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Designing English Folktales Comic Strip as an Interactive Learning Media in SMPN 2 Negara Ismi Ilyasa; Aditya Ridho Fatmawan; Ni Putu Artila Dewi; Kadek Lina Kurniawati; Isyarotullatifah
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5992

Abstract

This study aims to develop an English folklore comic strip as an interactive learning medium for students of SMPN 2 Negara by utilizing Gemini and Canva in the development process. This study used the Research and Development (R&D) method which includes the stages of needs analysis, design, development, implementation, and product evaluation. Data were collected through observation, interviews, documentation, and questionnaires to obtain information on user needs and the quality of the developed media. Data were analyzed descriptively qualitatively and quantitatively to evaluate the feasibility and characteristics of the product. The results showed that Gemini helped generate story ideas, dialogue, and narratives, while Canva supported the systematic arrangement of comic panels, illustrations, captions, and speech bubbles. The resulting comic strip integrated local folklore, moral values, and environmental themes, making it more contextual and culturally relevant. Furthermore, the combination of visual and verbal elements can increase student motivation, engagement, understanding, and creativity. Thus, English-language folklore comic strips have the potential to be an effective interactive learning medium while also supporting the preservation of local culture.
Designing Context-Based Digital Comic Video for English for Specific Purposes (ESP) at Vocational High School Tourism Students Anisa Pinkan Aulia; Ni Putu Artila Dewi; Isyarotullatifah; Kadek Lina Kurniawati
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.6249

Abstract

This study aimed to design and develop a context-based digital comic video as an English for Specific Purposes (ESP) learning medium to enhance speaking skills among Grade 11 Tourism students at SMK TP 45 Negara, Jembrana, Bali. The research employed a Design and Development (D&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through needs analysis questionnaires, expert validation instruments, teacher response forms, and student practicality questionnaires. The developed media integrates ESP principles, Contextual-Based Learning (CBL), and local Jembrana tourism content. Validity assessment by two material experts yielded a combined score of 85.00% ("Valid, can be used with revision") with a Gregory’s content validity coefficient of 1.00 ("Very High Validity"). Media design validation by two media experts produced a combined average of 91.43% ("Very Valid"). Practicality evaluation by the English teacher resulted in 74.00% and by 31 students resulted in 80.26% ("Good"), giving a total practicality average of 77.13% ("Valid, can be used with revision"). These results confirm that the context-based digital comic video is valid, practical, and suitable for use in vocational tourism ESP classrooms.
Designing Vocabulary-Based Picture Flashcards to Support Seventh Grade Students’s Vocabulary Writing at Junior High School Ziyan Putri Meliani; Isyarotullatifah; Ni Putu Artila Dewi; Kadek Lina Kurniawati; Aditya Ridho Fatmawan
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.6410

Abstract

This study aimed to design and develop vocabulary-based picture flashcards as a learning medium for seventh-grade students at junior high school. The study employed the Research and Development (R&D) method using the ADDIE model, limited to the Analysis, Design, and Development stages, followed by expert validation and students’ responses. Data were collected through observation, interviews, questionnaires, and expert validation. The participants consisted of two material experts, two media experts, one English teacher, three students in the individual trial, sixteen students in the large-group trial, and thirty-three students in the field trial. The findings showed that the developed flashcards obtained a score of 87.67% from material experts, 96.67% from media experts, and 94.00% from the English teacher. Furthermore, students’ responses reached 87.33% in the individual trial, 78.75% in the large-group trial, and 83.15% in the field trial. These results indicate that the developed flashcards are highly appropriate and suitable for vocabulary writing activities among seventh-grade students.
Semiotic Analysis of Emotional Meaning in the Lyrics of "See You Again" by Charlie Puth, Wiz Khalifa, Justin Franks, and Andrew Cedar Ni Komang Sri Wardani; Ni Putu Artila Dewi; Ni Made Ayu Purnami
Jurnal Media Informatika Vol. 7 No. 1 (2026): Edisi Januari - Februari
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v7i1.8112

Abstract

Music is an artistic form that can transmit feelings and societal messages. Banoe (2003) argues that music arranges sounds in comprehensible patterns. The art of arranging tones to create a harmonic composition is what the Big Indonesian Dictionary defines as music. The song "See You Again" by Wiz Khalifa and Charlie Puth, released in 2015, is an illustration of how music blends social messages with feelings. The song, which was written as a memorial to Paul Walker, explores themes of friendship, hope, and sadness. The song reached the top of the Billboard Hot 100 and became a worldwide sensation after receiving over 6.3 billion views on YouTube. Using critical discourse analysis and Ferdinand de Saussure’s semiotic theory, this study examines the lyrics of "See You Again" in order to determine the emotional meaning they convey. Exhaustion, an emotional voyage, and hope for a reunion are all described in the lyrics, according to the signifier and sign analysis. This study demonstrates how the song's lyrics inspire a universal message about friendship and loss while also establishing a strong emotional bond with the listener. Key word : music, semiotics, emotional meaning, song lyrics, see you again.