Data Set Qualitative Implementation of Canva Based Gamificaation in Increasing Cultural Literacy in Social Studies Learning at SDN 17 Kemanggisan
收藏资源简介:
This dataset contains research instruments and evaluation data for a study entitled "Implementation of Canva-Based Gamification to Improve Cultural Literacy in Social Studies Learning at SDN 17 Kemanggisan." This research focuses on the integration of digital interactive media (Canva and Quizizz) to improve cultural literacy in Social Studies among fifth-grade elementary school students. This dataset is organized into files and includes:1. Question Indicators: A matrix of questions used to measure students' understanding of various elements of Indonesian culture, including traditional houses, traditional clothing, regional songs, and cultural acculturation.2. Classroom Observation Rubric: Assessment criteria focusing on students' interactions with Canva, the gamification mechanism in Quizizz, motivation, and social behavior during the learning session.3. Structured Interviews: Interview questions prepared for classroom teachers and students to evaluate the effectiveness, visual presentation, and engagement of the media.4. Student Performance Data: Quantitative records of student scores from pre-test and post-test sessions, complete with calculations of Average Scores and Normalized Gain (N-Gain) to determine learning improvement.5. Student Interviews: Qualitative feedback from students summarizing strengths (e.g., visual appeal, engaging interface) and areas for improvement for the digital medium. Note: For ethical considerations and data privacy guidelines, any personally identifiable information or student legal names has been completely anonymized or redacted.



