eprintid: 65614 rev_number: 10 eprint_status: archive userid: 12460 dir: disk0/00/06/56/14 datestamp: 2024-07-05 07:55:49 lastmod: 2024-07-05 07:55:49 status_changed: 2024-07-05 07:55:49 type: thesis metadata_visibility: show contact_email: muh.khabib@uin-suka.ac.id creators_name: Effiana Cahya Ningrum, NIM.: 22204081023 title: PENGEMBANGAN MEDIA KOMIK DIGITAL BERBASIS ROLE PLAYING TERINTEGRASI NILAI-NILAI ISLAM UNTUK MENINGKATKAN PENGUASAAN KOSAKATA DAN MINAT BACA SISWA KELAS II SDIT AL-KAUTSAR JOMBANG ispublished: pub subjects: 371.33 divisions: jur_pgmi2 full_text_status: restricted keywords: Media Pembealajaran, Komik Digital, Integrasi, Kosakata, Minat Baca note: Pembimbing: Dr. Muqowim, S.Ag., M.Ag. abstract: This study is motivated by the lack of attractive media when Indonesian language learning activities and is still low level of mastery of students’ vocabulary. This makes reading interest and mastery of vocabulary necessary to be improved, lesson materials have not been associated with characters. From this problem, researchers developed media in the form of integrated digital comics of Islamic values to improve students’ vocabulary and interest in readings. This study aims to increase students’ reading interest and mastery of integrated vocabulary with Islamic values. This study use Research and Development (R & D) research method using the ADIE (Analysis, design, development, implementation, evaluation) model. The type of true experimental design design. Types of research use mix method combined from quantitative and qualitative research. The subject 25 students of II-A as a control class and 25 students of class II-B as an experiment class at Islamic elementary school Al-Kautsar Jombang. Data collection techniques consist of observation, interviews, documentation, and questionnaire results. Data analysis techniques for validity, rallyability, normal test, homogeneity test, test t (paired sample t test). This study produced three conclusions, namely: 1) the development of digital comic media at the research stage, this analysis stage analyzes various problems at Islamic elementary school Al-Kautsar, then the researcher designed the media and material to be developed further. Digital comics are designed using Canva Pro and then validation to media experts, language and material. 2) the acquisition of the validation product of the expert validation product is 95.4%, the acquisition of Language 87.5% validation, and media validation 94.6%. Meanwhile, the teacher’s response assessment is obtained by 90%. The student’s response to the media scores scored 91%. It can be concluded that the digital comic media integrated Islamic values are worth using. 3) the results of the N-Gain test, test t (paid sample t test pie) and comparison from the pre-oblivation until the implementation of the media used show that there is an influence of digital comic media integrated Islamic values on student vocabulary and interest in readings. Evidenced by increasing mastery of student vocabulary and interest in reading. date: 2024-03-20 date_type: published pages: 211 institution: UIN SUNAN KALIJAGA YOGYAKARTA department: FAKULTAS ILMU TARBIYAH DAN KEGURUAN thesis_type: masters thesis_name: other citation: Effiana Cahya Ningrum, NIM.: 22204081023 (2024) PENGEMBANGAN MEDIA KOMIK DIGITAL BERBASIS ROLE PLAYING TERINTEGRASI NILAI-NILAI ISLAM UNTUK MENINGKATKAN PENGUASAAN KOSAKATA DAN MINAT BACA SISWA KELAS II SDIT AL-KAUTSAR JOMBANG. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA. document_url: https://digilib.uin-suka.ac.id/id/eprint/65614/1/22204081023_BAB-I_IV-atau-V_DAFTAR-PUSTAKA.pdf document_url: https://digilib.uin-suka.ac.id/id/eprint/65614/2/22204081023_BAB-II_sampai_SEBELUM-BAB-TERAKHIR.pdf