PENGEMBANGAN KOMIK SEBAGAI MEDIA PEMBELAJARAN DALAM MATERI SISTEM GERAK PADA MANUSIA UNTUK SISWA KELAS VIII SMP/MTs
Main Author: | Lestari, Rini Dwi |
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Format: | Thesis NonPeerReviewed Book |
Bahasa: | eng |
Terbitan: |
, 2018
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Subjects: | |
Online Access: |
http://eprints.umm.ac.id/41755/1/PENDAHULUAN.pdf http://eprints.umm.ac.id/41755/2/BAB%20I.pdf http://eprints.umm.ac.id/41755/3/BAB%20II.pdf http://eprints.umm.ac.id/41755/4/BAB%20III.pdf http://eprints.umm.ac.id/41755/5/BAB%20IV.pdf http://eprints.umm.ac.id/41755/6/BAB%20V.pdf http://eprints.umm.ac.id/41755/7/LAMPIRAN.pdf http://eprints.umm.ac.id/41755/ |
Daftar Isi:
- Education is one aspect that has an important role in life. One that must be done by learners in the world of education is reading. Good reading achievement will be determined by interest, because without any interest all activities will be done less effective and efficient. The main role of comics as a medium of learning is to create interest among student to learn and expand interest in reading. Learning with the comic media is expected to increase the interest of student in order appeal concept understanding in the human motion system material which is knowingly complicated. The purpose of this development research is to generate and know the feasibility of comics as a medium of learning. The development model used refers to Sugiyono's developmental steps such as potential and problems, data collection, product design, design validation, design revision, product testing, product revision, usage testing, product revision, and mass production. The results of this development research is to produce comic products as a learning medium in terms of validation assesment by media experts and material experts which yield the feasibility percentage value of 80% and 82%, considered good. Small-scale test outcomes with One Group Pretest-Posttest showed a mean posttest average score greater than pretest score (88>68) and student response percentage value is 96%. Large-scale trials conducted in three schools showed average posttest results were greater than pretest results (82>62), (74>54), (84>73) and student response percentage value is (96,25%), (90,3%), and (90,7%). Therefore, it can be concluded that comic as a learning media in the material of human motion system has been developed effectively and feasible to be used in learning process and responded very well by students.