The Development of Digital Comics Based Teaching Material of North Sumatran Folklore for X Grade of SMA in Medan City
Abstract
This study has purposes to develop the teaching materials for 3.7 and 4.7 basic competencies to identify and retell the values and the content in folklore through digital comics based of North Sumatran folklore and for X grade students at SMA Negeri (senior high school) 4 Medan. Research & Development (R&D) method is used in this study, meanwhile the development model used is Four D with the stages of 1) Defining, 2) Designing, 3) Developing and 4) Disseminating. The final results showed that after passing a feasibility test through a validation assessment by material experts, the average score of 2 experts was 91.38%, the average score of the media expert for validation assessment was 85.22%, the result of the small group trial was 89.58% and the result of the large group trial was 90.21%. The effectiveness test of digital teaching materials usage based on the evaluation of learning outcomes reached an average of 80 in which 24.3% obtained the interval score of 90 TPS ≤100, 63.6% obtained the interval score of 75 TPS < 90, and 8.1 % obtained the interval score of 60 TPS < 75. Based on the research findings, the digital comic based teaching material of North Sumatra Folklore was suitable to be disseminated to help teachers and students in comprehending the Indonesian language lessons in identifying and retelling the values in the folklore.
Keywords
Full Text:
PDFReferences
Aditama, P. W., & Lesmana, P. S. W. (2020). Implementasi Komik Interaktif Cerita Rakyat Cupak Grantang Dengan Bahasa Isyarat Berbasis Mobile. Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI, 9(2), 243-252.
Anugrah, S. P., & Indrojarwo, B. T. (2018). Perancangan Komik Digital Legenda Singo Ulung sebagai Media Pelestarian Cerita Rakyat Kabupaten Bondowoso. Jurnal Sains dan Seni ITS, 7(1), 30-34.
Ayu, R. F. K., Sari, S. P., Setiawan, B. Y., & Fitriyah, F. K. (2019). Meningkatkan Kemampuan Berbahasa Daerah Melalui Cerita Rakyat Digital pada Siswa Sekolah Dasar: Sebuah Studi Pengembangan. Child Education Journal, 1(2), 65-72.
Damayanti, N. Y. (2020). Cerita Rakyat Indonesia sebagai Alternatif Motif Batik Bercerita Melalui Eksperimentasi Digital. Jurnal Budaya Nusantara, 4(1), 184-189.
Danandjaja, James. (1986). Foklor Indonesia, Ilmu Gosip, Dongeng dan lain-lain. Jakarta: Grafiti Press.
Dewi, N. P. S., & Setiawan, I. K. (2020). Pengenalan Cerita Rakyat I Gede Basur Melalui Cerita Bergambar Berbasis Android. Jurnal Nawala Visual, 2(2), 70-78.
Hadi, M. S., Syafwan, M. S., & Heldi, I. D. (2018). Perancangan Media Buku Pop-up Cerita Rakyat Rambun Pamenan Sumatera Barat. DEKAVE: Jurnal Desain Komunikasi Visual, 7(2).
Hasyim, N., & Muqoddas, A. (2015). Inventarisasi Cerita Rakyat dari Kabupaten Demak melalui Aplikasi Buku Digital (E-Book) Interaktif. ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia, 1(02), 142-151.
Husna, A., Sudiani, Y., & Ariesta, O. (2017). Perancangan Ilustrasi Cerita Rakyat Anggun Nan Tongga Melalui Media E-Book. Gorga: Jurnal Seni Rupa, 8(1), 175-181.
Lubis, F & Yuhdi, A. Study Development Of Digital Teaching Materials Support Online Learning during Covid-19. Journal of Physics: Conference Series 2021, 1811 (1) 012029, IOP Publishing
Marsellaa, E dan Putri, D. (2020). Folklore as Ethnic Embodiment Bias: Value Analysis on Karo Folklore. Budapest International Research and Critics Institute-Journal (BIRCI-Journal). P. 2619-2628.
Mukaromah, L., & Marsudi, M. (2021). Pengembangan Webcomic Sebagai Media Dukung Pelestarian Cerita Rakyat Sawunggaling. Jurnal Seni Rupa, 9(1).
Purwandari, E. P., Wijanarko, A., & Winarni, E. W. (2019). Pemanfaatan Aplikasi Storybird Dalam Pembuatan Cerita Rakyat Digital Untuk Guru SD Di Kota Bengkulu. Rekursif: Jurnal Informatika, 7(2).
Rahmat, L. I. (2019). Kajian Antropologi Sastra dalam Cerita Rakyat Kabupaten Banyuwangi pada Masyarakat Using. KREDO: Jurnal Ilmiah Bahasa dan Sastra, 3(1), 83-93.
Riduwan. (2014). Metode & Teknik Penyusunan Proposal Penelitian. Bandung: Alfabeta
Rusman. (2011). Model-Model Pembelajaran Mengembangkan Profesionalisme Guru. Jakarta: PT. Rajagrafindo Persada.
Sihombing, E. H., Nasib. (2020). The Decision of Choosing Course in the Era of Covid 19 through the Telemarketing Program, Personal Selling and College Image. Budapest International Research and Critics Institute-Journal (BIRCI-Journal) Volume 3, No. 4, Page: 2843-2850.
Sugiyono. (2011). Metode Penelitian Pendidikan (Pendekatan Kuantitatif, Kualitatif, dan R&D). Bandung: CV Alfabeta.
Syuhada, S., Murtadlo, A., & Rokhmansyah, A. (2018). Nilai Dalam Cerita Rakyat Suku Dayak Tunjung Tulur Aji Jangkat Di Kutai Barat: Kajian Folklor. Ilmu Budaya: Jurnal Bahasa, Sastra, Seni dan Budaya, 2(2), 188-195.
Veronica, A., Tanudjaja, B. B., & Salamoon, D. K. (2015). Perancangan Media Digital Interaktif Sebagai Pengenalan Cerita Rakyat Indonesia Untuk Anak Usia 10-12 Tahun. Jurnal DKV Adiwarna, 1(6), 18.
Windari, F., Ikhwal, M., Wahyuni, S., Putra, R., & Rosramadhana, R. (2019). Pendampingan Anak-anak Mengenal Sejarah Lokal Berbasis Digital Folklore di Kecamatan Medan Barat. JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat), 3(2), 222-227.
Wijya, R. E, dkk. (2021). Development of Mobile Learning in Learning Media to Improve Digital Literacy and Student Learning Outcomes in Physics Subjects: Systematic Literature Review. Critics Institute-Journal (BIRCI-Journal) Volume 4, No. 2, Page: 3087-3099. DOI: https://doi.org/10.33258/birci.v4i2.2027
Yamasari, Y. 2010. Pengembangan Media Pembelajaran Matematika Berbasis ICT yang Berkualitas. Surabaya: Jurusan Matematika, FMIPA Unesa.
Yuhdi, A, & Amalia, N. (2018). Desain Media Pembelajaran Berbasis Daring Memanfaatkan Portal Schoology pada Pembelajaran Apresiasi Sastra. Basastra: Jurnal Kajian Bahasa dan Sastra Indonesia. 7/(1)/2018.14-22.DOI: https://doi.org/10.24114/-bss.v7i1.9320
DOI: https://doi.org/10.33258/birci.v4i4.3027
Article Metrics
Abstract view : 70 timesPDF - 58 times
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.