DIGITAL COMICS "UNDERSTAND JAVANESE SCRIPT" AS AN EFFORT TO INTRODUCE JAVANESE SCRIPT TO 9-YEAR-OLD STUDENTS AT ANGGASWANGI 2 ELEMENTARY SCHOOL
Abstrak
Masalah dalam penelitian ini yaitu media pembelajaran yang digunakan kurang efektif dan menyebabkan siswa kurang memahami materi aksara jawa. Tujuan penelitian ini adalah untuk mendeskripsikan konsep, tahapan, dan hasil perancangan Komik digital “Ngerteni Aksara Jawa” sebagai upaya mengenalkan aksara jawa untuk siswa usia 9 tahun di SDN Anggaswangi II. Pada penelitian ini menggunakan metode design thinking, melalui 5 proses tahapan yaitu empathize, define, ideate, prototype, dan test. Data primer diperoleh dari hasil wawancara dengan guru kelas III dan survei terhadap 25 siswa kelas III di SDN Anggaswangi II, dan data sekunder melalui studi pustaka seperti jurnal dan artikel. Data yang telah diperoleh melalui wawancara, selanjutnya diolah menggunakan metode analisis data 5W+1H (What, Who, Where, When, Why, How). Penelitian ini menghasilkan media utama berupa komik digital berbantu QR Code dan media penunjang yaitu komik cetak A3 APG (Alat Peraga Guru) dan Poster cetak A3. Pada tahap validasi penelitian ini menggunakan skala likert mendapatkan rata-rata skor validasi 3,5. Hasil penelitian diujicobakan kepada siswa SD kelas III data pretest dan post-test, angket respon siswa dan wali murid sebagai uji efektif produk perancangan terhadap pemahaman siswa mengenai aksara jawa. Berdasarkan hasil tersebut maka Komik Digital ini layak digunakan untuk media pembelajaran.
Kata Kunci: Aksara Jawa, Komik Digital, QR Code, Media Pembelajaran.
Abstract
The problem in this study is that the learning media used are less effective and cause students to not understand the Javanese script material. The purpose of this study was to describe the concepts, stages, and design results of the digital comic "Ngerteni Javanese Script" as an effort to introduce Javanese script to 9-year-old students at SDN Anggaswangi II. This study uses the design thinking method, through 5 stages of the process, namely empathize, define, ideate, prototype, and test. Primary data were obtained from interviews with third-grade teachers and surveys with 25 thirdgrade students at SDN Anggaswangi II, and secondary data through literature studies such as journals and articles. The data that has been obtained through interviews is then processed using the 5W+1H data analysis method (What, Who, Where, When, Why, How). This research produced the main media in the form of digital comics assisted by QR Code and supporting media, namely A3 APG printed comics (Teacher's Teaching Aid) and A3 printed posters. The validation stage of this study used a Likert scale to get an average validation score of 3.5. The results of the study were tested on third-grade elementary school students with pretest and post-test data, student response questionnaires, and student guardians as an effective test of design products on students' understanding of Javanese script. Based on these results, Digital Comics are suitable for use as learning media.
Keywords: Javanese Scripts, Digital Comic, QR Code, Learning Media