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Designing English Folktales Comic Strip as an Interactive Learning Media in SMPN 2 Negara | (Versi en lama): 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 (In-Press)
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. | (Versi en lama): The development of digital technology has encouraged teachers to create innovative and interactive learning media to improve students’ engagement in English learning. This study aimed to design English folktales comic strips as an interactive learning media for students at SMPN 2 Negara by integrating Gemini and Canva in the design process. This study applied the Design and Development (D&D) research method focusing on planning, designing, developing, and evaluating digital comic strip media. The materials covered four scopes: Environmental Awareness, Indonesian Folklore, Animal Fables, and Comic Literacy. Each scope included vocabulary activities, filling-the-blank exercises, and reading comprehension tasks designed through visual storytelling. The findings showed that Gemini assisted in generating story ideas, dialogues, and narrations, while Canva supported the organization of comic panels, illustrations, captions, and speech bubbles systematically. The comic strips integrated local folktales, moral values, and environmental awareness themes, making the materials more contextual and culturally relevant. Furthermore, the use of visual and verbal elements improved students’ motivation, engagement, comprehension, and creativity. Therefore, English folktales comic strips can be considered an effective interactive learning media for English learning and cultural preservation.
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 (In-Press)
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 aims to develop a context-based digital comic video as an English for Specific Purposes (ESP) learning medium to improve the speaking skills of eleventh-grade students in the Tourism Expertise Program at SMK TP 45 Negara, Bali. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through a needs analysis questionnaire, expert validation sheets, teacher response questionnaires, and student practicality questionnaires. Data were analyzed using descriptive percentage statistics to determine the level of validity and practicality of the product, while content validity was analyzed using the Gregory coefficient. The results of the study indicate that the developed media is in accordance with the needs of ESP learning because it integrates the local tourism context of Jembrana into English speaking materials. The results of expert validation indicate that the media has a very high level of validity, both in terms of material and design. In addition, the results of the practicality test indicate that the media is easy to use and receives positive responses from both teachers and students. These findings indicate that the context-based digital comic video is suitable for use as an ESP learning medium and has the potential to support the development of students' speaking skills in the tourism expertise program
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 (In-Press)
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.