PENGEMBANGAN MEDIA KOMIK DIGITAL “BAHAYA VIRUS" PADA MATA PELAJARAN BIOLOGI - Winda Lestiani Winda; Orbit Thomas; Beta Centauri F.L; Krisnayadi Toendan (Jurnal Teknologi Pendidikan (JTP), 2021)
Abstrak: Tujuan penelitian ini adalah mengembangkan media Pembelajaran berupa Komik Digital “Bahaya Virus” pada mata pelajaran biologi kelas X SMA dan menguji kelayakan dan keefektifan produk media pembelajaran yang dikembangkan. Penelitian ini menggunakan prosedur pengembangan R&D dengan langkah-langkah yang harus diimplementasikan untuk menghasilkan produk komik digital yang efektif untuk pembelajaran. Tahapan umum yang dilalui oleh peneliti dalam penelitian ini adalah tahap analisis, desain, pengembangan, dan validasi terhadap produk.. Hasil penelitian pengembangan ini berupa produk media pembelajaran yang menunjang pembelajaran pada materi tentang virus. Hasil dari pengujian kelayakan media Komik Digital  ini yaitu menurut ahli berdasarkan hasil angket menyatakan pengembangan media Komik Digital  “sangat baik” hal itu dapat dilihat pada table perolehan persentase rata-rata ahli media 85,6% dan ahli materi 85% dan hasil uji coba perorangan diperoleh rata-rata hasil persentase 94,33%, hasil uji coba terbatas diperoleh hasil rata-rata 95%, dan hasil uji coba lapangan diperoleh hasil rata-rata 94% sehingga efektivitas media komik digital “Sangat Baik. Kata Kunci: Media, komik digital, model R&D Abstract: The purpose of this research is to develop learning media in the form of digital comics "Virus Danger" in biology subject in class X SMA and to test the feasibility and effectiveness of the developed learning media products. This research uses R&D development procedures with steps that must be implemented to produce digital comic products that are effective for learning. The general stages that the researcher went through in this study were the analysis, design, development, and product validation stages. The results of this development research were in the form of learning media products that support learning on material about viruses. The result of the feasibility test of Digital Comics media is that according to the expert, based on the results of a questionnaire, the development of Digital Comics media is "very good", it can be seen in the table that the average percentage of media experts is 85.6% and material experts is 85% and the results of individual trials. obtained an average percentage of 94.33%, the results of limited trials obtained an average of 95%, and the results of field trials obtained an average of 94% so that the effectiveness of digital comic media is "Very Good”. Keywords: Media, Digital Comics, R&D models