Development of Digital Comic-Based Learning Media for Informatics in Grade VII at SMPN 48 Samarinda

Students’ limited understanding of computational thinking is a major problem because computer science education still relies on conventional textbooks. However, the material is highly abstract and therefore requires additional visualization. As an innovation, a digital flipbook-based comic was developed using Heyzine. This study aims to test the feasibility and practicality of this medium through the Research and Development (R&D) method using the ADDIE model. Data were collected using an expert validation questionnaire and a response questionnaire from 34 seventh-grade students in Class VIIB at SMPN 48 Samarinda. The results show that subject matter experts and media experts rated the product as “highly feasible” in terms of content and graphic design. Field testing also indicated that student responses fell into the “feasible” category due to the medium’s ease of access and visual appeal. The study’s conclusion affirms that this digital comic medium is highly feasible and practical for use as an alternative in computer science education.

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Publication Details

Journal
Bestari Jurnal Pendidikan dan Kebudayaan
Published
2026-10-26
DOI
https://doi.org/10.46368/bjpd.v7i2.5341
Primary Topic
Innovative Education Methods and Tools
Type
article
Field-Weighted Citation Impact
0.00
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article

Development of Digital Comic-Based Learning Media for Informatics in Grade VII at SMPN 48 Samarinda

Ramaulvi Muhammad Akhyar, Muhammad Ari Prayogo, Vika Aidila Adhari
Bestari Jurnal Pendidikan dan Kebudayaan
Innovative Education Methods and Tools
article

Development of Digital Comic-Based Learning Media for Informatics in Grade VII at SMPN 48 Samarinda

Ramaulvi Muhammad Akhyar, Muhammad Ari Prayogo, Vika Aidila Adhari
article en

Abstract

Students’ limited understanding of computational thinking is a major problem because computer science education still relies on conventional textbooks. However, the material is highly abstract and therefore requires additional visualization. As an innovation, a digital flipbook-based comic was developed using Heyzine. This study aims to test the feasibility and practicality of this medium through the Research and Development (R&D) method using the ADDIE model. Data were collected using an expert validation questionnaire and a response questionnaire from 34 seventh-grade students in Class VIIB at SMPN 48 Samarinda. The results show that subject matter experts and media experts rated the product as “highly feasible” in terms of content and graphic design. Field testing also indicated that student responses fell into the “feasible” category due to the medium’s ease of access and visual appeal. The study’s conclusion affirms that this digital comic medium is highly feasible and practical for use as an alternative in computer science education.

Bestari Jurnal Pendidikan dan KebudayaanVol. 7(2)
Mulawarman University (ID)
Openalex Percentile: Top 11%
Innovative Education Methods and Tools
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Development of Digital Comic-Based Learning Media for Informatics in Grade VII at SMPN 48 Samarinda — Ramaulvi Muhammad Akhyar, Muhammad Ari Prayogo, et al. · Bestari Jurnal Pendidikan dan Kebudayaan (2026) | TGRS Research Map | TGRS