Pengembangan Komik Digital sebagai Media Pembelajaran di SD Negeri 03 Gumawang

Pancasila education requires innovative media to make it more engaging and easier for students to understand. Digital comics were chosen because they present the material visually and interactively. The product was developed using the research and development (R&D) based on the ADDIE model which includes analysis, design, development, implementation, and evaluation. Data were obtained through documentation and questionnaires, then analyzed from the aspects of media and material feasibility, as well as student and educator responses regarding practicality. The results of the study showed that digital comic media produced a very good level of validity, namely 95% from material experts and 88% from media experts. In the testing phase, student responses reached 85% in the limited group and 89% in the broader group. The assessment from educators showed a practicality level of 97% with the criteria of "very practical". Based on the data analysis, it was concluded that the designed digital comic media was proven to be feasible and practical to be implemented as a means of learning the Pancasila Education for grade V of SD Negeri 03 Gumawang.

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Publication Details

Journal
Jurnal Riset Madrasah Ibtidaiyah (JURMIA)
Published
2025-08-08
DOI
https://doi.org/10.32665/jurmia.v5i2.5069
Citations
1
Primary Topic
Mobile Learning in Education
Type
article
Field-Weighted Citation Impact
3.25
Controls
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article

Pengembangan Komik Digital sebagai Media Pembelajaran di SD Negeri 03 Gumawang

Nor Kholidin, Tri Lestari, Ahmad Ulin Niam
1 citations
Jurnal Riset Madrasah Ibtidaiyah (JURMIA)
Mobile Learning in Education
3.25
article

Pengembangan Komik Digital sebagai Media Pembelajaran di SD Negeri 03 Gumawang

Nor Kholidin, Tri Lestari, Ahmad Ulin Niam
article en
1 citations

Abstract

Pancasila education requires innovative media to make it more engaging and easier for students to understand. Digital comics were chosen because they present the material visually and interactively. The product was developed using the research and development (R&D) based on the ADDIE model which includes analysis, design, development, implementation, and evaluation. Data were obtained through documentation and questionnaires, then analyzed from the aspects of media and material feasibility, as well as student and educator responses regarding practicality. The results of the study showed that digital comic media produced a very good level of validity, namely 95% from material experts and 88% from media experts. In the testing phase, student responses reached 85% in the limited group and 89% in the broader group. The assessment from educators showed a practicality level of 97% with the criteria of "very practical". Based on the data analysis, it was concluded that the designed digital comic media was proven to be feasible and practical to be implemented as a means of learning the Pancasila Education for grade V of SD Negeri 03 Gumawang.

Jurnal Riset Madrasah Ibtidaiyah (JURMIA)Vol. 5(2)
Universitas Nurtanio (ID)
Openalex Percentile: Top 6%
Mobile Learning in Education
3.25
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Pengembangan Komik Digital sebagai Media Pembelajaran di SD Negeri 03 Gumawang — Nor Kholidin, Tri Lestari, et al. · Jurnal Riset Madrasah Ibtidaiyah (JURMIA) (2025) | TGRS Research Map | TGRS