Indah Dwi Cahyanti Dipura, Iriaji Iriaji, S. Anggriani
{"title":"为八年级的学生制作基本的电子胜任模块漫画","authors":"Indah Dwi Cahyanti Dipura, Iriaji Iriaji, S. Anggriani","doi":"10.17977/um064v3i12023p15-33","DOIUrl":null,"url":null,"abstract":"Era globalisasi menggerus pengetahuan remaja mengenai budaya lokal khususnya pewayangan. Pen-gembangan bahan ajar yang mengangkat pewayangan terbatas sehingga peneliti mengembangkan e-modul dengan menyisipkan karakter pewayangan. Tujuan penelitian yaitu mengembangkan dan menghasilkan e-modul kompetensi dasar menggambar komik berkarakter wayang. Penelitian menggunakan model pengembangan ADDIE mencakup: (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Instrumen yang digunakan yaitu angket uji validasi ahli, angket uji efektivitas oleh peserta didik dan pretest posttest. Penelitian menggunakan data kualitatif dan kuantitatif. E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang.\nKata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang\nThe Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students\nThe era of globalization erodes adolescents' knowledge of local culture, especially puppetry. The development of teaching materials that raise puppetry is limited so that researchers develop e-modules by inserting puppet characters. The aim of the research is the development and production of an e-module on basic skills in drawing comics with wayang characters. The research used the ADDIE development model, consisting of steps: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The instruments used are expert validation test questionnaires, effectiveness test questionnaires by students and pretest posttest question sheets. The study used qualitative and quantitative data. E-modules have been tested by two media experts and two material experts, effectiveness test by 20 students, and calculation of N-Gain score pretest posttest to 20 students of class VIII SMPN 24 Malang. The results showed the percentage of media expert validation of 83.9 percent and material expert validation of 91.6 percent with an average of 87.8 percent indicating the product is very feasible to implement. The results of the effectiveness test of 83.2 percent prove the product is very feasible. The pretest posttest N-Gain score of 0,59 shows that students' understanding of the material in the e-module has increased moderately.\nKeywords: e-module, basic competency, drawing comics, wayang characters","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pengembangan E-Modul Kompetensi Dasar Menggambar Komik Berkarakter Wayang untuk Siswa SMP Kelas VIII\",\"authors\":\"Indah Dwi Cahyanti Dipura, Iriaji Iriaji, S. Anggriani\",\"doi\":\"10.17977/um064v3i12023p15-33\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Era globalisasi menggerus pengetahuan remaja mengenai budaya lokal khususnya pewayangan. Pen-gembangan bahan ajar yang mengangkat pewayangan terbatas sehingga peneliti mengembangkan e-modul dengan menyisipkan karakter pewayangan. Tujuan penelitian yaitu mengembangkan dan menghasilkan e-modul kompetensi dasar menggambar komik berkarakter wayang. Penelitian menggunakan model pengembangan ADDIE mencakup: (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Instrumen yang digunakan yaitu angket uji validasi ahli, angket uji efektivitas oleh peserta didik dan pretest posttest. Penelitian menggunakan data kualitatif dan kuantitatif. E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang.\\nKata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang\\nThe Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students\\nThe era of globalization erodes adolescents' knowledge of local culture, especially puppetry. The development of teaching materials that raise puppetry is limited so that researchers develop e-modules by inserting puppet characters. The aim of the research is the development and production of an e-module on basic skills in drawing comics with wayang characters. The research used the ADDIE development model, consisting of steps: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The instruments used are expert validation test questionnaires, effectiveness test questionnaires by students and pretest posttest question sheets. The study used qualitative and quantitative data. E-modules have been tested by two media experts and two material experts, effectiveness test by 20 students, and calculation of N-Gain score pretest posttest to 20 students of class VIII SMPN 24 Malang. The results showed the percentage of media expert validation of 83.9 percent and material expert validation of 91.6 percent with an average of 87.8 percent indicating the product is very feasible to implement. The results of the effectiveness test of 83.2 percent prove the product is very feasible. The pretest posttest N-Gain score of 0,59 shows that students' understanding of the material in the e-module has increased moderately.\\nKeywords: e-module, basic competency, drawing comics, wayang characters\",\"PeriodicalId\":337772,\"journal\":{\"name\":\"JoLLA: Journal of Language, Literature, and Arts\",\"volume\":\"16 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JoLLA: Journal of Language, Literature, and Arts\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.17977/um064v3i12023p15-33\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JoLLA: Journal of Language, Literature, and Arts","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17977/um064v3i12023p15-33","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Pengembangan E-Modul Kompetensi Dasar Menggambar Komik Berkarakter Wayang untuk Siswa SMP Kelas VIII
Era globalisasi menggerus pengetahuan remaja mengenai budaya lokal khususnya pewayangan. Pen-gembangan bahan ajar yang mengangkat pewayangan terbatas sehingga peneliti mengembangkan e-modul dengan menyisipkan karakter pewayangan. Tujuan penelitian yaitu mengembangkan dan menghasilkan e-modul kompetensi dasar menggambar komik berkarakter wayang. Penelitian menggunakan model pengembangan ADDIE mencakup: (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Instrumen yang digunakan yaitu angket uji validasi ahli, angket uji efektivitas oleh peserta didik dan pretest posttest. Penelitian menggunakan data kualitatif dan kuantitatif. E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang.
Kata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang
The Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students
The era of globalization erodes adolescents' knowledge of local culture, especially puppetry. The development of teaching materials that raise puppetry is limited so that researchers develop e-modules by inserting puppet characters. The aim of the research is the development and production of an e-module on basic skills in drawing comics with wayang characters. The research used the ADDIE development model, consisting of steps: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The instruments used are expert validation test questionnaires, effectiveness test questionnaires by students and pretest posttest question sheets. The study used qualitative and quantitative data. E-modules have been tested by two media experts and two material experts, effectiveness test by 20 students, and calculation of N-Gain score pretest posttest to 20 students of class VIII SMPN 24 Malang. The results showed the percentage of media expert validation of 83.9 percent and material expert validation of 91.6 percent with an average of 87.8 percent indicating the product is very feasible to implement. The results of the effectiveness test of 83.2 percent prove the product is very feasible. The pretest posttest N-Gain score of 0,59 shows that students' understanding of the material in the e-module has increased moderately.
Keywords: e-module, basic competency, drawing comics, wayang characters