The development of learning media model becomes a necessity for improving the quality of education in Indonesia. Following the development of technology and information, new models continue to be developed, one of which is comic. This study aims to develop a model of electronic comic (e-Comic) as a medium of learning. With the ADDIE development method, it is done through needs analysis, model design, prototype development, prototype implementatio (testing) and evaluation of prototype implementation results to the field. The result is a comic electronic model in which graphic-shaped graphics are highlighted to deliver learning materials in accordance with the applicable curriculum. The material is delivered in story form so the delivery is not rigid. Implementation of field trial prorotype obtained data that the user liked the model of this e-Comic learning media and feel like learning to read comics with digital format. The conclusion of the development of e-Comic model, innovative learning media, fun, effective and efficient, so as to increase the students' attention in understanding the subject AbstrakPengembangan model media pembelajaran menjadi kebutuhan untuk peningkatan kualitas pendidikan di Indonesai. Mengikuti perkembangan teknologi dan informasi, model-model baru terus dikembangkan dari waktu ke waktu. Komik yang dimaknai sebagai sebuah gambar kartun berteks mampu menyampaikan sebuah pesan dengan gaya yang ringan dan menyenangkan.Tujuan pembuatan model ini untuk membuat sebuah model berformat elektronik komik (E-komik) sebagai media pembelajaran menyampaikan materi pendidikan. Dengan metode pengembangan ADDIE, yang dimulai dengan kegiatan Analisis Kebutuhan, Desain/Perancangan Model, Development Prototype, Implementasi Prototype berbentuk ujicoba prototype ke user dan dilanjutkan dengan Evaluasi hasil implementasi prototype ke lapangan model Elektronik komik ini dikembangkan. Hasil dari pengembangan ini adalah sebuah model elektronik komik yang didalamnya berupa grafis berbentuk kartun ditonjolkan untuk menyampaikan materi-materi pembelajaran sesuai dengan kurikulum yang berlaku di sekolah. Materi disampaikan dalam bentuk cerita sehingga penyampaiannya tidak kaku. Implementasi ujicoba prorotype dilapangan diperoleh data bahwa user menyukai model media pembelajaran E-komik ini dan merasa belajar seperti membaca komik dengan format digital. Kesimpulan pengembangan model E-komik yang dilakukan menjadi salah satu jawaban atas kebutuhan terhadap media pembelajaran yang inovatif, menyenangkan, efektif dan efisien, sehingga dapat meningkatkan perhatian siswa dalam memahani mata ajar. Untuk itu penerapannya dapat dilakukan secara bertahap pada SMA tertentu.
The development of learning media model becomes a necessity for improving the quality of education in Indonesia. Following the development of technology and information, new models continue to be developed, one of which is e-Comic. This study aims to develop a comic electronic model (e-Comic) based on mobile devices as a medium of learning. With the ADDIE development method, it is done through needs analysis, model design, prototype development, prototype implementation (testing) and evaluation of prototype implementation results to the field. The result is a comic electronic model that runs on a mobile device in which a graphic-shaped cartoon is highlighted to deliver learning materials in accordance with the applicable curriculum. Mobile as a gadget that many owned by High School Students used as a medium of learning. The material is delivered in story form so the delivery is not rigid. Implementation of prototype test in the field obtained data that students like this model of e-Comic learning media and feel like learning to read comics with digital format. The conclusion of the development of e-Comic model, innovative learning media effective, efficient and fun, so as to increase the students' attention in understanding the subject. ABSTRAK:
The development of learning media model becomes a necessity for improving the quality of education in Indonesia. Following the development of technology and information, new models continue to be developed, one of which is e-Comic. This study aims to develop a comic electronic model (e-Comic) based on mobile devices as a medium of learning. With the ADDIE development method, it is done through needs analysis, model design, prototype development, prototype implementation (testing) and evaluation of prototype implementation results to the field. The result is a comic electronic model that runs on a mobile device in which a graphic-shaped cartoon is highlighted to deliver learning materials in accordance with the applicable curriculum. Mobile as a gadget that many owned by High School Students used as a medium of learning. The material is delivered in story form so the delivery is not rigid. Implementation of prototype test in the field obtained data that students like this model of e-Comic learning media and feel like learning to read comics with digital format. The conclusion of the development of e-Comic model, innovative learning media effective, efficient and fun, so as to increase the students' attention in understanding the subject.
The development of learning media model becomes a necessity for improving the quality of education in Indonesia. Following the development of technology and information, new models continue to be developed, one of which is e-Comic. This study aims to develop a comic electronic model (e-Comic) based on mobile devices as a medium of learning. With the ADDIE development method, it is done through needs analysis, model design, prototype development, prototype implementation (testing) and evaluation of prototype implementation results to the field. The result is a comic electronic model that runs on a mobile device in which a graphic-shaped cartoon is highlighted to deliver learning materials in accordance with the applicable curriculum. Mobile as a gadget that many owned by High School Students used as a medium of learning. The material is delivered in story form so the delivery is not rigid. Implementation of prototype test in the field obtained data that students like this model of e-Comic learning media and feel like learning to read comics with digital format. The conclusion of the development of e-Comic model, innovative learning media effective, efficient and fun, so as to increase the students' attention in understanding the subject. ABSTRAK:
PurposeThe regular occurrence of natural disasters elevates the need for an effective method to measure organizational preparedness in responding to the adverse impact of disasters. In this context, this paper presents a new decision support model to assess organizational disaster preparedness using both subjective and objective disaster preparedness criteria in a multi-criteria decision-making context.Design/methodology/approachThe statistical variance method is integrated with the proximity value index (PVI) technique to determine priority scores in order to rank organizational disaster readiness.FindingsThe results of applying the integrated model developed herein enable decision-makers to make informed decisions for assigning priority ranking of organizational disaster preparedness in a simpler and more efficient way.Research limitations/implicationsHuman resource is the most impacting criterion affecting hospital preparedness in undertaking action to cure disaster victims.Practical implicationsThis paper offers an exemplar of a simple and efficient decision-making process considering the subjectivity associated with decision-making as well as the objectivity of data used for determining the priority ranking of organizational disaster preparedness.Originality/valueIntegrating statistical variance method with the PVI technique is novel and it has not been presented in previous studies. In fact, this study is the first to integrate both methods for selecting the priority ranking of organizational disaster preparedness.
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