Abstract
This study was motivated by students’ limited understanding of comic drawing concepts and the need for learning media to support art education. It aimed to analyze learning needs, develop comic-based learning media, and examine its feasibility, practicality, and effectiveness. The study employed a Research and Development (R&D) approach using the ADDIE model, comprising analysis, design, development, implementation, and evaluation. The implementation involved 29 eighth-grade students at SMPN 15 Malang, Indonesia. Media feasibility was assessed by subject-matter and media experts, practicality was evaluated based on student and teacher responses, and effectiveness was analyzed using pre-test, post-test, and N-gain scores. The validation results showed feasibility scores of 96.43% for the content and 91.82% for the media, both categorized as highly feasible. Practicality scores reached 83.35% based on student responses and 100% based on the teacher’s response. The mean score increased from 65.52 to 82.76, with an N-gain of 0.4631, indicating moderate improvement. The developed media was feasible and practical for classroom use, and its implementation was accompanied by improved student knowledge.
First Page
348
Last Page
362
Recommended Citation
Damayanti, K.,
&
Prasetyo, A.
(2026).
Pengembangan Media Komik untuk Meningkatkan Pengetahuan tentang Menggambar Komik pada Peserta Didik Kelas VIII SMPN 15 Kota Malang.
Journal of Innovation and Teacher Professionalism, 4(2), 348-362.
DOI: https://doi.org/10.17977/3024-8604.1179
Available at:
https://citeus.um.ac.id/jitpro/vol4/iss2/10
Included in
Educational Leadership Commons, Educational Technology Commons, Teacher Education and Professional Development Commons
