This study aims to determine the effectiveness and feasibility of developing digital comic media to overcome academic procrastination for students. This research uses quantitative and qualitative methods which carried out through research and development approaches. The activities carried out in this study involve two steps; the data was collected with an inventory of academic procrastination criteria and student academic procrastination scales. The quantitative data were analyzed by applying descriptive statistical techniques and inferential statistical techniques by ttest. Qualitative data were analyzed by applying qualitative descriptive analysis techniques. The results showed that the development of digital comic media was empirically proven effective in overcoming students' academic procrastination. This is supported by the increasing of students' awareness in overcoming academic procrastination in the experimental class included in the high category with a gain score of 0.70. Based on these results it can be seen that the digital comic produced is feasible and effectively used as a media for guidance and counseling services in schools.
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