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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASI KOMIK PADA MATERI MENULIS TEKS TANGGAPAN SISWA KELAS VII SMP NEGERI 2 NAMOHALU ESIWA

Oct 2026 · TEACHER Jurnal Inovasi Karya Ilmiah Guru
Innovative Education Methods and Tools

Abstract

This study was motivated by the difficulties experienced by Grade VII students at SMP Negeri 2 Namohalu Esiwa in understanding the structure and composing response texts, as well as the limited variety of instructional media. It aimed to develop comic-based learning media, assess its feasibility and practicality, and describe students’ learning outcomes after using the media. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research instruments included validation sheets for subject matter, language, and design experts, a student response questionnaire, and a learning achievement test. The second validation results indicated feasibility scores of 97.92% for subject matter, 100% for language, and 87.5% for design. The practicality assessment yielded 86.3% in a small-group trial involving six students and 88.2% in a field trial involving 17 students. The field-trial learning achievement test produced a mean score of 95.24, with all students meeting the minimum mastery criterion of 70. These findings indicate that the media received positive evaluations from experts, elicited positive responses from students, and was associated with high learning achievement among the trial participants. However, improvement in writing skills and the causal effectiveness of the media cannot be established because no pre-implementation data or comparison group was available. ABSTRAK Penelitian ini dilatarbelakangi oleh kesulitan siswa kelas VII SMP Negeri 2 Namohalu Esiwa dalam memahami struktur dan menyusun teks tanggapan serta terbatasnya variasi media pembelajaran. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis komik, menilai kelayakan dan kepraktisannya, serta mendeskripsikan hasil belajar siswa setelah menggunakan media tersebut. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Instrumen penelitian terdiri atas lembar validasi ahli materi, ahli bahasa, dan ahli desain, angket respons siswa, serta tes hasil belajar. Hasil validasi kedua menunjukkan persentase kelayakan sebesar 97,92% dari ahli materi, 100% dari ahli bahasa, dan 87,5% dari ahli desain. Uji kepraktisan memperoleh persentase 86,3% pada kelompok kecil yang melibatkan enam siswa dan 88,2% pada uji coba lapangan yang melibatkan 17 siswa. Hasil tes pada uji coba lapangan menunjukkan nilai rata-rata 95,24, dengan seluruh siswa mencapai Kriteria Ketuntasan Minimal (KKM) sebesar 70. Hasil tersebut menunjukkan bahwa media memperoleh penilaian positif dari para ahli, mendapatkan respons positif dari siswa, dan menghasilkan pencapaian belajar yang tinggi pada kelompok uji coba. Namun, peningkatan kemampuan menulis dan efektivitas kausal media belum dapat dipastikan karena tidak tersedia data sebelum penggunaan media atau kelompok pembanding.

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