PENGEMBANGAN MEDIA PEMBELAJARAN E-KOMIK DALAM MENINGKATKAN MINAT BELAJAR IPAS SISWA KELAS IV SDIT AL-JIHADIYAH
Kata Kunci:
E-Komik, Media Pembelajaran, Minat Belajar, IPAS, ADDIEAbstrak
Penelitian ini bertujuan mengembangkan media pembelajaran e-komik untuk meningkatkan minat belajar siswa kelas IV SDIT Al-Jihadiyah pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) materi Pancaindra. Metode penelitian menggunakan Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Proses pengembangan diawali dengan analisis kebutuhan melalui observasi dan wawancara guru, diikuti perancangan alur cerita, karakter, ilustrasi, dan tata letak komik. Uji kelayakan dilakukan oleh tiga ahli, yaitu ahli materi (94%), ahli bahasa (96%), dan ahli media (92%) yang seluruhnya masuk kategori “Sangat Layak” dengan rata-rata 94%. Efektivitas media diukur melalui pretest dan posttest dengan hasil N-Gain sebesar 0,81 (kategori “Tinggi”) dan persentase keefektifan 84% (kategori “Sangat Efektif”). Respon guru menunjukkan nilai 96% (kategori “Sangat Praktis”) dan respon siswa 93,88% (kategori “Sangat Menarik”). Hasil penelitian menunjukkan bahwa e-komik yang dikembangkan layak, efektif, praktis, dan menarik digunakan sebagai media pembelajaran untuk meningkatkan minat dan hasil belajar siswa.
This study aims to develop an e-comic learning medium to increase the learning interest of fourth-grade students at SDIT Al-Jihadiyah in the Natural and Social Sciences (IPAS) subject, specifically on the Five Senses topic. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The development process began with a needs analysis through observation and teacher interviews, followed by designing storylines, characters, illustrations, and comic layouts. Feasibility testing was conducted by three experts: subject matter expert (94%), language expert (96%), and media expert (92%), all categorized as “Highly Feasible” with an average score of 94%. The effectiveness of the media was measured through pretests and posttests, yielding an N-Gain score of 0.81 (“High” category) and an effectiveness percentage of 84% (“Highly Effective” category). Teacher responses scored 96% (“Highly Practical”) and student responses scored 93.88% (“Highly Engaging”). The findings indicate that the developed e-comic is feasible, effective, practical, and engaging as a learning medium to enhance students’ interest and achievement.




