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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.

Rohmani, Rohmani; Maryorita, Blestina; Nasrah, Nasrah; Sulistiyani, Sulistiyani; Situmeang, Lamria +1 more

Jurnal Pengabdian Kepada Masyarakat Sisthana 2025 Stikes Kesdam IV/Diponegoro Semarang, Indonesia

Latar Belakang: Malaria menjadi target dunia untuk mencapai status eliminasi terutama bagi negara yang memiliki kasus tinggi. Pemerintah meluncurkan berbagai program dan peta jalan untuk mencapai target eliminasi malaria pada tahun 2030. Papua merupakan salah satu provinsi yang mempunyai endemis malaria tinggi dan menuju program eliminasi yang dilakukan oleh pemerintah. Agar eliminasi malaria tercapai harus dilakukan peningakatan pengetahuan pada Masyarakat melalui edukasi Kesehatan Tujuan Meningkatkan pengetahuan anak panti asuhan tentang penyakit malaria. Metode: Metode yang digunakan adalah Pendidikan Kesehatan tentang penyakit malaria yang disampaikan dengan teknik tanya jawab, diskusi serta memanfaatkan komik malaria Hasil: Hasil menunjukkan Tingkat pengetahuan peserta tentang malaria sebelum diberikan penyuluhan yaitu pengetahuan kurang berjumlah 20 orang (45,5%), pengetahuan cukup berjumlah 20 orang  (45,5%) dan pengetahuan baik berjumlah 4 orang (9%). Sedangkan pengetahuan peserta setelah diberikan intervensi edukasi malaria melalui komik malaria menjadi pengetahuan kurang berjumlah 5 orang (11,4%), pengetahuan cukup berjumlah 10 orang (22,7%) dan pengetahuan baik berjumlah 29 orang (65,9). Kesimpulan: Sebagian besar anak panti asuhan berpengetahuan baik setelah diberikan edukasi tentang penyakit malaria melalui media komik Malaria di Panti Asuhan Komba Sentani Jayapura.

Hasib, Mochamad Naufal; Wijianto, Wijianto; Winarno, Winarno

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

ABSTRAK Penelitian ini memiliki tujuan untuk (1) Mengembangkan bahan ajar Pendidikan Pancasila terintegrasi media pembelajaran komik studi pada fase F di SMA Batik 2 Surakarta; (2) Menguji kelayakan produk bahan ajar Pendidikan Pancasila terintegrasi media pembelajaran komik studi pada fase F di SMA Batik 2 Surakarta. Metode yang digunakan adalah metode penelitian RnD (Research and Development) dengan pendekatan model Sukmadinata melalui tiga tahapan, yaitu studi pendahuluan, Pengembangan produk, dan pengujian produk. Pengumpulan data dilakukan melalui observasi, wawancara, angket, tes, dan studi dokumen. Uji validitas data kualitatif dengan triangulasi sumber dan metode, sedangkan data kuantitatif menggunakan uji validasi para ahli yaitu validator ahli materi, dan validator ahli media. Teknik analisis data meliputi analisis kualitatif dari hasil pengumpulan data dan analisis data kuantitatif dari uji N-Gain. Hasil penelitian Pengembangan ini yaitu (1) Pengembangan bahan ajar Pendidikan Pancasila terintegrasi media pembelajaran komik Dilakukan dengan tiga tahap yaitu studi pendahuluan untuk mengethaui bahan ajar yang digunakan, kemudian tahap pengembangan produk dimulai dengan Menyusun modul, Menyusun instrument, mengembangkan produk, dan dilakukan validasi kepada validator ahli, tahap terakhir pengujian produk dilakukan di kelas XI di SMA Batik 2 Surakarta; (2) Produk Pengembangan diuji validasi oleh para ahli dengan hasil validator materi sebesar 87% (Sangat layak), dan validator ahli media sebesar 98,33% (Sangat layak). Dari hasil validator materi maupun validator media dapat disimpulkan sangat layak sebagai bahan pembelajaran di dalam kelas. Setelah produk dinyatakan valid, kemudian dilakukan uji coba terbatas dan uji lapangan. Dari hasil uji N-Gain di kelas XI.1 didapatkan nilai sebesar 0,58 yang termasuk kategori efektif tingkat sedang. Kemudian di kelas XI.2 didapatkan nilai sebesar 0,63 yang termasuk kategori efektif tingkat sedang. Dari hasil Uji N-Gain uji lapangan maka dapat disimpulkan bahwa penggunaan bahan ajar Pendidikan Pancasila terintegrasi media pembelajaran komik masuk dalam kategori efektif sedang. Kata kunci: Bahan ajar, Pendidikan Pancasila, Media pembelajaran, Komik

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.

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.

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.

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%.

Laila Rossana

Jurnal Ekonomi, Akuntansi, dan Perpajakan 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

21st-century learning is directed at the optimal use of technology and information. Optimal use of information technology is intended to improve student's critical thinking skills and work readiness. However, in reality, using learning media for accounting students is not optimal so learning feels boring. The purpose of this study was to determine the effectiveness of using digital comics based on Problem-Based Learning (PBL) to improve critical thinking skills and work readiness of accounting students. This study used an experimental research method, with a pretest-posttest control group design. Based on the results of the study, showed that the use of digital comic media based on PBL was effective in improving students' work readiness and critical thinking skills.

Aulia Syafidah; Sugito Sugito

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research aims to prove the great contribution and significant relationship between the ability to sketch with the ability of drawing comic illustrations in the class VIII MTs Al-Wardah. The data is collected using test techniques, i.e. the test creates sketches and creates comic illustrations, the test results are then observed and evaluated by three evaluators, whose results are expressed in the form of decimals. The data was then analyzed using correlational research, data normality test using the liliefors technique, and data linearity test with the regression of the small quantum method. The results of the research showed that there was a significant relationship between the ability to sketch with the comic illustration proof of T_{count} 5,365 and T_ {table} for the degree of freedom (no) = n-k-1 = 24 on the real level (α) = 0.05 T _{table} = 2.064 was F_{count\ }> F_ {tabel\ }(31.44 > 4.22). The great relationship between the ability to sketch and the capacity to draw comic illustrations is collateral 0.76, and the great contribution or contribution is 59%.

Nihlatusshofi Ulwiyah; Khalimatus Sya'diah; Putri Wulan Puspitasari; Sekar Dwi Ardianti; Erik Aditia Ismaya

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to determine the effect of using comic media on students' reading interest at SD 1 Menawan. This research uses quantitative methods with the research method being Quasi Experiment (quasi experiment). Data collection techniques used in this research include interview guides, comics and questionnaires. The respondents in this study were all students in grades IV and V as the control and experimental classes at SD 1 Menawan. Data analysis techniques were processed and analyzed using SPSS 20 data processing software. The research data obtained was carried out by normality test, hypothesis test, and t-test. The sig value was obtained from the results of the t-test of the two variables of the experimental class and the control class of 0.000 < 0.05, it can be concluded that Ho was rejected, which means that the use of comic media as a teaching material has an effect on the increase in students' interest in reading at SD 1 Menawan.

Levi Al Kausar; Siti Muslimah; Ruliyani Ruliyani; Anwarsani Anwarsani; Siti Rahmawati +1 more

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

The comic "Lookism," is a narrative that follows the journey of Park Hyung Seok, a teenager who experiences bullying because of his appearance. His decision to change houses and schools brings about a drastic transformation when he wakes up with a perfect new body. Despite gaining a popular social life at a new school, Park Hyung Seok is still faced with the challenge of adapting to changes in his body and environment. The uniqueness of this story lies in the ability to return to one's original body, reminding that physical appearance is not everything. The main message of "Lookism" is the importance of self-acceptance and the realization that success in life does not only depend on appearance, but also on personality and abilities. This comic illustrates that every change brings new adventures. Life is a journey full of mysteries and challenges that shape a person's character. The comic "Lookism" teaches that true happiness and success in life lies in self-acceptance and the development of true personality and abilities.

Levi Al Kausar

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This article provides an in-depth analysis of the comic "Solo Leveling" by Chu-Gong, focusing on the storyline, characters, setting, themes and messages conveyed. The storyline begins with the introduction of a modern fantasy world inhabited by Hunters, warriors with magical powers, who fight against monsters from the dungeon. Sung Jin Woo, as the weakest Hunter, becomes the central point of the story after being selected by a mysterious system that gives him rare abilities. Sung Jin Woo's battles against various enemies, including humans and monsters, become the center of the story, while character analysis reveals Sung Jin Woo's emotional complexity and key role in the narrative. The story's detailed settings, diverse dungeon locations, and diverse cultures and races provide a strong visual framework for readers. Themes such as power, battle, and dungeon secrets dominate the story, giving depth to the narrative. The messages that emerge involve struggle and survival, mystery, increasing power, conflict against humans and monsters, and the discovery of secrets and sources of power. With the combination of these elements, "Solo Leveling" offers an immersive reading experience, motivating readers to continue following Sung Jin Woo's epic journey and exploring a world full of mystery, magic and exciting battles.

hamdanu, Ayyub HBN; hamdanu, Ayyub HBN; Dena Naufa Nabilla; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Tokusatsu is one of the popular Japanese culture in the world, including in Indonesia. This research is a Tokusatsu style analysis research on an Islamic themed comic entitled Ultimate Glad. This study was conducted to find out why the Ultimate Glad comic chose the Tokusatsu style to be combined with the Islamic theme, and to find out whether there are advantages and disadvantages of the Tokusatsu style combined in the Islamic comic entitled Ultimate Glad. This study uses a descriptive qualitative research method with data sources obtained from interviews with the publishers of Ultimate Glad comics, documentation, and testimonials from readers of Ultimate Glad comics. From this research, it can be benefited that the Tokusatsu style from Japan can be combined well with other themes, including Islamic themes, even with methods that are not easy.