1,391 research outputs found
E-COMIC STRIP PAI UPAYA MEMBIASAKAN POLA HIDUP SEHAT ISLAMI
Penelitian ini memiliki tujuan yakni (1) mengembangkan e-comic strip PAI sebagai upaya membiasakan pola pola hidup sehat islami di era COVID-19. (2) Menelaah tentang kevalidan, kepraktisan, serta keefektifan daripada e-comic strip PAI. Metode yang digunakan dalam penelitian ini adalah penelitian   pengembangan (RD / Research and Development). Penelitian ini mengambil teori yang dikemukakan Borg dan Gall dengan menggunakan 9 langkah dalam penelitian. Pengambilan sampel dilakukan dengan menggunakan teknik Probability sampling.  Sampel dalam penelitian ini yakni 20 peserta didik kelas 3 MI Darussalam Keboguyang. Teknik pengumpulan data dalam penelitian ini menggunakan angket. Teknik yang diaplikasikan dalam penelitian kali ini yakni memakai teknik one sample t test. Hasil dari penelitian ini yakni (1) Penelitian pengembangan ini membuahkan produk berupa e-comic strip mata pelajaran PAI pada materi thaharah. (2) Nilai kevalidan yang diperoleh dari e-comic strip PAI sebesar 84 dan 83 serta dinyatakan layak. Nilai kepraktisan yang diperoleh dari e-comic strip PAI sebesar 86%. Produk ini dinyatakan efektif dengan ditandai adanya perbedaan nilai rata – rata hasil belajar peserta didik antara sebelum menggunakan e-comic strip PAI yakni sebesar 67,35 dengan sesudah menggunakan e-comic strip PAI sebesar 87,45. Jadi, dapat disimpulkan bahwa e-comic strip PAI sangat layak, praktis, dan efektif untuk digunakan dalam kegiatan pembelajaran
Pengembangan Media E-Komik Untuk Meningkatkan Pemahaman Konsep Matematika Siswa
This study aims to develop e-comic media with a contextual approach to the material of quadrilaterals and triangles to help improve the understanding of mathematical concepts for seventh grade junior high school students. The development model used by the Thiagarajan model known as the 4-D model was modified into a 3-D model which only reached the third stage, namely define, design, and develop, because it was adapted to the needs of learning media development. The media development process uses Inkscape for coloring and finishing e-comics. E-comic media uses a contextual approach where practice questions are related to everyday life. The e-comic in this study consists of two series, namely series 1 with material on properties, diagonals, sides and angles in quadrilaterals and triangles, in series 2 with material on perimeter and area of ​​quadrilaterals and triangles. The results show that e-comic is valid based on validation assessment, effective based on the percentage of complete learning and practical from the results of observation of implementation. This e-comic media can help students' understanding based on 3 levels, namely translation, intrapolation and extrapolation. The use of e-comic media in learning is intended to build students' understanding of the material presented.
Keywords: e-comic, understanding mathematical concept
PENGEMBANGAN MEDIA E-COMIC “HOBIKU KEBAHAGIAANKU” UNTUK SISWA SEKOLAH DASAR
Technological developments are designed to have a positive impact on people\u27s lives, especially in the field of education.This study aims to determine the level of validity and practicality of the E-Comic media "Hobiku Kebahagaiaanku" for elementary school students.This type is research and development (R&D) using the ADDIE model which has several stages analysis, design, development, implementation, and evaluate. In the analysis, is carried out regarding learning needs and problems. Design, a systematic design is carried out regarding the e-comic to be developed. The development stage is the stage of carrying out e-comic. The implementation stage tests the level of validity and practicality of e-comic. Evaluation stage, an improvement was made to the e-comic. The research design uses a small-scale trial with the research subject of grade 5 students of SD Negeri 4 Made Lamongan. This design takes 10 randomly selected students using a simple random sampling method to measure the level of practicality of e-comic media.The results of the study show that: (1) the e-comic media "Hobiku Kebahagiaanku" is very valid to use, which is evidenced by the results of the validation of material experts with a 97.5%, design experts with a 95%, and the validation value of media experts with a 90%, all validation results by experts are categorized as very valid. (2) the e-comic media "Hobiku Kebahagiaanku" is very practical to use, as evidenced by the results of the student response questionnaire in a small-scale trial with a percentage value of 96% which is categorized as very practical
Pengembangan E-Comic sebagai Media Pembelajaran Matematika Kelas IV SD pada Materi Pecahan
This study aims to produce E-Comic Math learning media for the fourth grade of SD Negeri Dadapan 02 Wajak on Fractions. The model used in this E-Comic development research is the 4-D model, namely Define, Design, Develop, and Disseminate. Data collection techniques used in this development research were validation questionnaires from material experts, media experts, and mathematics teachers, as well as student response questionnaires. The average percentage result of validation by material experts reached 89,21% which was categorized as “very feasible”. E-Comic learning media is worth trying out. The average percentage of validation results from media experts reached 86,17% which was categorized as "very feasible". The results of the math teacher validation show that the percentage of the feasibility of E-Comic reaches 87,95% which is categorized as "very feasible". The data on the test results of students' responses to the attractiveness of the E-Comic media, the average result reached 85,83% which was categorized as "very interesting". Thus the results of the development of E-Comic learning media have met the eligibility and attractiveness criteria so that the media is very suitable for use
Pengembangan E-Comic Matematika Berbasis Pendidikan Matematika Realistik (PMR) Bermuatan Etnomatematika Materi Aritmetika Sosial
Pada era generasi Z, dunia pendidikan perlu memanfaatkan teknologi dalam mengembangkan bahan ajar yang menarik dan dapat meningkatkan motivasi siswa. Namun pada kenyataannya masih banyak pendidik yang menggunakan cara konvensional dalam menyampaikan materi pelajaran, sehingga siswa kurang berminat untuk belajar matematika yang sifatnya abstrak. Penelitian ini bertujuan untuk mengembangkan media pembelajaran e-comic matematika berbasis pendidikan matematika realistik (PMR) bermuatan etnomatematika materi aritmetika sosial yang layak digunakan dalam pembelajaran dengan memenuhi kriteria valid, praktis, dan efektif. Pendekatan yang digunakan pada penelitian ini adalah deskriptif dan analisis data secara kuantitatif. Langkah penelitian pengembangan e-comic matematika diadaptasi dari model ADDIE (Analyze, Design, Develop, Implement, dan Evaluate). Hasil penelitian menunjukkan bahwa e-comic matematika berbasis pendidikan matematika realistik (PMR) bermuatan etnomatematika materi aritmetika sosial telah mencapai kevalidan 82,95% dengan kategori valid. Kevalidan diperoleh dari hasil penilaian oleh dua validator ahli media dan ahli materi. Kepraktisan e-comic matematika mencapai persentase 84,18% dengan kategori praktis. Kepraktisan diukur dari hasil penilaian angket uji kepraktisan yang dilakukan oleh 12 siswa selaku subjek penelitian. Sedangkan keefektifan e-comic mencapai 83,33% dengan kategori sangat efektif. Keefektifan diukur berdasarkan banyaknya siswa yang mencapai KKM setelah menggunakan e-comic matematika. Sehingga dapat disimpulkan bahwa e-comic matematika berbasis pendidikan matematika realistik (PMR) bermuatan etnomatematika pada materi aritmetika sosial layak digunakan dalam pembelajaran dan diharapkan dapat menjadi referensi sumber belajar oleh pendidik untuk dapat menarik minat serta meningkatkan hasil belajar siswa dalam materi aritmetika sosial
PENGEMBANGAN MEDIA E-COMIC MATERI STRATEGI PERLAWANAN BANGSA INDONESIA TERHADAP IMPERALISME DAN KOLONIALISME PADA MATA PELAJARAN SEJARAH KELAS XI IPS DI SMA SEJAHTERA SURABAYA
Abstrak E-comic Adalah media pembelajaran berbasis elektronik berupa smartphone. pada penelitian ini memiliki tujuan untuk menghasilkan pengembangan media E-comic pada mata pelajaran Sejarah materi pokok Strategi Perlawanan Bangsa Indonesia Terhadap Imperalisme dan Kolonialisme, sub Tema Perang Diponegoro untuk peserta didik kelas XI IPS di SMA Sejahtera Surabaya Layak dan Efektif dlaam kegoiatan pembelajaran. Model pengembangan yang digunakan pada penelitian ini yaitu model pengembangan ADDIE (Analyze, Design, Develop, Implement, and Evaluate) oleh Branch. Metode uji kelaayakan mengunakan angket yang di berikan kepada ahli materi, ahli desain pembelajaran, ahli media dan ahli bahan penyerta, serta peserta didik kelas XI IPS di SMA Sejahtera Surabaya, 3 siswa uji perorangan, 6 siswa uji kelompok kecil, dan uji pemakaian kelompok besar. Teknik uji keefektifan menguinakan Uji-t pretest-postest yaitu pada kelas kontrol dan kelas eksperiment melibatkan subjek peserta didik kelas XI IPS SMA Sejahtera Surabaya. Hasil analisis data pengembangan media E-comic dalam materi Starategi Perlawanan Bangsa Indonesia Terhadap Imperalisme dan Kolonialisme mata pelajaran Sejarah kelas XI IPS di dukung dari data (Ahli pembelajaran =100% ”Sangat Baik”, Ahli materi = 100% “Sangat Baik”Ahli Bahan Penyerta 100% “Sangat Baik”, ahli media E-comic = 100% “Sangat Baik” serta Uji coba Peserta didik perorangan =100% “Snagat Baik”, kelompok kecil = 100% “Sangat Baik”, dan Pemakaian= 100% “Sangat Baik”), menujukan bahwa media Âe-comic yang dikembangkan Layak digunakan untuk kegiatan Pembelajaran. Di perkuat juga dangan hasil analisis uji keefektifan media E-comic materi Starategi Perlawanan Bangsa Indonesia Terhadap Imperalisme dan Kolonialisme mata pelajaran Sejarah kelas XI IPS data pretest-postest kelas kontrol dan eksperiment (thitung = 8,87) dengan taraf signifikan 5% (db= 68, t tabel= 1,67). Sehingga nilai thitung lebih besar dari ttabel maka media e-comic efektif digunkan dalam kegiatan pembelajaran. Kata Kunci : Pengembangan, E-comic, model Pengembangan ADDIE, Strategi Perlawanan Bangsa Indonesia Terhadap Imperalisme dan Kolonialisme
DEVELOPMENT OF E-COMIC LEARNING MEDIA FOR REDUCTION AND OXIDATION MATERIAL BASED ON FLIP PDF PROFESSIONAL ON THE DISCOVERY LEARNING
This research and development aims to produce a valid, practical, and effective e-comic reduction and oxidation reaction based Flip PDF Professional. The development of this e-comic refers to the ADDIE development model which includes the analysis stage, the design stage, the development stage, the implementation stage, and the evaluation stage. There are four subjects in this research, namely media experts and material experts, chemistry teachers, and 30 students in class X MIPA 2 at SMA Negeri 14 Makassar. The instruments used for validity are validation sheets by media experts and material experts, practicality, namely observation sheets on the implementation of e-comic, teacher and student response questionnaires, and effectiveness, namely learning outcomes tests. The results of this study are: (1) the validity of the digital comic from the media expert is 3.72 and the material expert is 3.75 which is in the very valid category with a consistency test between validators are 100% which is in very high criteria, (2) the average percentage of e-comic practicality is 97%, where the percentage of practicality based on the questionnaire responses of teachers and students to digital comic are 100% and 90,55% in the very practical category, 3) e-comic meet the effective criteria (≥85%) based on the achievement of class completeness with percentage 86.67%. Based on these data, it is concluded that the e-comic reduction and oxidation reaction based Flip PDF Professional developed with the ADDIE model is valid, practical, and effective for use in learning.
Keywords: E-Comic, Reduction and Oxidation Reaction, Flip PDF Professiona
Penelitian Bahan Ajar E-comic g untuk Meningkatkan Hasil Belajar Peserta Didik pada Materi Barisan Aritmetika
This study aims to develop, test the feasibility, measure students' responses, and assess the effectiveness of e-comic teaching materials in problem-based learning to improve learning outcomes on arithmetic sequence material. The research method used is Research Development (RD) with the ADDIE model. Data were collected through interviews, observations, questionnaires, as well as pretests and posttests. The data sources consisted of two material experts and two media experts to assess the quality of content, objectives, and technical, as well as the response of class X students at Riyadlul 'Ulum Integrated High School to find out their responses and improve learning outcomes. The result of this research is an e-comic teaching material website that can be accessed via laptop or smartphone. The feasibility of e-comic teaching materials was assessed based on the quality of content and objectives by material experts, as well as technical quality by media experts. This e-comic teaching material was declared "Very Feasible" by experts, and received a "Very Good" response from students. The N-gain value reached 0.776, included in the high category, indicating that the use of e-comic teaching materials had a significant impact on improving student learning outcomes.Keywords: Â Development of teaching materials, e-comic teaching materials, Research Development, ADDIE, Arithmetic Row
Development of E-Comic as a Physics Learning Media for Class X Students on Momentum and Impulse Materials
This study aims to produce an interesting and valid learning media so that it is suitable for use in physics learning in the form of an e-comic for class X students on Momentum and Impulse material. The research method used is R&D (Research and Development) with the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation). The validity of the e-comic learning media was tested through aspects of material competence, aspects of material suitability, language aspects, display aspects, and usage aspects. The results of the validator's assessment of the material competence aspect are 4.33, the material suitability aspect is 4.33, the language aspect is 4.27, the display aspect is 4.43, and the usage aspect is 4.25. The validity of physics learning media in the form of e-comic in terms of all aspects is 4.32 with a very valid category. Thus, e-comic as a medium for learning physics for class X students on Momentum and Impulse material is declared valid and feasible be used as a medium for learning physicsPenelitian ini bertujuan menghasilkan sebuah media pembelajaran yang menarik dan valid sehingga layak digunakan dalam pembelajaran fisika berupa e-comic untuk siswa kelas X pada materi Momentum dan Impuls. Metode penelitian yang digunakan adalah R&D (Research and Development) dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Validitas media pembelajaran e-comic diuji melalui aspek kompetensi materi, aspek kesesuaian materi, aspek bahasa, aspek tampilan, dan aspek pemakaian. Hasil penilaian validator terhadap aspek kompetensi materi sebesar 4,33, pada aspek kesesuaian materi sebesar 4,33, aspek bahasa sebesar 4,27, aspek tampilan sebesar 4,43, dan pada aspek pemakaian sebesar 4,25. Kevalidan media pembelajaran fisika berupa e-comic ditinjau dari seluruh aspek sebesar 4,32 dengan kategori sangat valid. Dengan demikian e-comic sebagai media pembelajan fisika untuk siswa kelas X pada materi Momentum dan Impuls dinyatakan valid dan layak digunakan sebagai media pembelajaran fisika
Improving Students’ Scientific Literacy Skills Using Inquiry- Based E-Comic At The Tenth Grader In Lampung Province
This study aims to determine the effect of inquiry-based e-comic media on students' scientific literacy abilities and to determine students' responses to inquiry-based e-comic. This type of research is a quasi experiment; The sample in the study was taken using the cluster random sampling technique; The research data was taken through the pretest and posttest to see the increase in scientific literacy skills after the learning process while the use of a questionnaire in the experimental class was used to find out students' responses to e-comic media; The results showed that there was a significant effect of the use of inquiry-based e-comic media on students' scientific literacy skills with a significance value of the independent sample t-test of 0.000 or less than 0.05; The results of the questionnaire on student responses to inquiry-based e-comic media obtained an average percentage of 86% in the very good category ABSTRAK: Penelitian ini bertujuan untuk mengetahui pengaruh media ecomic berbasis inquiry terhadap kemampuan literasi sains peserta didik serta mengetahui tanggapan peserta didik terhadap e-comic berbasis inquiry. Jenis penelitian ini adalah quasi eksperimen; Sampel dalam penelitian diambil menggunakan teknik Cluster random sampling; Data penelitian diambil melalui pretest dan posttest untuk melihat peningkatan kemampuan literasi sains setelah proses pembelajaran sedangkan penggunaan angket di kelas eksperimen digunakan untuk mengetahui tanggapan peserta didik terhadap media e-comic; Hasil penelitian menunjukkan terdapat pengaruh yang signifikan penggunaan media ecomic berbasis inquiry terhadap kemampuan literasi sains peserta didik dengan nilai signifikansi uji independent sample t-test 0,000 atau kurang dari 0,05; Hasil angket tanggapan peserta didik terhadap media media ecomic berbasis inquiry diperoleh rata-rata persentase 86% dengan kategori sangat baik
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