Development of the Riverkeeper Game Using Canva Application to Teach Ecosystem Topic to High School Students

Authors

  • Abhelia Permatasari Universitas Pendidikan Indonesia
  • Riandi Riandi Universitas Pendidikan Indonesia
  • Mimin Nurjhani Kusumastuti Universitas Pendidikan Indonesia

DOI:

https://doi.org/10.36312/e-saintika.v9i2.3215

Keywords:

Ecosystem, The Riverkeeper, Canva, Game Based Learning

Abstract

Ecosystem learning in secondary education often relies on theoretical instruction with minimal contextual engagement, leading to persistent misconceptions and low student understanding. This study aims to address this pedagogical gap by developing the Riverkeeper game, an innovative hybrid learning media that combines digital platforms (Canva, Wordwall, and Google Docs) with field exploration activities to support ecosystem instruction. Using a modified 4D development model (Define, Design, Develop, Disseminate) but only Define, Design and Develop stages were conducted in this paper. Data were collected from five biology teachers and twenty Grade 11 students to identify instructional challenges and needs. The Riverkeeper game was designed based on constructivist and experiential learning principles, integrating digital problem-solving tasks with real-world observation of river ecosystems. The media prototype underwent expert validation involving three evaluators (a biology education lecturer, a media expert, and a senior high school biology teacher) using a structured instrument covering three aspects: game guidance, visual communication and design, and functionality. Validation results showed an overall score of 88% (very valid), with strengths in instructional clarity and visual design, though minor revisions were suggested for navigation and technical integration. A practicality test involving twenty students reported high satisfaction and relevance to learning objectives. As this study focused solely on the development and validation stages, further research is recommended to evaluate the game’s effectiveness in improving student learning outcomes. The Riverkeeper game presents a novel approach to ecosystem education by integrating digital game-based learning with direct environmental exploration.

Downloads

Download data is not yet available.

References

Albó, L., Hernández-Leo, D., & Oliver, V.M. (2018). Smartphones or laptops in the collaborative classroom? A study of video-based learning in higher education. Behaviour & Information Technology, 38(6), 637-649. DOI: https://doi.org/10.1080/0144929X.2018.1549596

Alfadhli, S., & Alsumait, A. (2015). Game-Based Learning Guidelines: Designing for Learning and Fun. 2015 International Conference on Computational Science and Computational Intelligence (CSCI), (pp. 565-600). DOI:10.1109/csci.2015.37

Alvionita, D., Subchan, W., & Iqbal, M. (2020). The development of ecosystem education game based on Baluran National Park for senior high school. Journal of Physics: Conference Series, 1465(012039), 1-12. DOI: http://dx.doi.org/10.1088/1742-6596/1465/1/012039

Ayotte-Beaudet, J.P., Chastenay, P., Beaudry, M.C., L’Heureux, K., Giamellaro,M., Smith, J., Desjarlais, E., & Paquette, A. (2023) Exploring the impacts of contextualised outdoor science education on learning: the case of primary school students learning about ecosystem relationships, Journal of Biological Education, 57(2), 277-294, DOI: https://doi.org/10.1080/00219266.2021.1909634

Ediyani, M., Hayati, U., Salwa., Samsul., Nursiah., & Fauzi, M.B. (2020). Study on Development of Learning Media. Budapest International Research and Critics Institute-Journal (BIRCI-Journal), 3(2), 1336-1342. DOI: https://doi.org/10.33258/birci.v3i2.989

Foo, S. C., & Foo, K. K. (2022). Purposeful field trip: Impact on experiential learning opportunities and critical thinking skills. Pertanika Journal of Social Sciences & Humanities, 30(1), 1-30. https://doi.org/10.47836/pjssh.30.1.01

Gee, L.L.S., & Dolah, J. (2016). Graphic styles appearance in educational games to enhance Malaysian student learning: A preliminary study. In Conference Proceeding: 2nd International Conference on Creative Media, Design & Technology. Retrieved from https://www.researchgate.net/publication/301678773_Graphic_Styles_Appearance_in_Educational_Games_to_Enhance_Malaysian_Students_Learning_A_Preliminary_Study

Ibrahim, A., Alang, A.H., Madi, Baharuddin, Ahmad, M.A., & Darmawati. (2018). Research Methodology. Jakarta: Gunadarma Ilmu.

Ikhlas, Z. R., Japakiya, R., & Muzayanah, T. (2023). Utilization of Canva Application as a Learning Media Video Creation. Journal of Social Science Utilizing Technology, 1(3), 158–169. DOI: https://doi.org/10.70177/jssut.v1i3.558

Indaryanti, R.?B., Harsono, S., Sutama, S., Murtiyasa, B., & Soemardjoko, B. (2023). 4D Research and Development Model: Trends, Challenges, and Opportunities Review.?Jurnal Kajian Ilmiah. DOI: https://doi.org/10.31599/na7deq07

Jeronen, E., Palmberg, I., & Yli-Panula, E. (2016). Teaching Methods in Biology Education and Sustainability Education Including Outdoor Education for Promoting Sustainability—A Literature Review. Education Science, 7(1), 1-19. DOI: https://doi.org/10.3390/educsci7010001

Kinchin, I. M. (2018). Having fun, playing games and learning biology. Journal of Biological Education, 52(2), 121. https://doi.org/10.1080/00219266.2018.1451812Lasala, N.J. (2023). EDUTainment: Effectiveness of Game-based Activities in Teaching Ecosystem Topics. Recoletos Multidisciplinary Research Journal, 11(2), 69-83. DOI: https://doi.org/10.32871/rmrj2311.02.07

Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs, NJ: Prentice Hall.

Lathifah, S.S., Retnowati, R., & Suryani, S. (2025). Development of Interactive Multimedia Based on Problem-Based Learning on Ecosystem Material toImprove the Analytical Skills of Senior High School Students. Equator Science Journal, 3(1), 28-35. DOI: 10.61142/esj.v3i1.147

Mambrey, S., Schreiber, N., & Schmiemann, P. (2022). Young Students’ Reasoning About Ecosystems: the Role of System Thinking, Knowledge, Conceptions, and Representation. Research in Science Education, 52, 79-98. DOI: https://doi.org/10.1007/s11165-020-09917-x

Mayer, R. E., & Moreno, R. (1998). A split-attention effect in multimedia learning: Evidence for dual processing systems in working memory. Journal of Educational Psychology, 90(2), 312–320. https://doi.org/10.1037/0022-0663.90.2.312

Odum E.P., & Barrett, G.W. (2005). Fundamental of Ecology, 5th Ed. Belmont: Cole Publishing Co.

Pratiwi, H., Arfyanti, I., & Nurhuda, A. (2022). Development "Acep the Explorer" an Educational Game Introduction Animal Ecosystem. I.J. Information Engineering and Electronic Business, 14(1), 17-24. DOI: 10.5815/ijieeb.2022.01.02

Purwanti, W, M., Kuntjoro, S. (2020). Profil Miskonsepsi Materi Ekologi Menggunakan Four-Tier Test Pada Siswa Kelas X SMA. Bioedu: Berkala Ilmiah Pendidikan Biologi, 9(3), 414-421. DOI: https://doi.org/10.26740/bioedu.v9n3.p414-421

Putri, S.S., & Rusyati, L. (2021). Analyzing the Science misconception in mastery concept of ecosystem topic at senior high school. Journal of Physics: Conference Series, 1806(012125), 1-6. DOI: http://dx.doi.org/10.1088/1742-6596/1806/1/012125

Razak, A., Sholichin, M., Lufri, Irdawati. (2022). Validity and Practicality of 3D Page Flip Professional Assisted Mobile Learning-Based E-Module on Ecology Material and Environmental Change. Jurnal Penelitian Pendidikan IPA, 8(6), 3034-3043. DOI: https://doi.org/10.29303/jppipa.v8i6.2467

Saefudin., Permana, A., & Amprasto. (2022). Field trip based on focused strategy to stimulate the improvement of students’ problem-solving skills on ecosystem materials. Jurnal Bioedukatika, 10(1). DOI: 10.26555/bioedukatika.v10i1.20875

Saputra, A.G., Rahmawati, T., Andrew, B., & Amri, Y. (2022). Using Canva Application for Elementary School Learning Media. Scientechno: Journal of Science and Technology, 1(1). DOI: https://doi.org/10.55849/scientechno.v1i1.4

Schizas, D., Papatheodorou, E., & Stamou, G. (2018). Transforming ‘Ecosystem’ from a Scientific Concept into a Teachable Topic: Philosophy and History of Ecology Informs Science Textbook Analysis. Research in Science Education, 48, 267-300. DOI: https://doi.org/10.1007/s11165-016-9568-0

Setianti, Y., Sjafira, N.A., Fatma, D., Budiana, H.R., & Basith, A.A. (2019). The Information Distribution of Citarum Harum Program to The Community and People of Bandung Regency of West Java Indonesia. Library Philosophy and Practice (e Journal). 3616. https://digitalcommons.unl.edu/libphilprac/3616

Sholeh, M., Pranoto, P., Budiastuti, S., & Sutarno, S. (2018). Analysis of Citarum River Pollution Indicator Using Chemical, Physical and Bacteriological Methods. The 3rd International Seminar on Chemistry, 2049, 020068. DOI: https://doi.org/10.1063/1.5082473

Siahaan, P.P.V., & Nasution, H. (2022). The Development of Learning Media Oriented to Team Games Tournament Learning Model Using Canva and Kahoot! to Improve Student’s Problem Solving Ability in SMAN 10 Medan. Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang, 6(22), 126-132. DOI: https://doi.org/10.31331/medivesveteran.v6i2.1994

Situmorang, R.P., & Tarigan, S.D. (2018). Cultivating Students’ Environmental Awareness by Creating Bottle Garden in School, a Qualitative Study. Jurnal Pendidikan Biologi Indonesia, 4(3), 263-270. DOI: https://doi.org/10.22219/jpbi.v4i3.6785

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), 1-25. DOI: https://doi.org/10.29333/ejmste/14658

Sterling, S. (2014). Separate Tracks or Real Sinergy? Achieving a Closer Relationship between Education and SD, Post-2015. Journal of Education for Sustainable Development, 8(2), 89-112. DOI: https://doi.org/10.1177/0973408214548360

Stosic, L. (2015). The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education, 3(1), 111-114. DOI:10.23947/2334-8496-2015-3-1-111-114

Tan, J., Beers, C., Gupta, R., & Biswas, G. (2005). Computer Games as Intelligent Learning Environments: A River Ecosystem Adventure, Volume 125: Artificial Intelligence in Education. Amsterdam: IOS Press.

Tania., & Ammar, F.M. (2025). Canva-based educational game “unlock your potential”: developing Arabic learning media for grade X. Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan, 19(3), 1705-1717. DOI: http://doi.org10.35931/aq.v19i3.4221

Thiagarajan, S., Semmel, D.S, & Semmel, M.I. (1974). Instructional Development for Training Teachers of Exceptional Children. Indiana: Cana University.

Timothy, J., & Apata, F.S. (2014). An investigation of the effectiveness of field trips on academic achievement of basic science students in Lagos state. Sokoto Educational Review, 15(1), . DOI: https://doi.org/10.35386/ser.v15i1.153

Unyapoti, T., Wansudon, S., Nawanidbumrung, W., Sreemungkla, T., & Sujarittham, T. (2024). The Design of Educational Board Game “Food Chain: Predator of the Food Chain” for Developing Academic Achievement on Ecosystem. In The Asian Conference on the Social Sciences 2024 Official Conference Proceedings, pp. 363-368). DOI: https://doi.org/10.22492/issn.2186-2303.2024.31

Downloads

Published

2025-07-30

Issue

Section

Original Research Article

How to Cite

Permatasari, A., Riandi, R., & Kusumastuti, M. N. (2025). Development of the Riverkeeper Game Using Canva Application to Teach Ecosystem Topic to High School Students. Jurnal Penelitian Dan Pengkajian Ilmu Pendidikan: E-Saintika, 9(2), 446-464. https://doi.org/10.36312/e-saintika.v9i2.3215