THE STUDY OF LITERACY CULTURE THROUGH ANDROID-BASED WEBTOON APPLICATION AS AN EFFORT TO IMPROVE ENGLISH CAPABILITY OF HIGH SCHOOL STUDENTS IN PANDEMIC TIMES

Authors

DOI:

https://doi.org/10.35473/po.v5i1.1274

Keywords:

Literacy Culture, Android, Webtoon, Pandemic

Abstract

Webtoon is a type of comic currently in demand by young people (students). If it is used properly, webtoon can be used as one of the teaching media in learning English. In addition to improve English competence, the efforts to foster literacy culture in students are grown here. With the development of android-based mobile phones that are easy to use by students, researchers combine android-based application with webtoon learning media to improve students' English competence and literacy. The problem in this research is how to increase reading interest in high school students through android-based interactive learning media during the pandemic. This study aims to develop android-based interactive learning media through webtoon application as an effort to improve the English language skills of high school students through literacy culture during the pandemic. This study also aims to foster reading interest in high school students through smartphone technology. The subjects of this study were high school students. The research method used is triangulation method which includes data triangulation, inter-researcher triangulation and theoretical triangulation. The data collection techniques used were interview, observation and documentation which were analyzed with descriptive qualitative analysis techniques. The results showed that the respondents' English skills and reading interest increased with the use of the webtoon application. Based on the results of the study, it can be concluded that the use of android-based webtoon application makes students not only learn the existing material, but can also increase their reading interest.

References

Anggraini, Hesti Wahyuni., Novianti, Hardini., & Bardadi, Ali. (2018). Pengembangan Bahan Ajar Berbasis Android untuk Meningkatkan Kemampuan Pengucapan pada Mahasiswa. CESS (Journal of Computer Engineering System and Science), 3(1), 83-86, DOI:

http://dx.doi.org/10.24114/cess.v3i1.7854.

Asfar, Dedy Ari. 2016. Kearifan Lokal dan Ciri Kebahasaan Teks Naratif Masyarakat Iban. LITERA, 15(2), 366-378, DOI: https://doi.org/10.21831/ltr.v15i2.11835.

Baharuddin, B. (2017). Pembentukan Karakter Siswa dan Profesionalisme Guru Melalui Budaya Literasi Sekolah. El-Idare: Jurnal Manajemen Pendidikan Islam, 3(1), 21-40. Retrieved from http://jurnal.radenfatah.ac.id/index.php/El-idare/article/view/1283.

Dian, Bagus Harmoko dan Meini, Sondang Sumbawati. (2017). Pengembangan Mobile Webtoon Pada Mata Kuliah Pemrograman Game Di Universitas Negeri Surabaya. Jurnal IT-EDU. 2(1), 102-109.

Firman, F., & Rahayu, S. (2020). Pembelajaran Online di Tengah Pandemi Covid-19. Indonesian Journal of Educational Science (IJES), 2(2), 81-89, https://doi.org/10.31605/ijes.v2i2.659.

Herlina. 2012. Developing Reading Narrative Text Materials for Eighth Graders of Junior High School Implemented with Character Building. English Education Journal EEJ 2(2), 147-154. Retrieved from https://journal.unnes.ac.id/sju/index.php/eej/article/view/675.

Laily, Riska.,dkk. (2012). Pengembangan Media Audio Visual Materi Narrative Teks untuk Pembelajaran Bahasa Inggris di SMA. Jurnal Tekno-Pedagogi 2(1)1, 66-86. Retrieved from: https://online-journal.unja.ac.id/pedagogi/article/view/2236.

Mackey, Alison., & Gass, Susan M. (2005). Second Language Research; Methodology and Design. London: Lawrence Erlbaum Associates Publishers.

McCloud, Scott. (1993). Understanding Comics. New York : Harper Collins Publisher.

Putri, Destya Maya., & Lubis, Evawani Elysa. (2018). Pengaruh Media Sosial Line Webtoon terhadap Minat Membaca Komik pada Mahasiswa Universitas RIAU, JOM FISIP, 5(1) 1-15.

Rachmawati, Tine Silvana., Winoto, Yunus., & Rohman, Asep Saeful. (2018). Studi Tentang Pemetaan Budaya Literasi Informasi pada Masyarakat Pesisir Selatan Jawa Barat, Record And Library Journal, 4(1), 1-6.

Rahayu, Rian Sri. (2018). Studi Literatur: Peranan Bahasa Inggris untuk Tujuan Bisnis dan Pemasaran. Jurnal Pemasaran Kompetitif, 1(4), 149-158, DOI: http://dx.doi.org/10.32493/jpkpk.v1i4.1553.

Ratnasari, Nova., Mayasari, Linda., & Wijaya, Sulton Dedi. (2018). The Effectiveness of Webtoon to Develop Students’ Writing Skill in Narrative Text Of Tenth Grader In SMK PGRI 13 Surabaya. TELL, 6(2), 88-96, DOI: http://dx.doi.org/10.30651/tell.v6i2.2135.

Raulan., & Fatimah, Sitti. (2018). Teaching Writing Narrative Text By Using Webtoon Digital Comic To Senior High School Students. Journal of English Language Teaching, 7(4), 587-593, DOI : https://doi.org/10.24036/jelt.v7i4.101305.

Rahman, Muhammad Mofizur. (2020). Impact of digital technology in higher education: Perspective from Bangladesh. International Journal of Research in Business and Social Science, 9(5), 2147-4478, https://doi.org/10.20525/ijrbs.v9i5.815U.

Sadikin, Ali., & Hamidah, Afreni. (2020). Pembelajaran Daring di Tengah Wabah Covid- 19. Biodik, 6(2), 214-224, https://doi.org/10.22437/bio.v6i2.9759.

Sukmadinanta. (2005). Metode Penelitian Pendidikan. Bandung: Remaja Rosda Karya.

Yoon, SungHyuk., Kwon Soyoung., & Lee, Kun-Pyo. (2015). Understanding User’s Behavior for Developing Webtoon Rating System Based on Laugh Reaction Sensing through Smartphone. CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 15, 2031-2036, https://doi.org/10.1145/2702613.2732920.

Downloads

Published

2022-07-11

Issue

Section

Articles