{"title":"Students Perception of Readability of Comic-Based Physics Ethnoscience Learning Media on Sound Wave Material Using Microsoft PowerPoint Application","authors":"Selly Diani Sari","doi":"10.58723/ijoem.v1i1.5","DOIUrl":null,"url":null,"abstract":"This study aims to conduct a readability test in order to describe students' perceptions of comic-based physics ethnoscience learning media on sound wave material using the Microsoft PowerPoint application. This type of research is development research. The research instrument used was a student perception questionnaire with 10 questions given to 30 respondents who were students in 3 schools, namely SMA Negeri 1, SMA Negeri 6 and SMA Negeri 9 Bengkulu City. In this study, data analysis used quantitative descriptions. Based on the results of the data obtained, it can be concluded that the comic-based physics ethnoscience learning media on sound wave material using the Microsoft PowerPoint application is very good based on the perceptions of students. This is based on the data obtained that of all statements regarding the readability of comic-based physics ethnoscience learning media, almost all of them were answered with the largest percentage being in the very good and good answer choices. This means that students agree with the statements offered on each question they fill in the perception sheet. Based on the data obtained, the average percentage of content quality aspect is 83%, the aspect of time allocation is 80% and the grammatical aspect is 87.5%. So it can be concluded from these three aspects that the module developed is very good with an overall average percentage of 83.5%.","PeriodicalId":177161,"journal":{"name":"IJOEM : Indonesian Journal of E-learning and Multimedia","volume":"54 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJOEM : Indonesian Journal of E-learning and Multimedia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.58723/ijoem.v1i1.5","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This study aims to conduct a readability test in order to describe students' perceptions of comic-based physics ethnoscience learning media on sound wave material using the Microsoft PowerPoint application. This type of research is development research. The research instrument used was a student perception questionnaire with 10 questions given to 30 respondents who were students in 3 schools, namely SMA Negeri 1, SMA Negeri 6 and SMA Negeri 9 Bengkulu City. In this study, data analysis used quantitative descriptions. Based on the results of the data obtained, it can be concluded that the comic-based physics ethnoscience learning media on sound wave material using the Microsoft PowerPoint application is very good based on the perceptions of students. This is based on the data obtained that of all statements regarding the readability of comic-based physics ethnoscience learning media, almost all of them were answered with the largest percentage being in the very good and good answer choices. This means that students agree with the statements offered on each question they fill in the perception sheet. Based on the data obtained, the average percentage of content quality aspect is 83%, the aspect of time allocation is 80% and the grammatical aspect is 87.5%. So it can be concluded from these three aspects that the module developed is very good with an overall average percentage of 83.5%.
本研究的目的是通过可读性测试来描述学生使用微软PowerPoint应用程序对声波材料上基于漫画的物理民族科学学习媒体的认知。这种类型的研究是发展研究。使用的研究工具是一份包含10个问题的学生感知问卷,给了30名受访者,他们是3所学校的学生,即SMA Negeri 1, SMA Negeri 6和SMA Negeri 9 Bengkulu市。在本研究中,数据分析采用定量描述。根据所获得的数据结果,可以得出结论,基于声波材料的基于漫画的物理民族科学学习媒体,使用微软PowerPoint应用程序,从学生的感知来看是非常好的。这是基于所获得的数据,在所有关于基于漫画的物理民族科学学习媒体的可读性的陈述中,几乎所有的回答都是非常好和好的答案选择的百分比最大。这意味着学生们同意他们在感知表中填写的每个问题所提供的陈述。根据获得的数据,内容质量方面的平均百分比为83%,时间分配方面的平均百分比为80%,语法方面的平均百分比为87.5%。所以从这三个方面可以得出结论,开发的模块是非常好的,总体平均百分比为83.5%。