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Journal : Jurnal Pendidikan Humaniora

Utilization of Digital Comics in Improving Mathematics Learning Outcomes Mastiah, Sri; Novita, Rita; Putra, Mulia; Syarfuni, Syarfuni; Sitorus, Jonni
Jurnal Pendidikan Humaniora Vol 12, No 4: DECEMBER 2024
Publisher : Pascasarjana UM

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Student completeness in learning mathematics is still low and interest in learning is relatively low, because the learning media is less varied and less interesting, and there are still students who have not achieved learning outcomes above the minimum completeness criteria. The purpose of this study was to analyze the use of digital comics in improving mathematics learning outcomes. The research approach used is qualitative and the type of research used is a literature study or literature review. The stages used in this literature study research design include the focus of scientific articles, data collection, data analysis, and conclusions. Based on the results of the literature review, it shows that technology-based innovative media such as comics are learning resources sourced from objects close to students, so that students feel familiar with the media used during the learning process. Technology-based innovative media such as digital comics can increase interest in learning mathematics, by involving students' real experiences. Learning that interests students is influenced by teacher creativity. Utilization of comic media in learning mathematics can improve students' learning outcomes, through the senses of students can observe and listen to the teacher's explanation properly as exemplified by the role in comic media as digital media.
Development of HOTS-Based Independent Curriculum Science Module in Class VI SDN 17 Banda Aceh Lindayani, Lindayani; Kasmini, Lili; Syarfuni, Syarfuni; Putra, Mulia; Syafii, Mhd.; Zubairi, Muhammad Zulhairi Bin
Jurnal Pendidikan Humaniora Vol 13, No 1: MARCH 2025
Publisher : Pascasarjana UM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um011v13i012025p01-08

Abstract

This research aims to develop a HOTS-based Merdeka Curriculum science module for class VI SDN 17 Banda Aceh in accordance with the Merdeka Curriculum. The development method used is Research and Development (R&D), namely using the ADDIE model to produce certain products and testing the effectiveness of these products. This research involved 25 class VI students at SDN 17 Banda Aceh and one teacher as respondents. The research instruments used were validation questionnaires and observation sheets. Analysis techniques are used to determine the feasibility of the science module that has been assessed. The results of the research show that the HOTS-based science module developed has a level of validity, namely the first validator for the language aspect is 82%, the design aspect is 82%, and the material aspect is 80%, while the second validator is the language aspect 86%, the design aspect is 89%, and the material aspect is 89%. The evaluation question test validated its effectiveness with scores of 94% and 86%. The implication of this research is that the module developed can be used as an effective learning resource to improve students' high-level thinking abilities in science learning at SDN 17 Banda Aceh. Apart from that, this research also contributes to the development of a curriculum that is relevant to the needs of the times and current global challenges.
Enhancing Learning Outcomes Through the Utilization of Digital Comics Mastiah, Sri; Novita, Rita; Putra, Mulia; Syarfuni, Syarfuni; Sitorus, Jonni; Tay, Xiu Wen
Jurnal Pendidikan Humaniora Vol 12, No 3: SEPTEMBER 2024
Publisher : Pascasarjana UM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um011v12i32024p135-142

Abstract

Student completeness in learning mathematics is still low and interest in learning is relatively low, because the learning media is less varied and less interesting, and there are still students who have not achieved learning outcomes above the minimum completeness criteria. The purpose of this study was to analyze the use of digital comics in improving mathematics learning outcomes. The research approach used is qualitative and the type of research used is a literature study or literature review. The stages used in this literature study research design include the focus of scientific articles, data collection, data analysis, and conclusions. Based on the results of the literature review, it shows that technology-based innovative media such as comics are learning resources sourced from objects close to students, so that students feel familiar with the media used during the learning process. Technology-based innovative media such as digital comics can increase interest in learning mathematics, by involving students' real experiences. Learning that interests students is influenced by teacher creativity. Utilization of comic media in learning mathematics can improve students' learning outcomes, through the senses of students can observe and listen to the teacher's explanation properly as exemplified by the role in comic media as digital media.