Design of Instagram Comic Strips for Learning Media in Elementary School

Authors

DOI:

https://doi.org/10.31764/ijeca.v5i3.11719

Keywords:

Learning Media, Comic, Design, Questionnaire, Instagram.

Abstract

Information was obtained based on the writer's interviews with the principal at SD Negeri   1 Rawalo elementary school. During the pandemic, students' interest in learning at SD Negeri 1 Rawaloelementary school was relatively low, especially for grade IV students. Especially for Mathematics, Natural Sciences, Social Sciences, Citizenship Education and Indonesian Language. Student interest is low during the pandemic because the learning media is less attractive. The principal wants engagingengaging learning media in the form of comics, such as on Instagram that is easily accessible while studying at home. This media is applied to increase student interest in learning during a pandemic, which must be by the characteristics of the material and learning objectives. Based on this background, the writer was inspired to make a digital comic as a learning medium for elementary school students in grade IV at SD Negeri 1 Rawaloelementary schoolschoolelementary school. The goal is the creation of comic learning media at SD Negeri 1 Rawaloelementary school. The system development method consists of three stages. The pre-production stage, the production stage, and the post-production stage.  The pre-production stage, at this stage is a process that includes determining ideas, themes and preparing storyboards. Storyboards are made with two-dimensional images of learning materials. At the production stage, comic character drawings are designed ,given backgrounds and coloring for characters using CorelDraw software. Then at the post production stage, the comic editing process begins using Adobe Photoshop software, starting from setting color balancing, giving shading, merging with comic text, after which the comics are exported and distributed on Instagram. In this research the evaluation of satisfaction learning media was carried out through a questionnaire and the questionnaire was calculated. The results of testing the comic learning media concluded that as many as 79.06%,  of and included in the category agree in the application of digital comics as a learning medium for grade IV at SD Negeri 1 Rawaloelementary school. And the post-production stage. The results of testing the comic learning media concluded that as many as 79.06%, of and included in the category agree with the application of digital comics as a learning medium for grade IV at SD Negeri 1 RawaloElementary school. And the post-production stage. The results of testing the comic learning media concluded that as many as 79.06% of and included in the category agree with the application of digital comics as a learning medium for grade IV at SD Negeri 1 RawaloElementary school.

Author Biographies

Rara Iriane, Faculty of Computer Science, Universitas Amikom Purwokerto

Rara is a student from Indramayu, West Java. Rara is currently studying at the Amikom Purwokerto University majoring in computer science and information systems study program.In 2019-2020 Rara has also been a part of campus public relations. After several years of taking semesters, Rara became part of the campus organization, namely the Forum Assistant and served as a human resource in 2019 until now. 

Dhanar Intan Surya Saputra, Faculty of Computer Science, Universitas Amikom Purwokerto

Dhanar Intan Surya Saputra is a lecturer from the faculty of computer science at Amikom University Purwokerto since 2011 until now. He has a focus on multimedia knowledge, animation, games, and image processing.

Debi Indarto, Faculty of Computer Science, Universitas Amikom Purwokerto

Debi is a Bachelor degree majoring in informatics from Amikom University Purwokerto. Who has 1 year experience in the world of education becomes a teacher in the multimedia department. Mastering various software such as Adobe Photoshop, Adobe After Effects, Adobe Premiere, and CorelDRAW. Experienced in creating designs, mock-ups and visuals for various marketing needs.

Sitaresmi Wahyu Handani, National Taiwan University

Sitaresmi Wahyu Handani now continuing his studies as a Ph.D. student in the Department of Computer Science and Information Engineering, National Taiwan University, Taipei, Taiwan. He completed his undergraduate studies at Amikom Yogyakarta University and became a lecturer at Amikom University Purwokerto since 2015 until 2020.

Kuat Indartono, Faculty of Computer Science, Universitas Amikom Purwokerto

Kuat Indartono is lecturer from Amikom Purwokerto University since 2016 until now. He has a focus on Business Intelligence and Internet of Things.

References

Aggleton, J. (2018). Defining digital comics: a British Library perspective. Journal of Graphic Novels and Comics.

Budiarti, K. O. (2018). Perancangan Buku Komik dengan Teknik Digital Tentang Mengatasi Stres pada Dewasa Awal Sebagai Upaya Meningkatkan Motivasi [Comic Book Design with Digital Techniques About Overcoming Stress in Early Adulthood as an Effort to Increase Motivation]. Institut Bisnis dan Informatika Stikom Surabaya.

Daryanto. (2014). Pendekatan Pembelajaran Saintifik Kurikulum [Curriculum Scientific Learning Approach]. Gava Media.

Devega, E. (2017). Teknologi Masyarakat Indonesia: Malas Baca Tapi Cerewet di Medsos [Technology Indonesian Society: Lazy to Read but Talkative on Social Media]. Kominfo.Go.Id.

Irwandani, I., & Juariyah, S. (2016). Pengembangan Media Pembelajaran Berupa Komik Fisika Berbantuan Sosial Media Instagram sebagai Alternatif Pembelajaran. Jurnal Ilmiah Pendidikan Fisika Al-Biruni, 5(1), 33–42. https://doi.org/10.24042/jpifalbiruni.v5i1.103

Kristanto, A. (2016). Media pembelajaran [Learning Media]. In Surabaya: Bintang Surabaya. Bintang Surabaya.

Muizaddin, R., & Santoso, B. (2016). Model pembelajaran CORE sebagai sarana dalam meningkatkan hasil belajar siswa [CORE learning model as a means to improve student learning outcomes]. Jurnal Pendidikan Manajemen Perkantoran, 1(1), 224–232.

Nurgiantoro, B. (2018). Sastra anak: pengantar pemahaman dunia anak [Children’s literature: an introduction to understanding the world of children]. UGM Press.

Riwanto, M. A. (2020). Analisis Keterampilan Pengembangan Media Komik Digital Calon Guru SD Dalam Menjawab Tantangan Kemajuan Era Digital [Analysis of Digital Comic Media Development Skills for Prospective Elementary School Teachers in Responding to the Challenges of the Advanc. Jurnal Pancar (Pendidik Anak Cerdas Dan Pintar), 3(1).

Safrizal, S., Nurhafizah, N., Yulia, R., & Husnani, H. (2022). Analysis of Guru Penggerak Programs as Sustainable Professional Development for Teachers. AL-ISHLAH: Jurnal Pendidikan, 14(2), 2135–2142.

Saputro, R. E., & Saputra, D. I. S. (2015). Pengembangan Media Pembelajaran Mengenal Organ Pencernaan Manusia Menggunakan Teknologi Augmented Reality [Development of Learning Media Knowing Human Digestive Organs Using Augmented Reality Technology]. Jurnal Buana Informatika, 6. https://doi.org/10.24002/jbi.v6i2.404

Sasongko, W. D., & Widiastuti, I. (2019). Virtual lab for vocational education in Indonesia: A review of the literature. AIP Conference Proceedings, 2194(1), 20113.

Saurina, N. (2016). Pengembangan media pembelajaran untuk anak usia dini menggunakan augmented reality [Development of learning media for early childhood using augmented reality]. Jurnal Iptek, 20(1), 95–108.

Soedarso, N. (2015). Komik: karya sastra bergambar [Comics: illustrated literary works]. Humaniora, 6(4), 496–506.

Sugiyono. (2013). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif dan R&D.

Sung, M. K., & Putra, R. W. (2018). Pengembangan Media Interaktif Komik Elektronik Sebagai Media Edukasi Pada Sdn Gandaria Utara 08 Pagi, Jakarta Selatan. J u r n a l I D E A L I S , 1(4), 397–403.

Syafuddin, K. (2020). Komik Digital sebagai Media Advertising di Dunia Virtual [Digital Comics as Advertising Media in The Virtual World]. Jurnal Purnama Berazam, 2(1), 54–68.

Published

2022-12-15

Issue

Section

Articles