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Development and Implementation of Media Learning Digital Comic in Basic Competency of Harvesting Models for Online Learning APHP Student SMK Negeri 1 Sukaluyu Cianjur
Bonita Firdiana (a*), Masriam Bukit (a), Sri Handayani (a)

a) Universitas Pendidikan Indonesia
Jalan Dr. Setiabudhi 207, Bandung 40154, Indonesia
*bonitafirdiana[at]student.upi.edu


Abstract

Learning activities using ordinary media like textbooks making the students feel bored and disinterested to pay attention the material provided, especially for online learning. Therefore, digital comics were developed to be a solution. Digital comics are combination of story lines and images that can be accessed anywhere through the gadget, enjoyable to use, paperless, and make learning become more fun. The purposes of this research are to know the feasibility of digital comics as a learning medium and to find out student responses of online learning using digital comic media. Digital comic learning media was developed using the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) method and used in online learning in WhatsApp group, X APHP class, SMK Negeri 1 Sukaluyu, to find out students responses of digital comic learning media. The results of the feasibility assessment of comic experts, material experts, and linguists got the category "very feasible" with the consecutive percentages of 87.50%, 97.50%, and 92.86%. The results of the feasibility of media experts obtained 79.17% with the category "feasible." The average percentage of eligibility of digital comics from student respondents was 88.17% with the category "very feasible." Based on the implementation of online learning and interviews, students are interested in using digital comics, but there are obstacles faced by students, like difficulties in accessing digital comics and limitations of internet.

Keywords: Digital Comic, Online Learning, Student Responses

Topic: Innovations in Engineering and Education

Plain Format | Corresponding Author (Bonita Firdiana)

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