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Insar Damopolii

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

This community service aims to provide understanding and skills in using comics and AR media as well as understanding biology material by high school students. The community service was carried out at SMA Negeri 1 Raja Ampat involving 43 students. Measurement of student responses using a questionnaire with six statements on a scale of 1 - 4. The measurement data was calculated to obtain the average score and percentage of student responses. The results of the community service show that the average total score is 86.53 which indicates that overall the student response is very good to the community service activities that have been carried out. Student responses are dominated by agree and strongly agree. The largest percentage of disagree, namely 23.26%, is shown by students, especially in the statement that AR applications can be run easily, but the average total score still reaches the good category for this statement. The community service has provided students with an understanding of how to learn biology in an interesting way and provides benefits to improve their understanding. Students agree that the material presented adds to their insight regarding comics and AR, are able to install AR applications on their mobile devices, improve their understanding of biology material, is interesting and provides benefits for them.

Hillary Ester Hutasoit; Neneng Sri Wulan; Wina Mustikaati

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

Fifth grade students' consistently poor reading comprehension abilities, which impeded their overall academic development and participation in language acquisition, served as the driving force for this study. Using a comic assisted problem based learning (PBL) model, the study, which involved 39 students at SDN Purwamekar, aimed to improve learning activities in order to increase teacher and student participation and, eventually, improve fifth grade students' reading comprehension skills. By using comic strips to illustrate issues, this creative method made learning more engaging and accessible for younger students. In order to enable iterative improvements, the study was conducted over two cycles using classroom action research technique. Only 25% of students (eight people) successfully completed the learning objectives in the first cycle, according to preliminary findings, while 75% (24 students) failed, suggesting difficulties with student motivation and comprehension. This led to changes like improving comic material and fostering more cooperative conversations. Significant progress was seen by the second cycle, with 30 students meeting the completion criteria and only four falling short of the objectives, indicating improved engagement and skill growth. In conclusion, the comic assisted PBL model effectively boosted reading comprehension skills among fifth grade students. The research underscores the value of integrating visual aids and problem solving in education, offering practical insights for teachers to create more dynamic classrooms. Nonetheless, factors like time constraints and resource availability warrant further exploration to ensure sustainable implementation in diverse educational settings.

Maria Ligouri, Eloena Ketsiya; Fuad, Ahmad

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Attack on Titan, a popular manga by Hajime Isayama, was successfully adapted into an animated series—a transformation from print to an audio-visual medium that significantly expanded its global reach and cultural impact. Utilizing a qualitative descriptive method, this study analyzes how the adaptation created a new experience by leveraging motion, camera angles, color grading, music, sound effects, and voice acting to build tension and emotion. Drawing on data from observation, literature reviews, and studio interviews, the research examines the creative process of the production team, with a particular focus on the animation team's role in transforming the comic's story into animation. The findings indicate that this adaptation successfully made the Attack on Titan story and its characters more vibrant, powerful, and emotional.

Nita Widyakusuma; Dien Nurmarina Malik

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This article discusses the implementation and innovation of an interactive digital comic titled “Si Panca dan Kekuatan Norma,” designed as a character education tool that integrates Islamic and Muhammadiyah values (AIK) for elementary school students. The research uses a descriptive-qualitative approach involving 25 fifth-grade students from SDN Padurenan II. The digital comic, developed through Canva and supported by reflective quizzes via Quizizz, presents moral dilemmas faced by a student named Panca in daily life situations. The content emphasizes values such as honesty, discipline, responsibility, and social care. The media was implemented over four learning sessions and evaluated through observation, teacher interviews, student questionnaires, and quiz results. Initial findings show that the comic successfully improved student participation, moral awareness, interpersonal interaction, and understanding of AIK values. The media also fostered a joyful, contextual, and interactive learning environment. This study highlights the potential of digital storytelling to support Islamic character development and recommends its broader application in Islamic-based education.

Firda Mawaddatul Jannah; Munawarotus Sholihah; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Reading interest is an intrinsic motivation that encourages students to actively engage in reading activities with a sense of enjoyment and autonomy. This study was motivated by the low reading interest among fourth-grade elementary students, often caused by reading materials dominated by plain text without visual support. Visual literacy offers an innovative approach by utilizing media such as picture books, educational comics, infographics, and videos to attract attention and enhance students’ comprehension. This research aims to analyze the implementation strategy of visual literacy to improve reading interest among fourth-grade students. The method used is Classroom Action Research (CAR) based on the Kemmis and McTaggart model conducted in two cycles. The findings indicate that visual media fosters interactive and meaningful learning experiences, leading to a significant increase in students’ reading interest. These results are expected to contribute to strengthening a culture of literacy in elementary schools

Restu Ayu Eka Pustika Dewi; Rifky Rangga Arnawa; Elin Agni Nurul Qolbi; Siti Wahyuni; Isti Mulyawati

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

Illegal logging is one of the leading causes of environmental degradation, triggering natural disasters such as floods, landslides, and droughts. Children of Generation Alpha, who are still in the cognitive development stage, are considered vulnerable due to their limited understanding and preparedness for such disasters. This community service program aimed to enhance elementary school students’ awareness and knowledge of disaster mitigation through educational media in the form of printed comics. The activity was conducted by the KKN Team of Universitas Ivet Semarang at SDN Plalangan 02, involving 24 students from grades 3 and 4. The procedure consisted of preliminary observation to assess school needs, comic development on the theme of illegal logging-related disaster mitigation, delivery of the material through comic reading sessions, interactive discussions, and evaluation through pretest and posttest. The pretest results showed that most students were in the "moderate" knowledge category (45.8%). After the intervention, 75% of students reached the "good" category. The Wilcoxon test yielded a significance value of p = 0.001 (p < 0.05), indicating a statistically significant difference in students’ knowledge before and after the intervention. Printed comics proved effective in conveying complex disaster mitigation content in a visually engaging and narrative-driven format. The approach aligns with the characteristics of Generation Alpha, who are highly responsive to visual media. It is recommended that printed comics be further developed and integrated into disaster education programs in elementary schools, especially those located in disaster prone areas.

I Putu Rayga Ondias Putra; I Putu Rayga Ondias Putra; Alfian Candra Ayuswantana; Masnuna, Masnuna

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The declining awareness among youth about local historical figures such as Raden Sawunggaling inspired the creation of this web comic. Aimed at teenagers aged 17–21, this project seeks to reintroduce local history through a visually engaging and interactive medium. The comic features a flowing narrative, semi-realistic illustrations, and strong elements of East Javanese culture. Its design was informed by qualitative and quantitative research to align with the preferences of the target audience. The web comic format was chosen for its accessibility, cost-efficiency, and relevance to the digital habits of today’s youth. This medium is expected to reignite interest in local history while serving as a creative and educational approach to cultural preservation.

Musaddad, Reyno Bustami Musaddad; Vera Risti Desvani; Indriana Dwi Saputri; Lutfha Nugraheni

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to describe the use of learning media in the form of digital comics based on fable stories as a means to improve the speaking skills of elementary school students. The background of this study is the low interest of students in speaking and the limited learning media that are interesting and in accordance with their age characteristics. This study used a descriptive qualitative approach with data collection techniques through observation, interviews, questionnaires, and speaking skills tests. The subjects in this research are fourth grade students of SDN Margasari 01 Balikpapan City. The results show that the use of digital comic media based on fable stories can increase students' courage in speaking, expand their vocabularies, and help students construct sentences more coherently and communicatively. Teachers and students also give positive responses to the media used because it is considered interesting, contextual, and in accordance with the learning needs. Thus, digital comic media based on fable stories can be an innovative alternative in learning Indonesian in elementary schools to improve the speaking skills of elementary school students.

Musaddad, Reyno Bustami Musaddad; Vera Risti Desvani; Indriana Dwi Saputri; Lutfha Nugraheni

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to describe the use of learning media in the form of digital comics based on fable stories as a means to improve the speaking skills of elementary school students. The background of this study is the low interest of students in speaking and the limited learning media that are interesting and in accordance with their age characteristics. This study used a descriptive qualitative approach with data collection techniques through observation, interviews, questionnaires, and speaking skills tests. The subjects in this research are fourth grade students of SDN Margasari 01 Balikpapan City. The results show that the use of digital comic media based on fable stories can increase students' courage in speaking, expand their vocabularies, and help students construct sentences more coherently and communicatively. Teachers and students also give positive responses to the media used because it is considered interesting, contextual, and in accordance with the learning needs. Thus, digital comic media based on fable stories can be an innovative alternative in learning Indonesian in elementary schools to improve the speaking skills of elementary school students.

Sihombing, Zefonya Zuwi; Hafniati, Hafniati

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to develop an instructional medium in the form of a Webtoon-based digital comic entitled “Was machst du?”, adapted from the Netzwerk neu A2 textbook, to enhance German reading comprehension at the A2 level. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation). Validation was conducted by two experts one in content and one in media with validation scores of 91% and 92%, respectively, indicating that the comic is highly suitable for instructional use. A limited trial was carried out among students of the German Language Education Program at Universitas Negeri Medan. The results showed that the comic supported students’ reading comprehension, increased motivation, and reduced reliance on online translators. This study concludes that integrating official textbook content into digital comic formats published through popular platforms such as Webtoon represents an effective and relevant innovation for digital-native learners.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Alberta Adinata; Sudarmiatin Sudarmiatin

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Digital transformation has reconstructed the marketing landscape, presenting TikTok as a narrative and affective space in shaping consumption decisions. This study investigates the interaction between Storytelling Marketing (STM), Electronic Word of Mouth (e-WOM), and Fear of Missing Out (FOMO) in mediating One Piece comic purchase intention. With a PLS-SEM approach to 385 respondents, it was found that STM and e-WOM not only have a direct impact on purchasing decisions, but also form a psychological resonance in the form of FOMO which strengthens consumptive urges. TikTok in this case is not just a medium, but an affective field where perceptions, emotions, and social impulses intertwine, blurring the line between narrative and economic decisions. This finding confirms the role of content strategy as a construction of meaning that activates symbolic ownership through collective emotional urgency.

Akbar Firmansyah; Restu Ismoyo Aji; Masnuna Masnuna

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Madura, an island in East Java, is known for its rich cultural heritage. Despite this, prevailing stereotypes in society often emphasize negative aspects of Madurese culture, which can obscure its valuable and positive traditions. One such cultural gem is Daul music—a vibrant and rhythmic musical expression that deserves greater public appreciation. This study explores the design and development of a digital comic titled “The Sparkle of Madura’s Daul”, which aims to introduce Daul music to a younger audience, particularly teenagers aged 18–22, through the Webtoon platform. Utilizing a qualitative descriptive method, the research gathered data through observation, questionnaires, and interviews to inform the design process. The comic is created not only as an engaging entertainment medium but also as a tool for cultural education and preservation. By integrating narrative and visual storytelling, the comic presents Daul music in a compelling and accessible format, positioning it as a cultural asset comparable to the well-known Karapan Sapi. The final product is intended to reshape perceptions of Madurese identity, promote cultural pride, and encourage the appreciation of traditional music among youth. This initiative highlights the potential of digital media to bridge generational and cultural gaps while revitalizing local heritage through creative means.

Dahlia Dahlia

Jurnal Budi Pekerti Agama Buddha 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Handaka Vijjananda's Buddhist comic "Aṅgulimāla: True Repentance" depicts the repentance of a ruthless murderer who undergoes spiritual transformation after meeting Gautama Buddha. This story not only conveys Buddhist moral teachings but also reflects the social, cultural, and religious dynamics of ancient Indian society. This study aims to analyze the intrinsic and genetic structures of the Buddhist comic "Aṅgulimāla" using Lucien Goldmann's genetic structuralism approach. The method used is qualitative descriptive, with the primary data source being the comic "Aṅgulimāla." Data collection techniques were conducted through intensive reading and note-taking, while data analysis was conducted by linking the intrinsic elements of the literary work with the socio-historical context and the author's worldview. The results show that the intrinsic structure of the comic "Aṅgulimāla" includes themes of repentance, karma, loving-kindness (metta), and wisdom; strong characters and characterizations; a progressive plot; internal and external conflicts; and a time, place, and social setting that reflect 6th-century BCE Indian society. Meanwhile, its genetic structure reveals human facts such as the caste system, power relations, and social morality, as well as the author's worldview, which emphasizes Buddhist values such as compassion, self-transformation, and hope for human moral change. Thus, genetic structuralism analysis confirms that the comic Aṅgulimāla is a literary work that is not only narrative in nature but also reflects social realities and humanitarian messages relevant to modern life.

Aditya Dimas; Ari Sugiharto

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aimed to explore the impact of classical piano music on emotional responses among professional pianists compared to non-professionals. The piano, known for its extensive pitch range and dynamic versatility, serves as a pivotal instrument in both classical and popular music. Previous research has examined how music influences individual’s styles and behaviors. In our investigation, we analyzed electroencephalogram (EEG) signals to assess emotional responses in both groups, employing coherence measures. Listening tests were conducted to evaluate the effects of pitch and dynamics on emotional characteristics. Findings revealed that all ten emotional categories were significantly influenced by variations in pitch and dynamics. Specifically, emotions such as Happy, Romantic, Comic, Calm, Mysterious, and Shy generally increased with pitch, though a decline was observed at the highest pitches. Conversely, Heroic, Angry, and Sad emotions tended to decrease with rising pitch levels, while Scary emotions were pronounced at extreme low and high pitches. Regarding dynamics, emotions like Heroic, Comic, Angry, and Scary were more intense with loud notes, whereas Romantic, Calm, Mysterious, Shy, and Sad emotions were enhanced with softer notes. Notably, the emotion Happy showed no sensitivity to dynamic changes. These results provide valuable insights into the quantification of emotional characteristics associated with piano music.

Ratna Indra Setyaningurm; Wanodya Kusumastuti; Widyaning Hapasari

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Manga, or Japanese comics, are becoming increasingly popular among Indonesian boys and can be easily found online. Fujoshi refers to female fans and fundashi refers to male fans of the “boys love” genre, which is characterized by romantic comedies involving male protagonists in media such as literature, anime, and video games. The intensity of reading a particular “boys love manga” genre and a favorable view of homosexuality are the focus of this study. A correlation coefficient of 0.227 was obtained, indicating a weak but positive relationship of 22.7%, between the two variables in this study using a quantitative correlational method. A total of 351 participants in this study were tested for their hypotheses using the Pearson Product Moment correlation. Individual attitudes can be shaped by many factors, including their own life experiences, the opinions of influential people in their lives, cultural norms, the media, the education system, religious organizations, and even their own emotions. All those who took part in this study found a positive interpretation of homosexuality that brought tolerance.

Anggia Muharani; Saidah Ahmad

Jurnal Pendidikan, Bahasa dan Budaya 2025 Pusat Riset dan Inovasi Nasional

This study aims to increase students' interest in reading using local wisdom-based comic media, in class III Madrasah Ibtidaiyah Muhajirin Jambi City. Students' reading interest is still relatively low in Natural and Social Sciences subjects, totaling 26 people. This research is a Classroom Action Research (PTK) with the Kemmis and Mc Taggart model consisting of 2 cycles. Data collection techniques used by researchers are observation, interviews, documentation and questionnaires. The results of this study indicate an increase in students' interest in reading by using comic media based on local wisdom with the percentage of the average value of students' interest in reading in the pre-cycle 33.13%, cycle I 67.45%, and cycle II 92.01% with a very high student interest category, and the percentage of student success in the pre-cycle 11%, cycle 1 61.53%, and cycle II 100% with a very high student interest category. As well as an increase in teacher and student activities in cycle 1 60% and cycle II 87.2%.

Nurfitri Ramadana; Ani Widayati

International Journal of Educational Development 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop e-comic-based learning media to enhance the motivation of Grade XII students at SMA Kolombo in learning adjusting journal entries for service companies. The research employed the ADDIE development model with a control group experimental design. Media evaluations indicated that the e-comic is highly feasible, scoring 4.77 from media experts, 3.88 from material experts, and 5.27 from Accounting teachers. Data collected through observations, interviews, and questionnaires showed a significant motivation improvement in the experimental class, with average scores increasing from 90.62 to 105.69, compared to a less significant increase in the control group. An independent t-test confirmed significant differences between the groups (p < 0.05), demonstrating the e-d effectiveness. This study recommends e-comic media as an engaging, interactive, and efficient innovation to improve students' motivation in learning accounting concept..