DEVELOPMENT OF STEAM-BASED E-COMIC USING ADDIE MODEL: ENHANCING MIDDLE SCHOOL STUDENTS’ LEARNING OUTCOMES
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
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DOI: https://doi.org/10.36987/jes.v13i4.9197
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