminen, P., Härkönen, K., Paldanius, K. M., ... & Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. BMC medical education, 19(1), 273. https://doi.org/10.1186/s12909-019-1701-0

Firmanshah, M. I., Jamaluddin, J., & Hadiprayitno, G. (2020). Learning difficulties in comprehending virus and bacteria material for senior high schools. JPBI (Jurnal Pendidikan Biologi Indonesia), 6(1), 165-172. https://doi.org/10.22219/jpbi.v6i1.10981

González-Pérez, L. I., & Ramírez-Montoya, M. S. (2022). Components of Education 4.0 in 21st century skills frameworks: systematic review. Sustainability, 14(3), 1493. https://doi.org/10.3390/su14031493

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

Ismail, Y. H., Daud, F., & Rachmawaty, R. (2025). The relationship of learning motivation and higher-order thinking skills with students scientific literacy ability. BIO-INOVED: Jurnal Biologi-Inovasi Pendidikan, 7(2), 318-328. https://dx.doi.org/10.20527/bino.v7i2.22503

Kosakoy, N. V., Paat, M., & Tumbel, F. M. (2025). Developing a canva-based blended learning model to improve science learning outcomes at SMP Negeri 4 Ratahan, Indonesia. Journal of Advanced Education and Sciences, 5(2), 41-46. https://www.dzarc.com/education/article/view/651

Nasution, N. E. A., Yasin, R., & Rizka, C. (2024). Development of an RPG Maker MV-based interactive game as learning media on virus materials for grade X students at Nurul Islam Jember Senior High School. Jurnal Pendidikan Matematika dan IPA, 15(3), 457-475. https://jurnal.untan.ac.id/index.php/PMP/article/view/74029

Natasia, S. R., Wiranti, Y. T., & Parastika, A. (2022). Acceptance analysis of NUADU as e-learning platform using the Technology Acceptance Model (TAM) approach. Procedia Computer Science, 197, 512-520. https://doi.org/10.1016/j.procs.2021.12.168

Nwachukwu, E. L., Egbue, N. G., & Victor-Nwakaku, I. (2025). Adaptive Learning Systems: Bridging Instructional Technology and Personalized Pedagogy through Design Thinking. Journal of Digital Learning and Distance Education, 4(5), 1689-1703. https://doi.org/10.56778/jdlde.v4i5.588

Övermöhle, L., Baum, M., Bhatia, R., Byskata, K., & Scherer, K. M. (2026). Visualising viral interactions and mechanisms at the nanoscale with expansion microscopy. npj Viruses, 4(1), 1. https://doi.org/10.1038/s44298-025-00169-y

Putri, F. A., & Mufit, F. (2023). Analysis of Students' Scientific Literacy on Work and Energy as Well as Momentum and Impulse. Jurnal Penelitian Pendidikan IPA, 9(12), 10583-10589. https://doi.org/10.29303/jppipa.v9i12.5990

Putri, I. I., Rahmat, A., Riandi, R., & Riza, L. S. (2024). Utilizing learning media in biology: A step towards interactive media development. Journal of Natural Science and Integration, 7(2), 292-302. http://dx.doi.org/10.24014/jnsi.v7i2.29493

Sadiah, T. L., Fathurrohman, M., & Leksono, S. M. (2025). Development of KuPin Interactive Media Using the ADDIE Model to Enhance Elementary Students’ Learning Motivation in Integrated Science. Bio Educatio: The Journal of Science and Biology Education, 10(2), 103-120. https://doi.org/10.31949/be.v10i2.17966

Safitri, N., & Tanjung, I. F. (2023). Development of stem-based student worksheets on virus material to improve student science literacy. Jurnal Penelitian Pendidikan IPA, 9(3), 1457-1464. https://doi.org/10.29303/jppipa.v9i3.3288

Situmorang, R. P., Latelay, M. E., & Selan, D. D. (2025). Designing and testing an MI-based interactive web platform: Enhancing biological concept understanding and multiple intelligence development. JPBI (Jurnal Pendidikan Biologi Indonesia), 11(3), 999-1013. https://doi.org/10.22219/jpbi.v11i3.41062

Situmorang, R. P., Suwono, H., Susanto, H., Chang, C. Y., & Liu, S. Y. (2024). Learn biology using digital game-based learning: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(6), em2459. https://doi.org/10.29333/ejmste/14658

Spatioti, A. G., Kazanidis, I., & Pange, J. (2022). A comparative study of the ADDIE instructional design model in distance education. Information, 13(9), 402. https://doi.org/10.3390/info13090402

Tang, J. (2025). The impact of smart learning technologies on students’ cognitive competence: enhancing critical thinking. Education and Information Technologies, 30(8), 10073-10089. https://doi.org/10.1007/s10639-024-13250-5

Tao, D., Fu, P., Wang, Y., Zhang, T., & Qu, X. (2022). Key characteristics in designing massive open online courses (MOOCs) for user acceptance: An application of the extended technology acceptance model. Interactive Learning Environments, 30(5), 882-895. https://doi.org/10.1080/10494820.2019.1695214

Tarigan, W. P. L., Sipahutar, H., & Harahap, F. (2021). The effect of interactive digital learning module on student’s learning activity and autonomy. Bioedukasi: Jurnal Pendidikan Biologi, 14(2), 196-208. https://doi.org/10.20961/bioedukasi-uns.v14i2.49366

Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J. M., Morisseau, T., Bourgeois-Bougrine, S., ... & Lubart, T. (2023). Creativity, critical thinking, communication, and collaboration: Assessment, certification, and promotion of 21st century skills for the future of work and education. Journal of Intelligence, 11(3), 54. https://doi.org/10.3390/jintelligence11030054

Tohani, E., & Aulia, I. (2022). Effects of 21st century learning on the development of critical thinking, creativity, communication, and collaboration skills. Journal of Nonformal Education, 8(1), 46-53. https://doi.org/10.15294/jne.v8i1.33334

Touizer, E., Sieben, C., Henriques, R., Marsh, M., & Laine, R. F. (2021). Application of super-resolution and advanced quantitative microscopy to the spatio-temporal analysis of influenza virus replication. Viruses, 13(2), 233. https://doi.org/10.3390/v13020233

Vijayakumar Bharathi, S., & Pande, M. B. (2025). Does constructivism learning approach lead to developing creative thinking skills? The mediating role of online collaborative learning environments. Journal of Computers in Education, 12(2), 551-587. https://doi.org/10.1007/s40692-024-00321-2

Weng, C., Otanga, S., Christianto, S. M., & Chu, R. J. C. (2020). Enhancing students’ biology learning by using augmented reality as a learning supplement. Journal of Educational Computing Research, 58(4), 747-770. https://doi.org/10.1177/0735633119884213

Woldemariam, D. Y., Ayele, H. S., Kedanemariam, D. A., Mengistie, S. M., & Beyene, B. B. (2024). Effects of technology-assisted chemistry instruction on students’ achievement, attitude, and retention capacity: A systematic review. Education and Information Technologies, 29(11), 13763-13785. https://doi.org/10.1007/s10639-023-12411-2

Wulandari, H. T. (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

Zebua, N. (2025). Education transformation: Implementation of deep learning in 21st-century learning. Harmoni Pendidikan: Jurnal Ilmu Pendidikan, 2(2), 146-152. https://journal.lpkd.or.id/index.php/Hardik/article/view/1405

Published

2026-04-25

How to Cite

Mahmudah, D., & Rangkuti, M. N. S. (2026). Development of Interactive Learning Media Canva Based on Virus Material at High School . ETDC: Indonesian Journal of Research and Educational Review , 5(3), 1594–1606. https://doi.org/10.51574/ijrer.v5i3.4833

Most read articles by the same author(s)