PERANCANGAN MEDIA PEMBELAJARAN E-COMIC BERBASIS FLIP BOOK PADA MATA PELAJARAN DASAR PROSES PENGOLAHAN HASIL PERTANIAN DI SMKN 2 CILAKU CIANJUR - Ghina Anzalina, - (2019)
Kurangnya media pembelajaran mengakibatkan peserta didik kurang aktif dan antusias ketika proses pembelajaran berlangsung. Diperlukan adanya media pembelajaran yang dapat membantu dan memfasilitasi dalam membangkitkan minat belajar dan meningkatkan hasil belajar peserta didik di SMKN 2 Cilaku Cianjur. Penelitian ini bertujuan untuk mengetahui proses perancangan media pembelajaran e-comic berbasis flip book, mengetahui tingkat kelayakan media dan mengetahui peningkatan hasil belajar kognitif siswa. Model penelitian pengembangan yang digunakan yaitu model ADDIE (Analysis, Design, Development, Implementation & Evaluation) dan One Group Pre-test Post-test Design. Sampel dalam penelitian ini yaitu siswa kelas X APHP 2 SMKN 2 Cilaku Cianjur sebanyak 25 siswa. Instrumen penelitian yang digunakan yaitu lembar validasi media, kuisioner tanggapan siswa dan soal pre-test post-test pilihan ganda. Validasi media pembelajaran e-comic berbasis flip book dilakukan oleh ahli media, ahli materi dan ahli bahasa. Media pembelajaran e-comic berbasis flip book dirancang menggunakan software dan hardware. Hasil penelitian menunjukkan tingkat kelayakan aspek media dinyatakan "Layak", aspek materi dinyatakan "Sangat Layak" dan aspek bahasa dinyatakan "Sangat Layak". Media pembelajaran e-comic berbasis flip book mampu meningkatkan hasil belajar kognitif siswa dari nilai pre-test dan post-test mengalami peningkatan pada kriteria "Sedang". Kata kunci: e-comic berbasis flip book, ADDIE, hasil belajar ABSTRACT The lack of learning media resulted in learners being less active and enthusiastic as the learning process took place. Learning Media is required that can assist and facilitate in generating interest in learning and improve student learning outcomes in SMKN 2 Cilaku Cianjur. This research aims to know the process of learning the media design e-comic based flip book, knowing the level of media feasibility and knowing the improvement of student's cognitive learning outcomes. The model of development research used is the model ADDIE (Analysis, Design, Development, Implementation & Evaluation) and One Group Pre-test Post-test Design. Sample in this study is grade X students APHP 2 SMKN 2 Cilaku Cianjur as many as 25 students. The research instruments used are the media validation sheet, the student response questionnaire and the multiple choice pre-test post-test. Validation of e-comic learning media based flip book is done by media experts, material experts and linguists. Media learning e-comic based flip book is designed using software and hardware. The results showed the feasibility level of the media aspect stated "decent", the material aspect stated "very decent" and the language aspect stated "very decent". The Media learning e-comic based flip book is able to improve student's cognitive learning outcomes from pre-test grades and post-test is experiencing increased on "medium" criteria. Keywords: e-comic based flip book, ADDIE, learning outcomes