PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBASIS APLIKASI PIXTON UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN PESERTA DIDIK DI KELAS III SEKOLAH DASAR
DOI:
https://doi.org/10.23969/jp.v10i02.32329Keywords:
learning media, digital comic, Pixton, multiplicationAbstract
This research aims to develop a digital comic-based learning medium using the
Pixton application to improve the understanding of multiplication as repeated
addition among third-grade elementary school students. The research method
used is the ADDIE development model, which includes Analysis, Design,
Development, Implementation, and Evaluation. The Pixton-based digital comic
was validated by a team of experts and teachers before being implemented with
the research subjects, namely third-grade students of SDN Kaloran. The validation
test of the Pixton-based digital comic product received an average score
percentage of 82% from the expert team, categorized as "very feasible."
Meanwhile, the average score percentage from the teachers was 88%, also
categorized as "very feasible." Based on the validation scores from the experts
and teachers, the average feasibility rating of the Pixton-based digital comic on
multiplication material was 85%, falling into the "very feasible" category. Student
responses to the Pixton-based digital comic showed an average score percentage
of 90.75%, categorized as "very good."The result of the n-gain calculation yielded
an average score of 0.7953, which falls into the "high" category, indicating that the
use of Pixton-based digital comics is effective in improving students
understanding of multiplication. Based on these research results, it can be
concluded that the Pixton application-based digital comic learning medium for
multiplication material developed for third-grade elementary students is "very
feasible" to use in learning and shows that the use of this digital comic is effective
in improving students understanding of multiplication, with a "high" category of
improvement.
Downloads
References
Barliani, Karlina., dkk. (2025).
Efektivitas Media Komik Digital
Dalam Pembelajaran Membaca
Cerita Pendek. Sematik: Jurnal
Ilmiah Program Studi Pendidikan
Bahasa dan Sastra Indonesia, 1 –
13.
Lestari, A., Setiawan, F., & Agustin,
E. (2022). Manajemen Pendidikan
Inklusi di Sekolah Dasar.
ARZUSIN, Jurnal Manajemen dan
Pendidikan Dasar. 602 – 610.
Mawan, A.R., & Mey, P.W. (2018).
Efektivitas Penggunaan Media
Komik Digital (Cartoon Story
Maker) dalam pembelajaran Tema
Selalu Berhemat Energi. Jurnal
PANCAR, 16 – 17
Nurhaswinda. (2025). Kecerdasan
Matematis dan Penguatan Literasi
Matematika pada Siswa Sekolah
Dasar. Jurnal Kajian Pendidikandan Cakrawala Pembelajaran,
49–58.
Prasetyo, D.E., & Handayani, F.
(2020). E-Module for Learning
Volley Ball Using Character Based
on Adobe Flash Cs6. Journal of
Education Technology. 325 – 330.
Riduwan. (2009). Metode dan Teknik
Penyusunan Proposal Penelitian.
Bandung: Alfabeta.
Sari, R.K., & Harjono, N. (2021).
Pengembangan Media
Pembelajaran Interaktif Berbasis
Mengartikulasikan Alur Cerita
Tematik Terhadap Minat Belajar
Siswa Kelas 4 SD. Jurnal
Pedagogi dan Pembelajaran
Universitas Pendidikan Ganesha,
122 – 130.
Wulandari, Y., Ruhiat, Y., &
Nulhakim, L. (2020).
Pengembangan Media Video
Berbasis Powtoon Pada Mata
Pelajaran IPA Di Kelas V. Jurnal
Pendidikan Sains Indonesia
(Indonesian Journal of Science
Education). 269 – 279.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

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
















