PENGEMBANGAN MEDIA KOMIK DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI BISNIS MATERI PELAKU EKONOMI DI SMK PGRI WONOASRI (PENGEMBANGAN APLIKASI CANVA PRO)

Dewi, Intan Rafika (2024) PENGEMBANGAN MEDIA KOMIK DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI BISNIS MATERI PELAKU EKONOMI DI SMK PGRI WONOASRI (PENGEMBANGAN APLIKASI CANVA PRO). S1 thesis, Universitas PGRI Madiun.

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Abstract

The learning outcomes of students at Vocational School PGRI Wonoasri in the subject of business economics, the subject of economic actors, are still relatively low, this is proven by 64% of students whose test scores are below the set KKM, namely 74. In the learning process in the classroom, teachers still use conventional media in the form of lecture, with these conditions the researcher developed learning media in the form of digital comics using the Canva Pro application. It is hoped that the development of this media will 1) find out the validity of digital comics in economic material to improve business economics learning outcomes; 2) Knowing the practicality of developing digital comic media on economic actors' material to improve business economics learning outcomes; 3) determine the effectiveness of developing digital comics on economics material to improve business economics learning outcomes. R&D (Research and Development) research uses the ADDIE (Analyze, Design, Develop, Implement, Evaluate) method. Determination of student learning outcomes is obtained using pre-test and post-test. The sample taken in this research used a limited test of 5 office class students and a field test of 9 students in the marketing class. The research results have gone through material validation with the following results: 1. The validity of digital comics is 86% so that digital comics can be used as learning media. 2. The practicality of digital comics in limited tests is 85.67% and in field tests is 86.30% indicating comics very practical to use as learning media 3. The effectiveness of digital comics based on the N-Gain test in limited trials was 84.54% while in field tests it was 82.54%. Based on the research results, it can be concluded that the digital comics developed are suitable for use in Vocational High Schools as a learning medium in the classroom.

Item Type: Thesis/Skripsi/Tugas Akhir (S1)
Kata Kunci: Learning Outcomes; Digital Comics
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Ekonomi
Depositing User: DEWI RAFIKA INTAN
Date Deposited: 05 Aug 2024 06:50
Last Modified: 05 Aug 2024 06:50
URI: http://eprint.unipma.ac.id/id/eprint/778

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