Development and evaluation of e-comic nervous system app to enhance self-directed student learning

Hendra Susanto, Deny Setiawan, S. Mahanal, Zahra Firdaus, Claresia Tsany Kusmayadi
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Abstract

Technological developments in various fields are the key to progress in the digital era. The utilization of technology-based learning media in education makes learning more interactive and supports independent learning. This study aims to develop and test the practicality and effectiveness of storyline-based nervous system e-comics media to support students' independent learning. This research uses the Research and Development (RnD) method with the Lee & Owen model, consisting of the analysis, design, development, implementation, and evaluation stages. The research was conducted with the subjects in this study, class XI MIPA SMA Negeri 2 Malang students, totalling 60 people. A pre-experimental design of one group pretest-posttest was used to test the effectiveness of the media. Data were collected through questionnaires and tests. The media validation results obtained 100%, material validation 100%, and student response results 98.7% in the class trial. The effectiveness test used a Pretest-Posttest Control Group Design. The results showed a significant difference between the posttest of both classes with Sig. (2-tailed) 0.00 <0.05, there is a significant difference between the control and experimental classes. Storyline-based nerve e-comic media can facilitate independent learning more interestingly and interactively.
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开发和评估电子漫画神经系统应用程序,提高学生的自主学习能力
各领域的技术发展是数字时代进步的关键。在教育中利用基于技术的学习媒体使学习更具互动性,并支持自主学习。本研究旨在开发和测试基于故事情节的神经系统电子漫画媒体的实用性和有效性,以支持学生的自主学习。本研究采用研究与开发(RnD)方法,采用 Lee & Owen 模型,包括分析、设计、开发、实施和评估阶段。本研究的对象是 MIPA SMA Negeri 2 Malang 第十一班的学生,共 60 人。研究采用了一组前测-后测的前实验设计来测试媒体的有效性。通过问卷调查和测试收集数据。在课堂试验中,媒体验证结果为 100%,材料验证结果为 100%,学生反应结果为 98.7%。效果测试采用了前测-后测对照组设计。结果显示,两个班级的后测结果差异显著,Sig.(双尾)0.00<0.05,对照班和实验班之间存在显著差异。基于故事情节的神经电子漫画媒体可以更有趣、更互动地促进自主学习。
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