ABSTRAKPenelitian ini dilatar belakangi belum dikembangkanya komik sebagai media pembelajaran untuk meningkatkan prestasi peserta didik. MTs Malnu Puteri Kananga dalam proses pembelajaran sudah menggunakan media pembelajaran tetapi belum menggunakan media yang bervariatif. Penelitian ini dilakukan dengan tujuan menghasilkan produk media pembelajaran komik matematika interaktif materi bilangan pecahan. Media pembelajaran komik dibuat untuk memudahkan kegiatan belajar mengajar bagi pendidik dan peserta didik. Dengan adanya komik matematika interaktif peserta didik lebih tertarik dan termotivasi dalam kegiatan belajar mengajar. Penelitian dilakukan oleh penulis adalah Reseacrh and Development (R&D) dengan menggunakan model ADDIE yang meliputi 5 tahapan, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Dapat disimpulkan bahwa media pembelajaran komik matematika interaktif memperoleh nilai dari ahli media 82,67% dengan kriteria sangat valid, memperoleh nilai dari ahli materi 96,00% dengan kriteria sangat valid, dan memperoleh nilai dari ahli bahasa 94,67% dengan kriteria sangat valid. Rata-rata penilaian respon guru memperoleh nilai 96,00% dan respon peserta didik memperoleh nilai sebesar 89,54% dengan kriteria sangat efektif. Penilaian dilakukan di kelas VII B MTs Malnu Puteri Kananga dengan jumlah Peserta Didik 18 orang. Dengan demikian media pembelajaran yang dikembangkan layak digunakan.Kata Kunci : media pembelajaran, komik matematika interaktif, prestasi belajarABSTRACTThis study was motivated by the lack of development of comics as a learning medium to improve student achievement. At MTs Malnu Puteri Kananga, learning media have been used in the teaching process, but they have not been varied enough. This research aims to produce an interactive mathematical comic as a learning medium on the topic of fractions. The comic was designed to facilitate the teaching and learning process for both teachers and students. With the presence of interactive mathematical comics, students became more interested and motivated in learning activities.The research method employed was Research and Development (R&D) using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The results show that the interactive mathematical comic as a learning medium was rated 82.67% by media experts, 96.00% by material experts, and 94.67% by language experts, all categorized as highly valid. The average rating from teacher responses was 96.00%, while student responses were 89.54%, categorized as highly effective. The assessment was conducted with 18 students from class VII B at MTs Malnu Puteri Kananga. Thus, the developed learning medium is deemed suitable for use.Keywords: learning media, interactive mathematical comics, learning achievement
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