This research is motivated by the low mathematical representation ability of class X TKJ 2 students of SMK Negeri 1 Lolomatua. The initial test results showed an average score of 25.34 which is included in the low category. Students still have difficulty presenting mathematical ideas in the form of images, graphs, tables, symbols, and verbal descriptions because learning is not supported by appropriate interactive media. This study aims to develop canva-based interactive learning media and test its validity, practicality, and effectiveness in improving students' mathematical representation abilities. The study used the research and development method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 24 class X TKJ 2 students. Data were collected through expert validation sheets, teacher and student response questionnaires, and mathematical representation ability tests. The results showed that the media obtained a very high level of validity, namely 96% from material experts, 100% from media experts, 98% from language experts, and 98.18% for test item validity. The practicality level was also very high, based on teacher responses of 95.71%, individual tests of 93.87%, and small group tests of 97.08%. The effectiveness of the media was evident in the increase in the average pre-test score from 25.34 to 88.02 in the post-test, with a classical completion rate of 87.50%. Thus, the Canva-based interactive learning media was declared valid, practical, and effective in improving the mathematical representation skills of 10th-grade vocational school students. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya kemampuan representasi matematis murid kelas X TKJ 2 SMK Negeri 1 Lolomatua. Hasil tes awal menunjukkan nilai rata-rata sebesar 25,34 yang termasuk kategori rendah. Murid masih mengalami kesulitan menyajikan ide matematika dalam bentuk gambar, grafik, tabel, simbol, dan uraian verbal karena pembelajaran belum didukung oleh media interaktif yang sesuai. Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis Canva serta menguji validitas, kepraktisan, dan keefektifannya dalam meningkatkan kemampuan representasi matematis murid. Penelitian menggunakan metode Research and Development dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri atas 24 murid kelas X TKJ 2. Data dikumpulkan melalui lembar validasi ahli, angket respon guru dan murid, serta tes kemampuan representasi matematis. Hasil penelitian menunjukkan bahwa media memperoleh tingkat validitas sangat tinggi, yaitu 96% dari ahli materi, 100% dari ahli media, 98% dari ahli bahasa, dan 98,18% untuk validitas butir tes. Tingkat kepraktisan juga sangat tinggi berdasarkan respon guru sebesar 95,71%, uji perorangan sebesar 93,87%, dan uji kelompok kecil sebesar 97,08%. Keefektifan media terlihat dari peningkatan nilai rata-rata pre-test sebesar 25,34 menjadi 88,02 pada post-test, dengan ketuntasan klasikal sebesar 87,50%. Dengan demikian, media pembelajaran interaktif berbasis aplikasi canva dinyatakan valid, praktis, dan efektif untuk meningkatkan kemampuan representasi matematis murid SMK kelas X.
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Halawa et al. (2026) studied this question.
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