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Utilizing Padlet and Canva AI for Interactive Science Learning to Support Quality Education
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An innovative science learning activity was conducted by Aisyah Hikmawati, a Science Education student participating in the Educational Practice (Praktik Kependidikan/PK) program at Universitas Negeri Yogyakarta (UNY), at SMP Negeri 2 Sleman in September 2026. The activity engaged students in science learning through the use of digital technologies, particularly Padlet and Canva AI. The utilization of these digital media represented one form of contribution to supporting Sustainable Development Goal (SDG) 4: Quality Education. By integrating technology into the learning process, students gained more interactive and contextual learning experiences that were closely connected to their everyday lives.
One of the activities focused on the topic of Physical and Chemical Changes using the Padlet application. Students were invited to observe various phenomena in their surrounding environment and identify examples of physical and chemical changes that could be found in everyday life. They then documented their observations through photographs and uploaded them to Padlet. This activity enabled students to interact with their classmates’ observations while connecting science concepts with real-world phenomena in their surroundings. In addition to Padlet, an interactive game developed with the assistance of Canva AI was also used as a learning medium. The game was implemented during classroom learning and was also displayed on the school bulletin board through an access code that students could use. One of the topics incorporated into the game was the water cycle, which can be related to physical changes through the processes of changes in the state of water.
The use of these two digital media provided students with a more varied learning experience. Rather than simply receiving information through teacher explanations, students actively participated in observing their surroundings, documenting phenomena, identifying scientific concepts, and engaging in interactive games. Padlet provided a space for students to share their observations, while the Canva AI-based game offered an alternative learning activity that was more engaging and interactive. These activities supported SDG 4 by promoting technology-enhanced learning and encouraging active student engagement. As a follow-up, the use of Padlet and Canva AI can be further developed for other science topics. These digital media are expected to serve as creative, interactive, and contextual learning alternatives while supporting the creation of a high-quality and enjoyable learning environment at SMP Negeri 2 Sleman.
Kontak Kami
Program Studi Pendidikan IPA
FMIPA Universitas Negeri Yogyakarta
Kampus Karangmalang Yogyakarta 55281
Email: s1pend_ipa@uny.ac.id
Instagram: @depdikipauny

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