Utilization of Canva-Based Games to Improve Creative Thinking Skills of Vocational School Student

Authors

  • Atiek Megawati Author

Keywords:

Canva, Creative Thinking Skills, Interactive game, Mixed methods, Vocational high School

Abstract

In the digital age, technology makes life easier for people, including students. Many students use their smartphones for social media like Instagram and WhatsApp, as well as for gaming, which often disrupts their concentration while studying. This study aims to analyze the use of Canva-based interactive games in enhancing the creative thinking skills of vocational high school (SMK) students through a mixed-methods approach combining both qualitative and quantitative methods. The study is motivated by the need for innovative and interactive learning media that can encourage students to think critically and actively participate in the learning process. The quantitative approach was employed to measure the improvement of students’ creative thinking skills using a pretest– posttest design, while the qualitative approach utilized questionnaires to explore students’ perceptions and responses toward the use of Canva games as a learning medium. The research subjects were ten-grade vocational students in one of the productive subjects. The quantitative results showed a significant improvement in students’ creative thinking scores after the implementation of the Canva-based interactive game. Meanwhile, the qualitative findings indicated that students responded positively, stating that the learning activities were more engaging, challenging, and helped them understand concepts more deeply. The study concludes that the use of Canva-based games is effective in improving students’ creative thinking skills while also creating a more enjoyable and meaningful learning experience in vocational education settings.

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Published

09-03-2026

Issue

Section

Articles

How to Cite

Utilization of Canva-Based Games to Improve Creative Thinking Skills of Vocational School Student. (2026). International Conference on Educational Innovation, Cultural Sustainability, and Digital Technology, 1, 416-429. https://educultech-journals.id/index.php/educultech/article/view/65