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Pengembangan Media Komik digital Untuk Mendukung Pembelajaran Di Era Digital Tingkat Sekolah Dasar Syifa Dinda Syafira; Nazira Fauziah; Aji Iswanto; Zahra Febriannisa; Kheifa Azzahra Ansori; Sheila Ekasalwa N; Adi Abdurahman; Misbah Binasdevi
Academicus: Journal of Teaching and Learning Vol. 3 No. 2 (2024): Teaching and Learning
Publisher : Perkumpulan Dosen Tarbiyah Islam, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59373/academicus.v3i2.58

Abstract

This research is motivated by the learning process in grade 4, especially the subject of Islamic Religious Education, showing that the use of conventional media alone makes learning less interesting and less fun, so innovative and creative media is needed that can attract students' attention. This research aims to develop digital-based learning media such as digital comics, to support the teaching and learning process at SDN Palandakan 1. The research method used is a research and development method using the ADDIE development model involving the Analysis, Design, Development, Implementation, and Evaluation stages. The instruments used are observation, expert validation questionnaires and student responses and documentation. The data was analyzed using quantitative analysis with a percentage formula. The results of the feasibility test from the validation of material experts are 95% (very feasible), the validation of media experts is 93% (very feasible) which means that this digital comic media is feasible to be implemented in the learning process. Meanwhile, the student response received 80% results in the very satisfactory category. The results of the study show that the use of digital comics can improve the presentation of a fun atmosphere for students in the learning process in the classroom, especially the subject of Islamic Religious Education.
Augmented Reality Terintegrasi Nilai Karakter (ARTIKA) untuk Penguatan Profil Pelajar Pancasila Peserta Didik Sekolah Dasar Misbah Binasdevi; Adi Abdurahman; Dela Yulia Azhara; Zayyin Aulia
Journal of Education Action Reseach Vol 8 No 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v8i4.89348

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya karakter individu peserta didik khususnya berkaitan dengan profil pelajar pancasila, Selain itu kurangnya media interaktif berbasis digital yang digunakan dalam implementasi P5 di sekolah. Desain yang digunakan dalam penelitian ini ialah Research and Development (RnD) yang bertujuan untuk menghasilkan Pengembangan Bahan Ajar Augmented Reality Terintegrasi Nilai Karakter (ARTIKA) Untuk Penguatan Profil Pelajar Pancasila Peserta didik Sekolah Dasar. Model pengembangan yang digunakan ialah model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek yang terlibat dalam penelitian yaitu 30 peserta didik. Data dianalisis menggunakan teknik kuantitati dan kualitatif. Data kuantitatif diperoleh dari instrumen angket validasi ahli, respon peserta didik dan lembar observasi aktivitas belajar peserta didik. Sedangkan data kualitatif di dapat melalui wawancara dan dokumentasi. Data kuantitatif dianalisis sederhana dengan rumus persentase dan data kualitatif dianalisis dengn teknik qualitatif deskriptif. Adapun hasil penelitian ini menujukkan penilaian dari ahli, respon peserta didik dan hasil pengamatan kegiatan peserta didik pada saat pembelajaran, maka Bahan Ajar Augmented Reality Terintegrasi Nilai Karakter (ARTIKA) Untuk Penguatan Profil Pelajar Pancasila Peserta didik Sekolah Dasar dianggap layak dan cukup efektif digunakan dalam proses belajar pembelajaran di sekolah.
Pengembangan Media Komik digital Untuk Mendukung Pembelajaran Di Era Digital Tingkat Sekolah Dasar Syifa Dinda Syafira; Nazira Fauziah; Aji Iswanto; Zahra Febriannisa; Kheifa Azzahra Ansori; Sheila Ekasalwa N; Adi Abdurahman; Misbah Binasdevi
Academicus: Journal of Teaching and Learning Vol. 3 No. 2 (2024): Teaching and Learning
Publisher : Perkumpulan Dosen Tarbiyah Islam, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59373/academicus.v3i2.58

Abstract

This research is motivated by the learning process in grade 4, especially the subject of Islamic Religious Education, showing that the use of conventional media alone makes learning less interesting and less fun, so innovative and creative media is needed that can attract students' attention. This research aims to develop digital-based learning media such as digital comics, to support the teaching and learning process at SDN Palandakan 1. The research method used is a research and development method using the ADDIE development model involving the Analysis, Design, Development, Implementation, and Evaluation stages. The instruments used are observation, expert validation questionnaires and student responses and documentation. The data was analyzed using quantitative analysis with a percentage formula. The results of the feasibility test from the validation of material experts are 95% (very feasible), the validation of media experts is 93% (very feasible) which means that this digital comic media is feasible to be implemented in the learning process. Meanwhile, the student response received 80% results in the very satisfactory category. The results of the study show that the use of digital comics can improve the presentation of a fun atmosphere for students in the learning process in the classroom, especially the subject of Islamic Religious Education.