DEVELOPMENT OF STEAM-BASED E-COMIC USING ADDIE MODEL: ENHANCING MIDDLE SCHOOL STUDENTS’ LEARNING OUTCOMES

Wulan Izzatul Himmah, Erna Risfaula Kusumawati, Hermawan Budi

Abstract


Purpose – This research aims to develop STEAM-based e-comics as an innovative digital learning medium through a water rocket-building project to improve learning outcomes for junior high school students.

Methodology – This study is a research and development (R&D) using the ADDIE model.  Teachers and students from two Islamic junior high schools in Kudus Regency were involved in the analysis stage. The effectiveness test used a pretest-posttest one-group design with a research population of 370 seventh-grade students at an Islamic junior high school in Kudus Regency, Indonesia. The sample consisted of 30 students selected using random sampling techniques as the experimental group. The research instruments consisted of: 1) interview guidelines, 2) questionnaires, 3) pretest and posttest, 4) validation questionnaires, and 5) practicality questionnaires. Test data analysis used a paired sample t-test. Feasibility was determined from validation results by material experts, validation results by media experts, and questionnaire responses, using a percentage formula.

Findings – The study’s results indicate that the developed STEAM-based e-comic is valid, practical, and effective. A score of 92.2% was obtained from material experts in the very feasible category, and 75% from media experts in the feasible category, both of which can be used with minor revisions. After the improvements were implemented, practitioners, as e-comic users, achieved a 95% score on the practicality test. The results of the effectiveness test indicate that the STEAM-based e-comic is effective for learning outcomes. This indicates that the developed STEAM-based e-comic significantly improves student learning outcomes.  

Contribution – This research contributes to the integration of STEAM and digital media in education by providing empirically validated STEAM-based e-comic products.  This study offers practical implications for teachers in the application of interdisciplinary learning media.  Suggestions for future researchers include developing STEAM-based teaching materials for different materials and conducting larger-scale product trials.

Keywords


e-comics; STEAM; ADDIE model

Full Text:

PDF

References


Anwar, L., Sa’dijah, C., Muzam Roudloh, Y. F., Yerizon, Y., & Maiyastri, M. (2025). Enhancing Students’ Reasoning Skills with GeoGebra-based Digital Worksheets. Salud, Ciencia y Tecnología, 5, 2137. https://doi.org/10.56294/saludcyt20252137

Apostolou, D., & Linardatos, G. (2023). Cognitive Load Approach to Digital Comics Creation: A Student-Centered Learning Case. Applied Sciences, 13(13), 7896. https://doi.org/10.3390/app13137896

Arief, Z. A., Mujahidin, E., & Hartono, R. (2022). The Effect of Digital Comic Media on East Asian Students’ English Language Learning Outcomes. International Journal of Society, Culture and Language, 10(3), 117–124. https://doi.org/10.22034/ijscl.2022.551349.2604

Behera, S. K., Azar, A. S., Curle, S., & Dials, J. G. (2025). Transformative Approaches to STEAM Integration in Modern Education. IGI Global. https://doi.org/10.4018/979-8-3693-7408-5

Bertrand, M. G., & Namukasa, I. K. (2020). STEAM education: student learning and transferable skills. Journal of Research in Innovative Teaching & Learning, 13(1), 43–56. https://doi.org/10.1108/JRIT-01-2020-0003

Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer US. https://doi.org/10.1007/978-0-387-09506-6

Budiarto, M. K., & Roemintoyo, R. (2022). Optimizing the utilization of computer-based technology through interactive multimedia development for entrepreneurship learning. World Journal on Educational Technology: Current Issues, 14(1), 147–163. https://doi.org/10.18844/wjet.v14i1.6711

Catalano, A. (2015). The Effect of a Situated Learning Environment in a Distance Education Information Literacy Course. The Journal of Academic Librarianship, 41(5), 653–659. https://doi.org/10.1016/j.acalib.2015.06.008

Damopolii, I., Febrianto Paiki, F., & Hendriek Nunaki, J. (2022). The Development of Comic Books as a Marker of Augmented Reality to Raise Students’ Critical Thinking. TEM Journal, 348–355. https://doi.org/10.18421/TEM111-44

Faria, C., Valente, B., & Torres, J. (2024). Potentialities of science comics for science communication: lessons from the classroom. Journal of Science Communication, 23(08). https://doi.org/10.22323/2.23080802

Gunadi, R. P., Zulaikha, Z., Nugraha, F. R., & Aeni, A. N. (2023). Pengembangan Komik Ecopet (E-Comic Calon Pemimpin Teladan) sebagai Media untuk Mengenalkan Politik Islam pada Siswa Kelas VI SD. Fondatia, 7(2), 457–469. https://doi.org/10.36088/fondatia.v7i2.3453

Herlina, M., Zulfarina, & Linda, R. (2021). Contextual-Based E-comic Media Design. 2021 Universitas Riau International Conference on Education Technology (URICET), 185–188. https://doi.org/10.1109/URICET53378.2021.9865903

Hidayat, O. S., & Soleh, D. A. (2023). Learning Pancasila Education and Citizenship through Digital Media to Stimulate Student Engagement and Improve the Quality of Learning. Journal for ReAttach Therapy and Developmental Diversities, 6(4), 392–400. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85160448049&partnerID=40&md5=a153c7a96d7ce89355e4abed75982e63

Hindriana, A. F., Turki, H. I., Prihatin, Y., Setiawati, I., Abidin, Z., & Pratami, A. R. (2026). Cognitive load management: Learning abstract and complex scientific concepts using visual metaphors and metonymies. Jurnal Cakrawala Pendidikan, 45(1). https://doi.org/10.21831/cp.v45i1.83196

Juškevičienė, A., Dagienė, V., & Dolgopolovas, V. (2021). Integrated activities in STEM environment: Methodology and implementation practice. Computer Applications in Engineering Education, 29(1), 209–228. https://doi.org/10.1002/cae.22324

Khine, M. S., & Areepattamannil, S. (Eds.). (2019). STEAM Education. Springer International Publishing. https://doi.org/10.1007/978-3-030-04003-1

Kibirige, I. (2023). Primary Teachers’ Challenges in Implementing ICT in Science, Technology, Engineering, and Mathematics (STEM) in the Post-Pandemic Era in Uganda. Education Sciences, 13(4), 382. https://doi.org/10.3390/educsci13040382

Kulkarni, A., Albright, C., Kamble, P., & Chu, S. L. (2024). Investigating Situated Learning Theory Through an Augmented Reality Mobile Assistant for Everyday STEM Learning. 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 955–956. https://doi.org/10.1109/VRW62533.2024.00274

Marmon, M. (2019). The Emergence of Creativity in STEM: Fostering an Alternative Approach for Science, Technology, Engineering, and Mathematics Instruction Through the Use of the Arts. In STEAM Education (pp. 101–115). Springer International Publishing. https://doi.org/10.1007/978-3-030-04003-1_6

Mazid, S., Komalasari, K., Abdulkarim, A., Rahmat, R., Hasanah, I., Istianah, A., Wulansari, A., & Prasetyo, D. (2024). Digital-based comic: learning to develop civic disposition. Journal of Engineering Science and Technology, 19(6), 145–152. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85207028808&partnerID=40&md5=f2c470e0d19fd5dd559561656a72fae0

Mynbayeva, M. (2025). STEAM Education Reform: The Case of Kazakhstan. International Journal of Educational Reform. https://doi.org/10.1177/10567879251345796

Neldarisasmita, H., & Wicaksana, E. J. (2025). Uncovering STEAM Research Patterns and Gaps: Systematic Literature Review in Education Journal. Jurnal Penelitian Pendidikan IPA, 11(4). https://doi.org/10.29303/jppipa.v11i4.10976

Ontenient Lledó, A. I. (2025). El cómic digital como recurso para consolidar el aprendizaje en la educación secundaria obligatoria. Miguel Hernández Communication Journal, 16(1), 177–206. https://doi.org/10.21134/kk6pk238

Pantaleo, S. (2018). Elementary students’ meaning-making of graphic novels. Language and Education, 32(3), 242–256. https://doi.org/10.1080/09500782.2018.1434788

Pantaleo, S. (2021). Elementary students' meaning-making of the science comics series by first- and second-graders. Education 3-13, 49(8), 986–999. https://doi.org/10.1080/03004279.2020.1818268

Purwanto, D., Mentara, H., & Marhadi, M. (2023). Development of Sport Massage (e-Sport Massage) Based on an Android App Using the ADDIE Design as a Learning Media for Students. International Journal of Human Movement and Sports Sciences, 11(5), 1084–1090. https://doi.org/10.13189/saj.2023.110517

Putri, A. D., Juandi, D., Herman, T., & Turmudi. (2025). Investigating pedagogical strategies in mathematics education with flipbook integration: A qualitative analysis. AIP Conference Proceedings, 120010. https://doi.org/10.1063/5.0290040

Qohar, M. A., Azizah, S. N., & Sholekkah, R. (2025). Efektivitas Penggunaan Media Gambar dalam Peningkatan Pemahaman Belajar Matematika Siswa. Jurnal Axioma : Jurnal Matematika Dan Pembelajaran, 10(2), 50–60. https://doi.org/10.56013/axi.v10i2.3790

Ramadana, N., & Widayati, A. (2025). Development of E-Comic-Based Learning Media to Increase Student Learning Motivation on Journal Material Adjusted by Service Companies for Class XII High School Students. International Journal of Educational Development, 2(1), 25–37. https://doi.org/10.61132/ijed.v2i1.169

Safitri, Y., Mailizar, & Johar, R. (2021). Students’ Perceptions of Using E-Comics As a Media in Mathematics Learning. Infinity Journal, 10(2), 319–330. https://doi.org/10.22460/infinity.v10i2.p319-330

Semerikov, S. O., Striuk, A. M., Pinchuk, O. P., Vakaliuk, T. A., Kanevska, O. B., & Ostroushko, O. A. (2025). Immersive technologies, AI integration, and STEAM pedagogical innovations at AREdu 2025. AREdu 2025: 8th International Workshop on Augmented Reality in Education, 1–23. https://ceur-ws.org/Vol-4060/paper00.pdf

Setyowati, R. R., Rochmat, S., Aman, A., & Nugroho, A. N. P. (2023). Virtual Reality on Contextual Learning during Covid-19 to Improve Students’ Learning Outcomes and Participation. International Journal of Instruction, 16(1), 173–190. https://doi.org/10.29333/iji.2023.16110a

Shahul Hamid, M. N., & Ghazali, M. N. S. (2021). E-Komik Hikayat Patani: Putera Pewaris Kerajaan (Satu Analisis Tekstual, Kepentingan dan Cabaran). Jurnal Komunikasi: Malaysian Journal of Communication, 37(2), 171–194. https://doi.org/10.17576/JKMJC-2021-3702-11

Sihombing, M. B. C., Fransyaigu, R., & Ayudia, I. (2025). Pengembangan Media E-Comic pada Pembelajaran IPAS untuk Meningkatkan Minat Belajar Siswa Kelas V SD Negeri Sukarejo. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 5(3), 575–586. https://doi.org/10.51878/edutech.v5i3.6911

Simbolon, S. U., Ansari, K., & Simbolon, N. (2020). Worksheet Development Based on Through Skills Based on High Level of Thematic Learning in the 5th Grade of Primary School (SD Negeri 040460 Berastagi T.A 2019/2020). Britain International of Linguistics, Arts and Education(BIoLAE) Journal, 2(1). https://doi.org/10.33258/biolae.v2i1.214

Sumarmi, S., Kurnia Putra, A., & Tanjung, A. (2023). Developing a Digital Natural Laboratory Based on Edutourism for Environmental Geography. TEM Journal, 224–232. https://doi.org/10.18421/TEM121-29

Tekin, E., & İlhan, G. O. (2025). The Use of Digital Comics in Foreign Language Teaching: Experiences of Erasmus Students. European Journal of Education, 60(2). https://doi.org/10.1111/ejed.70090

Tuzuhro, F., Hutasuhut, S., & Tambunan, K. E. (2024). Pengembangan Komik Digital Ekonomi Interaktif Berbasis Nilai Karakter untuk Meningkatkan Hasil Belajar Siswa di MAN 3. JPEK: Jurnal Pendidikan Ekonomi dan Kewirausahaan, 8(3), 1140–1148. https://doi.org/10.29408/jpek.v8i3.28031

Wijaya, I., Sefriani, R., Menrisal, R., P., & Andrayani, L. (2019). Designing Lectora-Based Interactive CD Learning Media in Basic Programming Subjects (Case Study of Class X SMKN 2 Padang). Journal of Physics: Conference Series, 1339(1), 012102. https://doi.org/10.1088/1742-6596/1339/1/012102

Xue, H. (2022). A New Integrated Teaching Mode for Labor Education Course Based on STEAM Education. International Journal of Emerging Technologies in Learning (IJET), 17(02), 128–142. https://doi.org/10.3991/ijet.v17i02.28461

Yim, I. H. Y., Su, J., & Wegerif, R. (2024). STEAM in practice and research in primary schools: a systematic literature review. Research in Science & Technological Education, 1–25. https://doi.org/10.1080/02635143.2024.2440424

Yunus, M. M., Salehi, H., & Embi, M. A. (2012). Effects of using digital comics to improve ESL writing. Research Journal of Applied Sciences, Engineering and Technology, 4(18), 3462–3469. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84866782411&partnerID=40&md5=6d1dc5133a6358cd814410bfae910f10

Zaqiah, Q. Y., Hasanah, A., & Heryati, Y. (2024). The Role of Steam Education in Improving Student Collaboration and Creativity: A Case Study in Madrasah. Jurnal Pendidikan Islam, 10(1), 101–112. https://doi.org/10.15575/jpi.v10i1.35207

Zhao, Y. (2025). Integrating Arts into the STEAM Curriculum. In Eruptive Research (pp. 80–104). BRILL. https://doi.org/10.1163/9789004743083_005




DOI: https://doi.org/10.36987/jes.v13i4.9197

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Wulan Izzatul Himmah, Erna Risfaula Kusumawati, Hermawan Budi

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Lisensi Creative Commons
Jurnal Eduscience (JES) by LPPM Universitas Labuhanbatu is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY - NC - SA 4.0)