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Feasibility of Canva Application-assisted Ladder Snake Game on Basic Elements of Branding and Marketing

Jurnal Penelitian Pendidikan · Vol. 42 No. 2 (2025) · hlm. 349–353

DOI
10.15294/jpp.v42i2.32368
ISSN
2580-4154, 2503-1260
Terbit
2025-10-31
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

This study aims to assess the feasibility of learning media for the Canva application-based Snakes and Ladders game on the Basics of Branding and Marketing elements in the Fashion Cosmetology skills program at SMK. The need for interactive and contextual learning media is the basis of this research, considering that learning is still dominated by conventional methods that do not encourage student involvement. The research method used a quantitative descriptive approach with expert validation, involving five media experts and six material experts. The assessment instrument was a 4-point Likert scale questionnaire measuring visual aspects, readability, functionality, content suitability, language, and relevance. Proof of content validity using Aiken's V with 5 raters obtained a result of≥ 0. 87 and declared all instrument items valid. Reliability estimation using Intraclass Correlation Coefficient (ICC) obtained a result of≥ 0. 87 with the criteria that the instrument has good reliability. Media feasibility was analyzed using descriptive percentage. The results showed that media experts gave a score of 89, 17% while material experts gave a score of 91, 67%. The media is considered suitable for use after minor improvements, such as improving visual readability, integrating interactive QR codes, mapping game boxes to learning outcomes, and providing a glossary. This media has the potential to increase student engagement, facilitate collaborative learning, and can be adapted for various other areas of expertise in SMK.

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  • Bandung Institute of Technology
  • State University of Semarang
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Rekan penulisOrganisasiArtikel bersama
Margareta RahayuningsihAfiliasi tidak diketahui2
Bambang RiyantoBandung Institute of Technology2
Dian SaputraAfiliasi tidak diketahui1
Devita Intan NurainiAfiliasi tidak diketahui1
Khasna AuliasifaAfiliasi tidak diketahui1
Semi Anyiarizki Wiji PangestiAfiliasi tidak diketahui1
Widya Hary CahyatiAfiliasi tidak diketahui1
Martanto Setyo HusodoAfiliasi tidak diketahui1
Wandah WibawantoAfiliasi tidak diketahui1
Dante AlighiriState University of Semarang1
Karsinah KarsinahAfiliasi tidak diketahui1
Suwarti SuwartiAfiliasi tidak diketahui1
Anna NajuaAfiliasi tidak diketahui1
Wulansari PrasetyaningtyasAfiliasi tidak diketahui1
Desy SetiawatiAfiliasi tidak diketahui1
Siswanti Ade ArsetyajiAfiliasi tidak diketahui1
Agistiana MandasariAfiliasi tidak diketahui1
Lailatul MaghfirohAfiliasi tidak diketahui1
Felayana IsfarAfiliasi tidak diketahui1
Putri SupriyatiAfiliasi tidak diketahui1
Hanifah Nur IstantiAfiliasi tidak diketahui1
Kusuma DewiAfiliasi tidak diketahui1
Narita NaritaAfiliasi tidak diketahui1
Fatimah NadaAfiliasi tidak diketahui1
Sita NurmasitahAfiliasi tidak diketahui1
Roudlotus SholikhahAfiliasi tidak diketahui1
IRMA NURUL SALMIAfiliasi tidak diketahui1
Anggun Prawati Maratu SholikhahAfiliasi tidak diketahui1
Retno MarlangenAfiliasi tidak diketahui1
Amin RetnoningsihAfiliasi tidak diketahui1
Amin PujiatiAfiliasi tidak diketahui1
Junita AstutikAfiliasi tidak diketahui1
Inez Salsabila AryosoAfiliasi tidak diketahui1
Aisyah FarahdinAfiliasi tidak diketahui1
Hanik Marisa SakofahAfiliasi tidak diketahui1
Dwijanto DwijantoAfiliasi tidak diketahui1
Ruswanto RuswantoAfiliasi tidak diketahui1
Jarot WiratamaAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/JPP/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Feasibility of Canva Application-assisted Ladder Snake Game on Basic Elements of Branding and Marketing</dc:title>
	<dc:creator xml:lang="en">Kusumaningtias, Berliana Gita</dc:creator>
	<dc:creator xml:lang="en">Widowati, Widowati</dc:creator>
	<dc:subject xml:lang="en">feasibility, game-based learning, Canva, vocational, fashion</dc:subject>
	<dc:description xml:lang="en">This study aims to assess the feasibility of learning media for the Canva application-based Snakes and Ladders game on the Basics of Branding and Marketing elements in the Fashion Cosmetology skills program at SMK. The need for interactive and contextual learning media is the basis of this research, considering that learning is still dominated by conventional methods that do not encourage student involvement. The research method used a quantitative descriptive approach with expert validation, involving five media experts and six material experts. The assessment instrument was a 4-point Likert scale questionnaire measuring visual aspects, readability, functionality, content suitability, language, and relevance. Proof of content validity using Aiken's V with 5 raters obtained a result of≥ 0. 87 and declared all instrument items valid. Reliability estimation using Intraclass Correlation Coefficient (ICC) obtained a result of≥ 0. 87 with the criteria that the instrument has good reliability. Media feasibility was analyzed using descriptive percentage. The results showed that media experts gave a score of 89, 17% while material experts gave a score of 91, 67%. The media is considered suitable for use after minor improvements, such as improving visual readability, integrating interactive QR codes, mapping game boxes to learning outcomes, and providing a glossary. This media has the potential to increase student engagement, facilitate collaborative learning, and can be adapted for various other areas of expertise in SMK.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2025-10-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/JPP/article/view/32368</dc:identifier>
	<dc:identifier>10.15294/jpp.v42i2.32368</dc:identifier>
	<dc:source xml:lang="en">Jurnal Penelitian Pendidikan; Vol. 42 No. 2 (2025): October 2025; 349-353</dc:source>
	<dc:source>2580-4154</dc:source>
	<dc:source>2503-1260</dc:source>
	<dc:source>10.15294/jpp.v42i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/JPP/article/view/32368/5746</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Jurnal Penelitian Pendidikan</dc:rights>
</oai_dc:dc>