Development of Digital Comic Interactive Media Toward Primary Students' Understanding of Concepts
Abstract
Objective: The use of interactive media to understand the concept of material is a stimulation of the integration of all the senses in students, where the media will provide freedom to explore the material that is available in it freely, utilizing several unique features in Microsoft PowerPoint which the researchers then turned into an interactive learning tool for students, in its implementation students will be presented with learning media that integrates audio, video and visual components. Method: This research uses quantitative research with experimental methods. The population in this study was class VI students as experimental class research and VI B students as control class research, with a sample of class VI C students totaling 30 students for each sample on geographical characteristics and life in the ASEAN region. Results: This research produced media products in the form of interactive comics, which are proven to be able to increase students' conceptual understanding of material on geographical characteristics and life in the ASEAN region, as proven by the results of data processing using which proves that there is a significant influence. Novelty: There is a significant impact of the development of Digital Comic Interactive Media on Students' Conceptual Understanding of Elementary school is seen from the pretest and post-test results, which show that Ho is rejected and Hα is accepted. By rejecting Ho, it means that in this research, it is proven that the conceptual understanding of students who are given action is significantly different.
Metrics
References
Akcanca, N. (2020). An alternative teaching tool in science education: Educational comics. International Online Journal of Education and Teaching (IOJET), 7(4). 1550-1570.
Havrilova, L., Beskorsa, O., Oriekhova, V., & Khmarna, L. (2022). Transmedia educational project as a method of developing music teacher’transmedia competence. Music Education Research, 24(3), 393-404. https://doi.org/10.1080/14613808.2022.2053508
Herliana, S., & Anugraheni, I. (2020). Pengembangan media pembelajaran kereta membaca berbasis kontekstual learning siswa sekolah dasar. Jurnal Basicedu, 4(2), 314–326. https://doi.org/10.31004/basicedu.v4i2.346
Hermann, M., Pentek, T., & Otto, B. (2016). Design principles for industrie 4.0 scenarios: A literature review. 2016 49th Hawaii International Conference on System Sciences (HICSS), 1-9. https://doi.org/10.13140/RG.2.2.29269.22248
Jager, L. De, Rwodzi, C., & Mpofu, N. (2020). The innovative use of social media for teaching English as a second language. The Journal for Transdisciplinary Research in Southern Africa, 16(1), 1-23. https://doi.org/10.4102/td.v16i1.702
Jaya, A., & Warti, R. (2022). Statistik pendidikan: Teori dan aplikasi SPSS. Penerbit NEM.
Katsaris, I., & Vidakis, N. (2021). Adaptive e-learning systems through learning styles: A review of the literature. Advances in Mobile Learning Educational Research, 1(2), 1-20. https://doi.org/10.25082/AMLER.2021.02.007
Kędra, J., & Žakevičiūtė, R. (2019). Visual literacy practices in higher education: What, why and how? Journal of Visual Literacy, 38(2), 1–7. https://doi.org/10.1080/1051144X.2019.1580438
Kellner, D., & Share, J. (2019). The critical media literacy guide: Engaging media and transforming education. Brill Sense.
Komalasari, K. (2019). Living values based interactive multimedia in civic education learning. International Journal of Instruction, 12(1), 113-126. https://doi.org/10.29333/iji.2019.1218a
Lase, D. (2019). Pendidikan di era revolusi industri 4.0. Jurnal Sundermann, 1, 28–43. https://doi.org/10.36588/sundermann.v1i1.18
Mamolo, L. (2022). Students’ evaluation and learning experience on the utilization of digital interactive math comics (DIMaC) mobile app. Advances in Mobile Learning Educational Research, 2, 375–388. https://doi.org/10.25082/AMLER.2022.02.006
Marcano-Olivier, M. I., Horne, P. J., Viktor, S., & Erjavec, M. (2020). Using nudges to promote healthy food choices in the school dining room: A systematic review of previous investigations. The Journal of school health, 90(2), 143–157. https://doi.org/10.1111/josh.12861
Mayo, M. P. G., & Agirre, A. I. (2019). Task modality and pair formation method: Their impact on patterns of interaction and LREs among EFL primary school children. System, 80, 1-12. https://doi.org/10.1016/j.system.2018.11.011
Mohd, N. (2020). Transformasi pengajaran dan pembelajaran multimedia dalam pendidikan islam: Satu perbincangan. Transformation of Multimedia Teaching and Learning in Islamic Education: A Discussion, 7, 14–26. https://doi.org/10.6084/m9.figshare.12444275.v1
Murtikusuma, R. P., Fatahillah, A., Oktavianingtyas, E., Hussen, S., & Lailiya, N. (2019). The development of interactive mathematics learning media based on schoology and visual basic through industrial revolution 4.0. IOP Conference Series: Earth and Environmental Science, 243, 1-6. https://doi.org/10.1088/1755-1315/243/1/012137
Nadirah, N., Asrifan, A., Vargheese, K. J., & Haedar, H. (2020). Interactive multimedia in EFL classroom: a study of teaching reading comprehension at junior high school in Indonesia. Journal of Advanced English Studies, 3(2), 131-145. http://dx.doi.org/10.47354/jaes.v3i2.92
Nicolaou, C., Matsiola, M., & Kalliris, G. (2019). Technology-enhanced learning and teaching methodologies through audiovisual media. Education Sciences, 9(3), 1-7. https://doi.org/10.3390/educsci9030196
Onuora, C., Obasi, N. T., Ezeah, G. H., & ... (2021). Effect of dramatized health messages: Modelling predictors of the impact of COVID-19 YouTube animated cartoons on health behaviour of social media users in Nigeria. International Sociology, 36(1), 124-140. https://doi.org/10.1177/0268580920961333
Prehanto, A., Aprily, N. M., Merliana, A., & ... (2021). Interactive-Animative Learning Videos as an Instructional Medium for Social Studies Learning for Elementary School During the COVID 19 Pandemic. Indonesian Journal of Primary Education, 5(1), 1-10. https://doi.org/10.17509/ijpe.v5i1.33696
Purwanto, A. (2020). University students online learning system during COVID-19 pandemic: Advantages, constraints and solutions. SSRN, 11(7), 570-576.
Purwitha, D. G. (2020). Model pembelajaran flipped classroom sebagai pembelajaran inovatif abad 21. Jurnal Pendidikan Dasar, 5(1), 49–55. https://doi.org/10.25078/aw.v5i1.1307
Puspitasari, Y., & Nurhayati, S. (2019). Pengaruh model pembelajaran discovery learning terhadap hasil belajar siswa. Jurnal Pendidikan dan Kewirausahaan, 7(1), 93–108. https://doi.org/10.47668/pkwu.v7i1.20
Putri, P. (2021). Pengembangan media e-comic pada materi gaya dan gerak kelas IV sekolah dasar. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 9(1), 1-12.
Rachmavita, F. P. (2020). Interactive media-based video animation and student learning motivation in mathematics. Journal of Physics: Conference Series, 1-8. https://doi.org/10.1088/1742-6596/1663/1/012040
Ru’iya, S., Kistoro, H. C. A., Sutarman, S., & Maulana, L. A (2021). The effort to increase the students’ interest in learning during the COVID-19 pandemic through comic media. Community Empowerment, 6(6), 1-12. https://doi.org/10.31603/ce.4914
Sanjaya, W. (2019). Strategi pembelajaran berorientasi standar proses pendidikan. Kencana.
Setiawan, R., Mardapi, D., Pratama, A., & Ramadan, S. (2019). Efektivitas blended learning dalam inovasi pendidikan era industri 4.0 pada mata kuliah teori tes klasik. Jurnal Inovasi Teknologi Pendidikan, 6(2), 148–158. https://doi.org/10.21831/jitp.v6i2.27259
Syakur, A. (2020). The effectiveness of english learning media through google classroom in higher education. Britain International of Linguistics Arts and Education Science Journal, 2(1), 218-226. https://doi.org/10.33258/biolae.v2i1.218
Thompson, D. (2019). Teaching students to critically read digital images: a visual literacy approach using the DIG method. Journal of Visual Literacy, 38, 1–10. https://doi.org/10.1080/1051144X.2018.1564604
Tohara, A. J. T. (2021). Exploring digital literacy strategies for students with special educational needs in the digital age. Turkish Journal of Computer and Mathematics Education, 12(9), 3345–3358. https://doi.org/10.17762/turcomat.v12i9.5741
Vidakis, N., Barianos, A. K., Trampas, A. M., Papadakis, S., Kalogiannakis, M., & Vassilakis, K. (2020). In-Game Raw data collection and visualization in the context of the “thimeledu” educational game. Springer International Publishing.
Wong, G. K. W., & Cheung, H. Y. (2020). Exploring children’s perceptions of developing twenty-first century skills through computational thinking and programming. Interactive Learning Environments, 28(4), 438-450. https://doi.org/10.1080/10494820.2018.1534245
Yi, Y., Shin, D., & Cimasko, T. (2019). Multimodal literacies in teaching and learning English in and outside of school. The Handbook of TESOL in K‐12. Wiley Library. https://doi.org/10.1002/9781119421702.ch11
Yuniarti, A., & Radia, E. H. (2020). Development of comic mathematics teaching materials on flat-building material to increase reading interest in class IV elementary school students. Journal of Education Technology, 4(4), 415–423. https://doi.org/10.23887/jet.v4i4.30034
Copyright (c) 2024 IJORER : International Journal of Recent Educational Research
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.