Perancangan Komik Digital sebagai Modul Pengenalan Mata Kuliah Animasi 3D

Authors

  • Andini Setya Arianti Universitas Pendidikan Indonesia

DOI:

https://doi.org/10.33633/andharupa.v9i03.7186

Abstract

AbstrakAnimasi merupakan salah satu cabang seni yang memiliki peran di banyak aspek kehidupan, mulai dari bisnis, hiburan hingga pendidikan. Besarnya prospek animasi di dunia industri menjadikannya sebagai salah satu mata kuliah untuk program studi Pendidikan Komputer. Dalam proses pembelajaran animasi sendiri diperlukan berbagai media yang dapat menunjang kemampuan praktek dan kreativitas mahasiswa, salah satu caranya adalah dengan memanfaatkan Digital Storytelling. Digital storytelling kemudian diterapkan ke dalam modul dengan format komik digital yang masih digemari di kalangan mahasiswa. Perancangan komik digital ini dilakukan menggunakan metode Research and Development (R&D) yang dikaitkan dengan pendekatan narasi visual. Penelitian dilakukan dengan tahapan: 1) Tahap riset dan pengumpulan informasi melalui pembagian kuisioner minat kepada mahasiswa untuk tahap testing, 2) Tahap perencanaan melalui perancangan komik digital berdasarkan hasil kuisioner tersebut, 3) Membagikan hasil rancangan berupa komik kepada mahasiswa, 4) Membagikan kuisioner tanggapan terhadap komik digital yang telah dibuat, dan 5) Menganalisis hasil kuisioner tanggapan. Penelitian menghasilkan modul dalam format komik digital, dan hasil kuisioner menunjukan adanya antusiasme mahasiswa terhadap modul berbasis komik untuk belajar animasi 3D. Kata Kunci: animasi, edukasi, digital storytelling, komik, modul AbstractAnimation is a branch of art which plays a role in many aspects of life, from business, entertainment to education. The huge prospect of animation in the industrial world makes it one of the subjects for the Computer Education study program. In its learning process, various media are needed to support students' practical abilities and creativity, and to do so, using digital storytelling. The digital storytelling aspect is then applied to a digital comic-formatted module which is popular among students. Designing the digital comics was carried out using the Research and Development (R&D) method combined with visual-narration approach. This research is conducted with several stages such as 1) Research and information collection is done by distributing questionnaires to students 2) Planning and designing digital comics based on the results of the questionnaire 3) Distributing the digital comic among the student as testing phase 4) Conducting questionnaires in response to the digital comic that have been made 5) analyze the result of the questionnaire. This research produced a module in digital comic format, and the results of the questionnaire showed the enthusiasm of students towards comic-based modules for learning 3D animation.  Keywords: animation, comic, digital storytelling, education, module

Author Biography

Andini Setya Arianti, Universitas Pendidikan Indonesia

Tenaga Pengajar Universitas Pendidikan IndonesiaFakultas Pendidikan Matetimatika dan Ilmu Pengetahuan alamProgram Studi Pendidikan Ilmu Komputer

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Published

2024-06-19