INOVASI KOMIK BERBASIS ADOBE FLASH UNTUK KETERAMPILAN MENULIS DONGENG SISWA KELAS III
Daifa Faliqulhusna, Drs. Sukarir Nuryanto, M.Pd.
Abstract
Abstrak
Penelitian ini bertujuan untuk mengembangkan, mengkaji kelayakan dan menguji keefektifan media komik berbasis adobe flash. Jenis penelitian ini adalah Research and Development (R&D) dengan model pengembangan Borg and Gall. Subjek penelitian ini adalah siswa kelas III SDN 01 Gerdu Kabupaten Jepara. Teknik pengumpulan data menggunakan observasi, wawancara, dokumentasi, angket, dan test. Teknik analisis data menggunakan kelayakan produk, analisis data awal dan akhir (uji t dan uji N-gain). Hasil penelitian menunjukan bahwa; (1) Desain media komik berbasis adobe flash dilengkapi dengan cover, prakata, KI, KD, tujuan pembelajaran, materi, komik, kuis, daftar pustaka, profil pengembang; (2) Uji kelayakan dari komponen media diperoleh persentase 92% dan uji kelayakan materi sebesar 91% sehingga keduanya memenuhi kriteria “sangat layak”; (3) Uji keefektifan media komik berbasis adobe flash diuji dengan menghitung hasil nilai tes awal dan tes akhir menggunakan uji t, yaitu ?-h????? = 14.125 > ?????? = 2.042, maka Ho ditolak, artinya terdapat peningkatan. Sedangkan hasil perhitungan N-Gain tes awal dan tes akhir yaitu sebesar 0.4853 dan tergolong dalam kategori sedang. Simpulan penelitian ini yaitu media komik berbasis adobe flash dalam pembelajaran menulis cerita dongeng sangat layak digunakan dalam pembelajaran bahasa Indonesia dan efektif meningkatkan hasil belajar siswa. Saran penelitian ini yaitu media komik berbasis adobe flash dapat dijadikan alternatif media dalam pembelajaran menulis dongeng khususnya di kelas 3.
This study aims to develop, assess the feasibility and test the effectiveness of adobe flash-based comic media. This type of research is Research and Development (R&D) with the Borg and Gall development model. The subjects of this study were class III students at SDN 01 Gerdu, Jepara Regency. Data collection techniques using observation, interviews, documentation, questionnaires, and tests. Data analysis techniques use product feasibility, initial and final data analysis (t-test and N-gain). The research results show that; (1) Comic media design based on adobe flash is equipped with covers, prefaces, KI, KD, learning objectives, materials, comics, quizzes, bibliography, developer profiles; (2) The feasibility test of the media components obtained a percentage of 92% and the feasibility test of the material was 91% so that both of them met the criteria of "very feasible"; (3) Testing the effectiveness of Adobe Flash-based comic media was tested by calculating the results of the pre-test and post-test scores using the t test, namely ?-count = 14.125 > ?-???l? = 2.042, then Ho is rejected, meaning there is an increase. While the results of the N-Gain calculation for the initial test and the final test are 0.4853 and belong to the medium category. The conclusion of this study is that comic media based on Adobe Flash in learning to write fairy tales is very suitable for use in learning Indonesian and effectively improves student learning outcomes. The suggestion of this research is that comic media based on adobe flash can be used as an alternative media in learning to write fairy tales, especially in class 3.