PEMANFAATAN KOMIK DIGITAL INTERAKTIF: PENDAMPINGAN GURU MI ROUDHOTUL ULUM AGUNG JATI - Pratami, Fisnia; Sari, Nindy Devita; Afifah, Siti; Alawi, Faiz; Fitria, Rima (Universitas Muhammadiyah Mataram, 2025)
ABSTRAK Pembelajaran di Madrasah Ibtidaiyah (MI) sering mengalami kendala, terutama dalam penggunaan media yang kurang menarik dan belum sesuai dengan karakteristik peserta didik usia sekolah dasar. Mitra dalam kegiatan pengabdian ini adalah para guru di MI Roudhotul Ulum Agung Jati, yang berjumlah 9 orang. Pengabdian ini bertujuan untuk mendampingi mereka dalam mengembangkan dan memanfaatkan komik digital interaktif berbasis aplikasi Pixton sebagai media pembelajaran yang efektif. Metode kegiatan meliputi identifikasi kebutuhan mitra, pelatihan penggunaan aplikasi, pendampingan pembuatan komik secara individu dan kelompok, serta evaluasi terhadap hasil media dan implementasinya dalam pembelajaran. Evaluasi dilakukan melalui observasi, penilaian produk, dan diskusi reflektif bersama para guru. Hasil kegiatan menunjukkan bahwa 90% mitra mampu secara mandiri membuat dan menggunakan komik digital interaktif. Komik yang dihasilkan memuat konten naratif dan dialog kontekstual yang menarik dan mudah dipahami siswa. Selain peningkatan keterampilan digital (hard skill), kegiatan ini juga berdampak positif terhadap pengembangan keterampilan kolaborasi dan kreativitas guru (soft skill). Secara keseluruhan, program pendampingan ini memberikan kontribusi positif dalam inovasi pembelajaran Bahasa Indonesia yang lebih interaktif dan sesuai dengan perkembangan peserta didik di MI. Kata kunci: aplikasi Pixton; komik digital; literasi digital; media pembelajaran ABSTRACTLearning in Madrasah Ibtidaiyah (MI) often faces challenges, particularly due to the use of less engaging media that do not align with the characteristics of elementary school-aged students. The partners in this community service activity were nine teachers from MI Roudhotul Ulum Agung Jati. This program aimed to assist them in developing and utilizing interactive digital comics using the Pixton application as an effective learning medium. The methods implemented included needs assessment, hands-on training in using the application, individual and group mentoring in comic creation, and evaluation of the media products and their implementation in teaching. Evaluation was conducted through classroom observation, product assessment, and reflective discussions with the teachers. The results showed that 90% of the partner teachers were able to independently create and use interactive digital comics. The developed media featured narrative content and dialogues that were contextually relevant to students' daily lives, making them more engaging and easier to understand. In addition to enhancing digital (hard) skills, the program also fostered teachers' soft skills such as collaboration and creativity. Overall, this mentoring activity contributed positively to the innovation of Indonesian language learning by making it more interactive and aligned with students' developmental needs at the MI level. Keywords: Pixton application; digital comics; digital literacy; learning media