Pengembangan Media Pembelajaran Komik Berbasis Pembelajaran Daring Pada Siswa Sekolah Dasar Di Masa Pandemi COVID-19
The Development Of Comic Learning Media Based On Online Learning In Primary School Students During Covid-19 Pandemic
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK
BERBASIS PEMBELAJARAN DARING PADA SISWA SEKOLAH DASAR
DI MASA PANDEMI COVID-19
ABSTRAK
Rama Mahendra, Eka. 2021. Pengembangan Media Pembelajaran Komik Berbasis Pembelajaran Daring Pada Siswa Sekolah Dasar Di Masa Pandemi COVID-19. Tesis, Program Studi Pendidikan Olahraga, Program Pascasarjana Universitas Negeri Surabaya. Pembimbing: (I) Dr. Dr. Or. Gigih Siantoro, M.Pd dan (II) Dr. Made Pramono, S.S, M.Hum.
Kata-kata Kunci: Media Pembelajaran Komik, Pembelajaran Daring, Pandemi COVID-19
Dalam menghadapi perkembangan dunia yang semakin cepat ini adalah menjadi sebuah kewajiban untuk dapat mempersiapkan generasi penerus yang tangguh. Kemajuan teknologi menghasilkan peluang media baru yang dapat dipergunakan dalam proses pembelajaran salah satunya adalah media buku komik. Secara teknis, penggunaan komik sebagai media penunjang penerapan pembelajaran daring mempunyai tujuan untuk meningkatkan motivasi belajar siswa.
Mewabahnya COVID-19 merubah tatanan proses belajar mengajar, yang semula proses belajar mengajar dilaksanakan di sekolah dengan menggunakan metode pembelajaran konvensional, yaitu tatap muka dikelas antara guru dengan siswa menjadi proses belajar mengajar yang dilakukan dari rumah (School From Home) melalui model pembelajaran daring (dalam jaringan)/e-learning/online guna mengikuti anjuran pemerintah dalam upaya pencegahan dan penanggulangan penyebaran COVID-19. Penggunaan komik dalam tahapan pembelajaran daring oleh guru bertujuan untuk menyampaikan informasi materi pembelajaran pada siswa.
Penelitian ini menggunakan jenis penelitian pengembangan dengan prosedur penelitian mengadaptasi langkah-langkah model pengembangan Research & Development (R & D) yang dikembangkan oleh Borg dan Gall. Produk yang dikembangkan adalah media pembelajaran komik tentang bahaya merokok, minuman keras dan NAPZA mengacu pada materi pendidikan jasmani, olahraga dan kesehatan kelas V sekolah dasar semester II.
Pengembangan produk dibagi menjadi tiga tahap, tahap I yaitu validasi oleh 2 (dua) orang ahli yang berkompeten di bidang pembelajaran pendidikan jasmani dan ahli desain media. Hasil validasi tahap I adalah 97.5% untuk validasi materi dan 98% untuk validasi desain media dengan interpretasi materi dan desain media pembelajaran komik sangat valid dan dapat digunakan tanpa revisi. Pengembangan tahap II yaitu validasi yang dilakukan oleh 2 (dua) guru PJOK yang mengajar di lokasi penelitian dengan hasil validasi tahap II sebesar 89% yang berarti media pembelajaran komik layak dan valid diujicobakan dalam kegiatan belajar mengajar.
Tahap pengembangan ke III yaitu mengujicobakan media pembelajaran komik pada subjek penelitian, yaitu 61 siswa kelas V SDN Sambikerep I/479 Surabaya. Tahap uji coba implementasi produk media pembelajaran komik menggunakan bantuan aplikasi zoom cloud meeting, microsoft office 365 Sway dan Forms. Dalam tahap uji coba didapatkan hasil respon siswa sebesar 83.5% yang artinya kegiatan belajar mengajar menggunakan media pembelajaran komik sangat menyenangkan.
THE DEVELOPMENT OF COMIC LEARNING MEDIA
BASED ON ONLINE LEARNING IN PRIMARY SCHOOL STUDENTS
DURING COVID-19 PANDEMIC
ABSTRACT
Rama Mahendra, Eka. 2021. The Development of Comic Learning Media Based Online Learning In Primary School Students During COVID-19 Pandemic. Thesis, Sports Education Master Study Program, Continuing Program Development Surabaya State University. Advisor: (I) Dr. Dr. Or. Gigih Siantoro, M.Pd and (II) Dr. Made Pramono, SS, M.Hum.
Key Words: Comic Learning Media, Online Learning, COVID-19 Pandemic
In facing this increasingly fast world development, it is an obligation to be able to prepare a strong future generation. Technological advances generate new media opportunities that can be used in the learning process, one of which is comic book media. Technically, the use of comics as a medium to support the application of online learning has the aim of increasing student motivation.
The outbreak of COVID-19 changed the order of the teaching and learning process, which was originally carried out in schools using conventional learning methods, namely face-to-face class between teachers and students into a teaching and learning process carried out from home (School From Home) through an online learning model to follow government recommendations in efforts to prevent and control the spread of COVID-19. The use of comics in the online learning stage by the teacher aims to convey information on learning material to students.
This study uses a development research type with research procedures adapting the steps of the development model Research & Development (R & D) developed by Borg and Gall. The product developed is a comic learning media about the dangers of smoking, alcohol and drugs referring to physical education, sports and health materials for the semester 2 fifth grade of primary school.
Product development is divided into three stages, stage I, namely validation by 2 (two) competent experts in the field of physical education learning and media design experts. The results of the first stage validation were 97.5% for material validation and 98% for validation of media designs with material interpretation and comic learning media designs were very valid and could be used without revision. Phase II development is validation carried out by 2 (two) Physical Education teachers who teach at the research location with the result of stage II validation of 89% which means that comic learning media is feasible and valid to be tested in teaching and learning activities.
The third development stage is trying out comic learning media on the research subject. namely 61 fifth grade students of Sambikerep I/479 primary school Surabaya. The trial phase of implementing comic learning media products using the help of the zoom cloud meeting application, Microsoft Office 365 Sway and Forms. In the trial phase, the results of student responses were 83.5%, which means that teaching and learning activities using comic learning media were very enjoyable.