PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBASIS KONTEKSTUAL PADA MATA PELAJARAN PAI KELAS VII

Junaidi Junaidi, Djuwairiyah Djuwairiyah, Minhaji Minhaji
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Abstract

Contextual learning media is not much developed by PAI teachers. In addition, there are limitations of teacher competencies to develop creative learning media for students. Therefore, this study aims to describe the design specifications of digital comic learning media with a contextual approach in improving student learning outcomes in class VII PAI subjects. After that, the second goal is to find out the feasibility of digital comic learning media with a contextual approach from material experts and media experts. This research method uses a research and development approach. The research model used is Analyze, Design, Develop, Implementation and Evaluation. Data collection was obtained through observation, documentation, interviews, and validation instruments. The results of this study indicate that the design specifications for digital comic learning media discuss religious material that requires contextual explanation, in this case, honest, trustworthy, and consistent material. The output of learning media can be used via a smart phone based on the Android system. The feasibility of comics from the material aspect obtains a very feasible category with a mode of 84.7%. While the feasibility of comics in the media aspect is smaller than the feasibility of the material, arround 80%, but it is still a proper level using in learning. Through a sufficiently mature initial study and recommendations for the feasibility of comic media from experts, it is strongly predicted that this learning media can improve learning outcomes for class VII junior high school students with contextual-based learning
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基于上下文的数字漫画学习媒体发展与七年级相关
PAI教师对情境学习媒体的开发并不多。此外,教师为学生开发创造性学习媒体的能力也存在局限性。因此,本研究旨在以情境研究方法描述数位漫画学习媒体的设计规范,以改善七年级PAI科目学生的学习成果。在此之后,第二个目标是通过材料专家和媒体专家的语境方法,找出数字漫画学习媒体的可行性。本研究方法采用研究开发的方法。本文采用了分析、设计、开发、实施和评估的研究模式。数据收集是通过观察、记录、访谈和验证工具获得的。本研究结果表明,数位漫画学习媒体的设计规范讨论需要情境解释的宗教材料,在这种情况下,诚实,值得信赖和一致的材料。学习媒体的输出可以通过基于Android系统的智能手机使用。漫画的可行性从物质方面得到了一个非常可行的范畴,模式率为84.7%。虽然漫画在媒介方面的可行性小于材料方面的可行性,在80%左右,但在学习中使用仍然是一个适当的水平。通过充分成熟的初步研究和专家对漫画媒体可行性的建议,我们强烈预测这种学习媒体可以提高初中七班学生情境学习的学习效果
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