Contextual-Based E-comic Media Design

Misba Herlina, Zulfarina, R. Linda
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引用次数: 1

Abstract

The novelty of design on student learning media needs to be developed so that students have curiosity about the material taught by the teacher so that students can become more active. Most students lack curiosity and understand the concept of science learning because the learning media is monotonous and unattractive. So that we can use contextual-based e-comic media as one of the innovations. Where e-comic makes it easier for students to understand abstract material, and can foster student interest in reading. The research objective is to design a contextual-based e-comic learning media. Descriptive research was conducted in two stages, namely analysis and design. The analysis phase is carried out by observation using a questionnaire and the design phase is carried out by utilizing computer software. The results of the analysis phase of the research showed that 65% of students thought that the material on the circulatory system was difficult to understand. And the resulting contextual-based e-comic design, so that students can relate learning to real life. This research is expected to be developed and further testing is needed for students.
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基于情境的电子漫画媒体设计
培养学生学习媒体设计的新颖性,使学生对教师所教授的材料产生好奇心,使学生更加积极主动。大多数学生缺乏好奇心,理解科学学习的概念,因为学习媒介单调,缺乏吸引力。所以我们可以使用基于情境的电子漫画媒体作为创新之一。电子漫画使学生更容易理解抽象的材料,并能培养学生的阅读兴趣。本研究的目的是设计一个基于情境的电子漫画学习媒体。描述性研究分为分析和设计两个阶段。分析阶段采用问卷调查法进行观察,设计阶段采用计算机软件进行设计。研究分析阶段的结果显示,65%的学生认为关于循环系统的材料很难理解。而由此产生的基于情境的电子漫画设计,使学生能够将学习与现实生活联系起来。这项研究预计将得到进一步发展,并需要对学生进行进一步的测试。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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