PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK PADA MATA PELAJARAN SOSIOLOGI BERBASIS ANDROID PADA SISWA SMA KELAS XI

M. RIO NALDI, . (2022) PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK PADA MATA PELAJARAN SOSIOLOGI BERBASIS ANDROID PADA SISWA SMA KELAS XI. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini merupakan penelitian pengembangan produk pembelajaran. Metode yang digunakan adalah metode R&D (Research and Development) dengan model ADDIE (Analysis, Design Develop, Implement, Evaluate) didalamya menggunakan dua pendekatan penelitian yaitu kuantitatif dan kualitatif (mixed method). Data penelitian diperoleh dari studi pustaka dan wawancara dengan para ahli dan peserta didik. Subjek penelitian dalam penelitian adalah peserta didik kelas 11 di SMA Budhi Warman II Jakarta, Pasar Rebo, Jakarta Timur. Penelitian ini juga melibatkan ahli validator sebagai kelayakan media yakni ahli media, dan ahli materi. Waktu penelitian dilaksanakan antara januari hingga maret 2022. Hasil penelitian ini menunjukkan bahwa komik elektronik sebagai media pembelajaran memiliki tingkat penilaian kelayakan yang tinggi. Hasil validasi dari ahli materi mendapatkan hasil penilaian sebesar 90,62%, dan ahli media mendapatkan hasil penilaian sebesar 92,85% yang menjadikan dalam kategori “Sangat Layak”. Sedangkan, hasil dari ujicoba peserta didik menunjukkan tingkat penilaian kelayakan yang sama, dimulai dari hasil dari uji coba satu-satu mendapatkan hasil 88,46%, hasil uji coba kelompok kecil mendapatkan hasil 95,19%, dan hasil uji coba lapangan mendapatkan hasil 93% dari ketiga ujicoba menjadikan media komik elektronik dalam kategori “Sangat Layak”. Materi yang diterapkan dalam pengembangan komik pembelajaran adalah memahami arti penting prinsip kesetaraan untuk menyikapi perbedaan sosial dengan mengambil tema stratifikasi sosial. Sehingga dapat dikatakan media komik elektronik dapat digunakan sebagai media pembelajaran dalam mata pelajaran sosiologi. ***** This research is a learning product development research. The method used is the R&D (Research and Development) method with the ADDIE model (Analysis, Design Develop, Implement, Evaluate) in which it uses two research approaches, namely quantitative and qualitative (mixed method). Research data obtained from literature study and interviews with experts and students. The research subjects in this study were 11th grade students at SMA Budhi Warman II Jakarta, Pasar Rebo, East Jakarta. This research also involves validator experts as media feasibility, namely media experts and material experts. The time of the study was carried out between January to March 2022. The results of this study indicate that electronic comics as learning media have a high level of feasibility assessment. The validation results from material experts get an assessment result of 90.62%, and media experts get an assessment result of 92.85% which makes it in the "Very Eligible" category. Meanwhile, the results of the student trials showed the same level of feasibility assessment, starting from the results of the one-on-one trial getting results of 88.46%, the results of small group trials getting results of 95.19%, and the results of field trials getting results of 93 % of the three trials put the electronic comic media in the "Very Eligible" category. The material applied in the development of learning comics is to understand the importance of the principle of equality to address social differences by taking the theme of social stratification. So it can be said that electronic comic media can be used as a medium of learning in sociology subjects.

Item Type: Thesis (Sarjana)
Additional Information: 1). Devi Septiandini, M.Pd . ; 2). Suyuti, M.Pd.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIS > S1 Pendidikan Sosiologi
Depositing User: Users 14830 not found.
Date Deposited: 23 Aug 2022 08:02
Last Modified: 23 Aug 2022 08:02
URI: http://repository.unj.ac.id/id/eprint/33130

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