Model Media Pembelajaran E-Komik Untuk Sma

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Model Media Pembelajaran E-Komik Untuk Sma Jurnal Teknologi Pendidikan Vol: 06/01 Juni 2018/hal: 01 – 106 Online ISSN: 2622 -4283 Print ISSN: 2338 -9184 http://dx.doi.org/10.31800/jtp.kw.v6n1.p43--59 MODEL MEDIA PEMBELAJARAN E-KOMIK UNTUK SMA E-Komik Learning Media Model For Senior High School Wiwik Akhirul Aeni*, Ade Yusupa Balai Pengembangan Multimedia Pendidikan dan Kebudayaan Jalan Mr. KoessoebiyonoTjondro Wibowo, Kel. Pakintelan, Kec. Gunungpati, Semarang, 50227, Jawa Tengah Pos-el: [email protected]*, [email protected] INFORMASI ARTIKEL ABSTRACT : Riwayat Artikel: The development of learning media model becomes a Diterima : 21 Mei 2018 necessity for improving the quality of education in Direvisi : 25 Mei 2018 Indonesia. Following the development of technology and Disetujui : 07 Juni 2018 information, new models continue to be developed, one of which is e-Comic. This study aims to develop a comic Keywords: electronic model (e-Comic) based on mobile devices as a Electronics Comic, Learning medium of learning. With the ADDIE development method, Media, Senior High School it is done through n eeds analysis, model design, prototype development, prototype implementation (testing) and Kata kunci: evaluation of prototype implementation results to the field. Elektronik Komik, Media The result is a comic electronic model that runs on a mobile Pembelajaran, Sekolah device in which a graphic-shaped cartoon is highlighted to Menengah Atas deliver learning materials in accordance with the applicable curriculum. Mobile as a gadget that many owned by High School Students used as a medium of learning. The material is delivered in story form so the delivery is not rigid. Implemen tation of prototype test in the field obtained data that students like this model of e-Comic learning media and feel like learning to read comics with digital format. The conclusion of the development of e-Comic model, innovative learning media effective, efficient and fun, so as to increase the students' attention in understanding the subject. ABSTRAK: Pe ngembangan model media pembelajaran menjadi kebutuhan untuk peningkatan kualitas pendidikan di Indonesia. Mengikuti perkembangan teknologi dan K- JTP: Vol. 06, No.01/Juni 2018/hal: 01 – 106. 43 informasi, model-model baru terus dikembangkan, salah satunya adalah e-Komik. Penelitian ini bertujuan untuk mengembangkan model elektronik komik (e - Komik) berbasis mobile device sebagai media pembelajaran. Dengan metode pengembangan ADDIE, dilakukan melalui analisis kebutuhan, desain model, development prototype, implementasi prototipe (ujicoba) dan evaluasi hasil implementasi prototipe ke lapangan. Hasilnya adalah sebuah model elektronik komik yang dijalankan pada device handphone yang didalamnya berupa grafis berbentuk kartun ditonjolkan untuk menyampaikan materi-materi pembelajaran sesuai dengan kurikulum yang berlaku. Handphone sebagai gadget yang banyak dimiliki oleh siswa Sekolah Menengah Atas digunakan sebagai media belajar. Materi disampaikan dalam bentuk cerita sehingga penyampaiannya tidak ka ku. Implementasi ujicoba prototipe dilapangan diperoleh data bahwa siswa menyukai model media pembelajaran e-Komik ini dan merasa belajar seperti membaca komik dengan format digital. Kesimpulan pengembangan model e-Komik, media pembelajaran yang inovatif efektif, efisien dan menyenangkan, sehingga dapat meningkatkan perhatian siswa dalam memahami mata ajar . PENDAHULUAN kom) sebagai Penanggung Jawab Penggunaan teknologi informasi dan Teknis e-Pendidikan Kementerian se- komunikasi menjadi bagian yang tak kaligus sebagai ketua Komite TIK Ke- terpisahkan dalam pendidikan di In- menterian. Salah satu tugas utama- donesia. Peraturan Menteri Pendi- nya adalah bertanggung jawab dikan Republik Indonesia Nomor 99 terhadap layanan e-pembelajaran. E- Tahun 2013 mengatur tentang tata pembelajaran adalah proses layanan kelola teknologi informasi dan pembelajaran berbasis elektronik da- komunikasi di lingkungan Kemen- lam bentuk audio, video dan multi- terian Pendidikan dan Kebudayaan. media yang didis-tribusikan melalui Lampiran peraturan menteri radio, televisi, komputer, intranet, (Permen) tersebut pada struktur tata dan internet. kelola teknologi informasi dan Penggunaan e-pembelajaran da- komunikasi (TIK) menyebutkan bah- pat meningkatkan mutu pembelaja- wa Kepala Pusat Teknologi Informasi ran. Hasil penelitian Anwas (2006) dan Komunikasi Pendidikan (Pustek- dalam penggunaan video pembela- K- JTP: Vol. 06, No.01/Juni 2018/hal: 01 – 106. 44 jaran menunjukkan bahwa para siswa Saniya (2011) hasil survey yang tertarik pada objek visual yang relatif dilakukan Litbang Kompas mengha- unik, dan jarang ditemukan, serta silkan data yang mengindikasi benda-benda yang abstrak sehingga mayoritas peminat Manga adalah proses belajar lebih kondusif. Oleh remaja berusia kurang dari 25 tahun. karena itu inovasi layanan pembe- Komik yang dimaknai sebagai lajaran berbasis elektronik terus sebuah gambar kartun berteks mam- dikembangkan. Salah satunya adalah pu menyampaikan sebuah pesan de- pembuatan media pembelajaran ngan gaya yang ringan dan berbasis elektonik, dalam bentuk e- menyenangkan. Mengadopsi gaya Komik. media komik dengan kemasan digital Pengembangan sebuah model berbasis mobile device untuk menyam- pembelajaran disesuaikan dengan paikan pesan pembelajaran menjadi perilaku dan karakteristik dari alternatif pengembangan media pem- pembelajar. Pembelajar remaja belajaran. belakangan ini memiliki kecende- Gaya media yang tak terlalu kaku rungan banyak mengunakan media dari pengembangan komik digital (e- elektronik dibandingkan media cetak/ Komik) berbasis mobile device ini buku. Hasil penelitian Chalim dan diharapkan menjadi sebuah media Anwas (2018) menunjukkan bahwa pembelajaran yang menyenangkan sumber belajar yang digunakan siswa bagi siswa sehingga memotivasi SMP dan SMA di Jakarta dalam untuk mempelajari konten pembe- mengerjakan tugas-tugas sekolah lajaran yang menjadi pesan untuk sebanyak 93,5% menggunakan inter- disampaikan. Dengan permasalahan net, sedangkan yang menggunakan seperti uraian di atas, tujuan penu- buku lebih kecil yaitu 72,2%. Begitu lisan naskah ini adalah pembuatan pula perilaku untuk membaca komik sebuah model berformat elektronik digital makin meningkat dan mulai komik (e-Komik) sebagai media meninggalkan komik cetak karena pembelajaran dan diadopsi gayanya perkembangan teknologi yang untuk menyampaikan materi pen- memudahkan user mengakses media didikan. komik secara online . Menurut Saniya Penelitian yang relevan dengan (2011) komik Jepang seperti Manga pengembangan e-Komik ini adalah membanjiri penggemar Indonesia penelitian yang dilakukan oleh dengan sasaran remaja sejak tahun Ambaryani dan Gamaliel Septian 1990-an. Menurut Atyas (2002) dalam K- JTP: Vol. 06, No.01/Juni 2018/hal: 01 – 106. 45 Airlanda (2017). Penelitian ter- bangan modelnya belum dilakukan. sebut bertujuan untuk mengem- Begitupun peranti yang digunakan bangkan media komik sebagai media masih umum, belum dilakukan pada pembelajaran IPA SD Kelas IV untuk piranti khusus seperti mobile devices . materi perubahan lingkungan fisik Oleh karena itu perlu dilakukan terhadap daratan. Hasil penelitian penelitian pada jenjang SMA dalam mereka menunjukkan bahwa: (1) mengembangkan model e-Komik Media komik memberikan perubahan dengan piranti spesifikasi mobile lingkungan sekitar berdasarkan device. Tujuan penelitian ini adalah model pembelajaran discovery lear- mengembangkan media pembelajaran ning. (2) Hasil belajar kognitif ter- model e-Komik melalui piranti mobile dapat peningkatan dari 60,54 menjadi devices pada jenjang SMA. 81,08. Pengembangan media pembe- Penelitian lainnya dilakukan oleh lajaran harus diikuti dengan pengem- Agustinus Datu Linggi (2016) dengan bangan model-model pembelajaran judul Pengembangan Komik sebagai yang baru. Model pembelajaran Media Pembelajaran Teks Observasi digunakan untuk membantu guru untuk Siswa Kelas VII SMP Pangudi dalam menerapkan bahan ajar yang Luhur I Yogyakarta . Berdasarkan perlu mereka sampaikan kepada penilaian dari ahli materi, ahli media siswa. Dengan adanya model pem- dan guru bahasa Indonesia SMP belajaran, guru mendapatkan bera- Pangudi Luhur 1 Yogyakarta media gam alternatif cara untuk menyam- komik yang dikembangkan sangat paikan informasi kepada siswa baik dan sangat layak di ujicobakan (Muizaddin dan Santoso, 2016) dilapangan tanpa revisi. Berdasarkan Salah satu model pembelajaran penilaian dari siswa kelas VII SMP adalah elektronik komik (e-Komik). Pangudi luhur 1 Yogyakarta terhadap Komik berasal dari bahasa Perancis komik diperoleh skor 4,16 dengan “comique” yang merupakan kata sifat kategori baik dan layak untuk lucu atau menggelikan. “ Comique” pembelajaran teks observasi. sendiri berasal dari bahasa Yunani Kedua penelitian di atas yaitu komikos. Sudjana dan Rivai difokuskan untuk jenjang pendidikan (1989:64) mengatakan bahwa komik sekolah dasar dan sekolah menengah adalah suatu bentuk kartun yang pertama, sedangkan pengembangan mengungkapkan karakter dan meme- e-Komik untuk jenjang sekolah rankan suatu cerita dalam urutan, menengah atas dan format pengem- yang erat dihubungkan dengan K- JTP: Vol. 06, No.01/Juni 2018/hal: 01 – 106. 46 gambar yang dirancang untuk yang sesuai dengan kebutuhan dan memberikan hiburan kepada pemba- karakteristik pebelajar. Model ini ca (Linggi, 2016: 21). Pada tahap awal terdiri atas lima langkah, yaitu: (1) pengembangannya komik berisikan analisis (analyze ), (2) perancangan tema hiburan, akan tetapi seiring (design ), (3) pengembangan ( develop- dengan perkembangan waktu variasi ment
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