Abstract

The purpose of this study is to develop comic strip media as a learning media for mathematics so that it can create mathematical learning media by utilizing technology or called mobile learning, knowing the steps for developing learning media and designing m-learning learning media designs that are easy for students to understand. as well as knowing the quality of the Mathematical Strip Comic learning media that was developed through three test stages, namely expert validation testing, testing on teacher and student respondents, and evaluation for product revisions. In addition, a research and development development research approach is used in compiling work steps so that conclusions can be drawn that mathematical strips are learning media by utilizing image illustrations in loading the content of teaching materials that can attract students' interest and motivation in learning activities that are easier and more enjoyable. Assessment carried out by media experts, material experts, linguists, teacher respondents, and student respondents found that Comic Strip learning media is in a good category to be used as a support for mathematics learning.

Highlights

  • Based on the table of the results of the above research, the assessment of experts and respondents to the Comic Strip application show that this application is in a good category to use

  • The evaluation carried out after the study found that the application of the Mathematical Comic Strip that had been developed was in the good category as a medium for supporting mathematics learning

  • The development of the application of Mathematical Comic Strip that has been done with the ADDIE method starts from the stage of needs analysis, application design or design, the process of making comics and applications, and the implementation of research schools so as to create an Android-based learning media

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Summary

Introduction

Comic strips can be said to be more concise and lighter to read This provides advantages in the form of time efficiency (in reading and in making it) and explanation in comics using simple and easy to understand language. To improve the accessibility of comic strips as learning media, it is packaged in the form of applications that are currently easy to access through smart devices (smartphones), so that their use is not limited to time and space (Ally, 2009: 1). Prithandari (2016) in his research entitled: "Application of Comics Strip as Learning Media Financial Management Courses", the same results were obtained in the form of increased interest in learning among students. The combination of comic strips, mathematics, and smartphone-based applications will produce a learning media with characteristics that are efficient, effective, lightweight, fun, and easy to use wherever and whenever (accessible)

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