Dina Dahliana, W. Oktavia, Yola Marsanda, Rahmi Indah Cahyani
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Evaluation involves responses from students, teachers, and the appropriateness, attractiveness, and effectiveness of comics in increasing understanding of educational concepts. It is hoped that this research can contribute to the development of innovative teaching methods and increase student involvement in the learning process. The results obtained were that the teaching materials developed obtained a validity percentage of 89.06% (Content Validation), 80% (Graphic Validation), and 83.3% (Language Validation). The practicality of the teacher's response was obtained at 3.7 (very practical), while the student's response was 3.5 (very practical. Effectiveness can be seen from student learning outcomes, namely an N-Gain Score of 0.71 (High) in the quite effective category. 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引用次数: 0
摘要
本研究旨在利用 Kvisoft Flipbook Maker Pro 作为互动媒体,为小学生开发和制作基于创造性问题解决(CPS)的教育漫画。本研究采用 ADDIE(分析、设计、开发、实施、评估)模型开发方法。本研究的主要创新点是在设计教育漫画内容时使用了创造性问题解决方法。此外,还使用 Kvisoft Flipbook Maker Pro 以互动方式展示漫画,增加了更有趣的视觉维度。研究成果包括开发的教育漫画和实地试验的评估结果。评价内容包括学生和教师的反应,以及漫画在加深对教育概念的理解方面的适当性、吸引力和有效性。希望这项研究能有助于开发创新的教学方法,提高学生在学习过程中的参与度。研究结果表明,开发的教材获得了 89.06%(内容验证)、80%(图形验证)和 83.3%(语言验证)的有效率。教师对实用性的评价为 3.7(非常实用),学生的评价为 3.5(非常实用)。从学生的学习成果中可以看出有效性,即在相当有效类别中,N-Gain 得分为 0.71(高)。这说明,所编写的教材对三年级小学生来说是有效、实用和有效的。
PENGEMBANGAN KOMIK EDUKASI BERBASIS CREATIVE PROBLEM SOLVING BERBANTUAN KVISOFT FLIPBOOK MAKER PRO UNTUK SEKOLAH DASAR
This research aims to develop and produce the effectiveness of an educational comic based on Creative Problem Solving (CPS) using Kvisoft Flipbook Maker Pro as interactive media for elementary school students. This research uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model development approach. The main innovation of this research is the use of the Creative Problem Solving approach in designing educational comic content. In addition, Kvisoft Flipbook Maker Pro is used to present comics interactively, adding a more interesting visual dimension. The research results include educational comics developed and evaluation results from field trials. Evaluation involves responses from students, teachers, and the appropriateness, attractiveness, and effectiveness of comics in increasing understanding of educational concepts. It is hoped that this research can contribute to the development of innovative teaching methods and increase student involvement in the learning process. The results obtained were that the teaching materials developed obtained a validity percentage of 89.06% (Content Validation), 80% (Graphic Validation), and 83.3% (Language Validation). The practicality of the teacher's response was obtained at 3.7 (very practical), while the student's response was 3.5 (very practical. Effectiveness can be seen from student learning outcomes, namely an N-Gain Score of 0.71 (High) in the quite effective category. This means, The teaching materials developed are valid, practical and effective for grade 3 elementary school students