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1

Khoiriyah, Saidatul y Nadi Suprapto. "Effectiveness of Comics to Train Students’ Critical Thinking Skills in Physics Learning: A Mini-Review". Studies in Learning and Teaching 2, n.º 1 (5 de enero de 2021): 5–15. http://dx.doi.org/10.46627/silet.vi.49.

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Critical thinking skills, namely intelligence, is needed by students in the 21st century period. Interpretation, analysis, evaluation, conclusions, and explanations are some of the cognitive indicators of critical thinking. One way to practice impressive critical thinking skills is to use comics as media. Comics are one of the benefits of improving the learning process because they have several aspects that can attract students' learning interest to understand the material to be conveyed through visualizing images and stories in comics. The research was intended to explain comic media's effectiveness to train students' critical thinking skills in learning physics. The research used a literature search in journals that can be accounted for in comic media and critical thinking skills. Data analysis techniques in library research applied descriptive qualitative research. Physics comics that are digital-based can attract students' interest because they can be used anytime and anywhere to strengthen students' critical thinking skills. The learning outcomes of students can be more effective and contextual. The literature search results obtained indicate that comic media is useful in training students' critical thinking skills.
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2

Shahul Hamid, Mohamed Nazreen y Muhammad Nur Saiful Ghazali. "E-Komik Hikayat Patani: Putera Pewaris Kerajaan (Satu Analisis Tekstual, Kepentingan dan Cabaran)". Jurnal Komunikasi: Malaysian Journal of Communication 37, n.º 2 (30 de junio de 2021): 171–94. http://dx.doi.org/10.17576/jkmjc-2021-3702-11.

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In the era of globalization, physical comics have undergone a transformation from being available in a printed format to the e-comics production that are accessible online. However, e-comic-related studies are still limited. Looking at this gap, this study is conducted on the e-comic, Hikayat Patani: Putera Pewaris Kerajaan, published by Dewan Bahasa dan Pustaka (DBP). This study involved three main analyses, namely on the text, importance and challenges. The textual analysis uses five comic principles introduced by Hall in his writing Five Essential Principles of Comics and Cartooning. A library research, meanwhile, was conducted to identify the importance of e-comic and challenges. The analysis in textual aspect results found that the e-comic fulfils all the five comic principles by Hall. This shows that the e-comics have a high quality. In fact, the created illustrations are filled with abundant aspects of Malay identity and not be influenced by any other form of comic technique while presenting the content using an interesting storyline. The e-comic may be indicated as vital to attract the youth generation to learn about the traditional text of Hikayat Patani and the history of the Patani state while becoming a tool in fostering the interest among the younger generation to read and acquire knowledge. However, poor internet network, low chapter production and high cost of producing e-comics are challenges which must be overcome. Thus, this study find it is important to produce more e-comics based on historical sources or traditional texts so that the nation's civilization may continue to be preserved. Keywords: E-comic, Hikayat Patani: Putera Pewaris Kerajaan, textual, importance, challenges.
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3

Ciemniewski, Marcin. "Indian spooks: What Indian Comic Books Readers Are Afraid of". Politeja 16, n.º 2(59) (31 de diciembre de 2019): 161–76. http://dx.doi.org/10.12797/politeja.16.2019.59.11.

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The comic book industry in India began in 1950. Back then leading American comic books like The Phantom, Flash Gordon and Rip Kirby started to be published in India and translated into local languages. Indian youngsters in no time became interested in the new medium, especially in superhero comics known from the American popular culture. The success of these translations encouraged local publishers and cartoonists to create Indian themed comic books, set in India with Indian heroes (and superheroes) − even though Indian comics were still strongly influenced by American ones, mainly in terms of esthetics. However, around 1950, American comics publishing companies also tried to attract adult readers by presenting more adult content in a form of horror and thriller stories. Publishers in India quickly adapted this trend launching a very popular comic book series in Hindi of thrill, horror and suspense. In this way horror – till then almost completely absent from Indian literature and popular culture – was introduced to the local audience. The question remains, how different are those local spooks from the American ones and finally: what are Indians afraid of?
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4

Safitri, Yulinar, Mailizar Mailizar y Rahmah Johar. "STUDENTS' PERCEPTIONS OF USING E-COMICS AS A MEDIA IN MATHEMATICS LEARNING". Infinity Journal 10, n.º 2 (13 de agosto de 2021): 319. http://dx.doi.org/10.22460/infinity.v10i2.p319-330.

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The development of technology in education greatly influences learning strategies. Thus, teachers must adapt and present interesting and technology-based learning, such as e-comics. Therefore, the teacher must see in advance the extent to which students will accept e-comics for use in learning mathematics. This research aimed to determine students' perceptions of the use of e-comics as a media in mathematics learning. This research implemented a quantitative approach with a survey method. The samples were 124 students of Junior High Schools (SMP / MTs) in Aceh. The research data were obtained from questionnaires filled by students which were collected through the TAM (Technology Acceptance Models) framework which was distributed online. The results showed that students used e-comic as a learning media influenced by their perceived benefits and attitudes towards the use of e-comic. The perceived benefits of students' attitudes have a significant role in their behavioral intention to use e-comic in learning mathematics. This research implies that e-comics has the potential to be used as a media in mathematics learning, especially on material that is considered difficult so that it can attract students' attention.
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5

Alricoh, Elias Benny, Sinta Paramita y Nigar Pandrianto. "Strategi Pengarang Ghosty’s Menghadapi Persaingan Komik Digital (Studi pada Komik Ghosty’s)". Prologia 5, n.º 1 (4 de marzo de 2021): 21. http://dx.doi.org/10.24912/pr.v5i1.8078.

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Technology is developing rapidly, technology products are created to provide convenience to the community, which is new media. When through the development of technology, the spread of comics is also widely spread, comics that were originally using print media are now developing using digital media. To disseminate comic content, digital comic authors now using social media to promote their comics to a large extent. So digital comic authors need a strategy to disseminate digital comic content, attract readers, and get collaborative offers to raise their name. In this research the authors used a descriptive qualitative analysis method, to find out the strategies used by Ghosty's comic authors in spreading, and raising their names. The author collected data by interviewing the author of Ghosty's Comic, and his friends at once readers to get the data needed in this research. The results of this reserach illustrate that it is important to use strategies to create interesting digital comic content so that the Ghosty's comics can get collaborations such as Tokopedia, Orang Tua Group, Line Webtoon.Teknologi berkembang dengan pesat, banyak produk teknologi diciptakan untuk memberikan kemudahan pada masyarakat, salah satunya adalah media baru. Saat melalui perkembangan teknologi medium penyebaran komik juga meluas, komik yang semula menggunakan media cetak kini berkembang menggunakan media digital. Untuk menyebarkan konten komik, pengarang komik digital kini menggunakan media sosial untuk mempromosikan komiknya ke kalangan yang luas. Maka pengarang komik digital memerlukan sebuah strategi untuk melakukan penyebaran konten komik digital, menarik pembaca, dan mendapatkan tawaran kolaborasi untuk membesarkan namanya. Pada penelitian ini penulis menggunakan metode kualitatif deskriptif analisis, untuk mengetahui strategi yang digunakan pengarang komik Ghosty’s dalam menyebarkan, dan membesarkan namanya. Penulis mengumpulkan data dengan melakukan wawancara dengan pengarang komik Ghosty’s, dan teman sekaligus pembacanya untuk mendapatkan data yang diperlukan dalam penelitian ini. Hasil dari penelitian ini menggambarkan bahwa pentingnya menggunakan strategi untuk membuat konten komik digital yang menarik sehingga dengan besarnya nama komik Ghosty’s bisa mendapatkan kolaborasi seperti Tokopedia, Orang Tua Group, Line Webtoon.
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6

Manurung, Hisar Marulitua y Juni Agus Simaremare. "The Development of Chemical Learning Based on Chemical Commissions to Improve Concept Mastery and Students’ Creative Thinking". EDUKATIF : JURNAL ILMU PENDIDIKAN 4, n.º 1 (14 de enero de 2022): 1244–52. http://dx.doi.org/10.31004/edukatif.v4i1.2193.

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This study aims to develop comic chemistry-based learning to improve students' conceptual mastery and creative thinking on the colligative properties of solutions (SKL). In this study, the development of chemical comic media was validated and tested on a small and large scale. Data on student learning outcomes which include cognitive, affective, and psychomotor aspects were collected using the test and observation method with observation sheets. From the data obtained, the magnitude of the influence of chemical comic media on students' creative thinking skills and mastery of concepts was 38.03% and 22.17%, respectively. Mastery of concepts and creative thinking in the experimental class was higher than in the control class. The difference in concept mastery and creative thinking was due to the use of chemical comics learning media to attract students' attention to learning and make teaching and learning more enjoyable. This study concluded that there was an effect of using comics media that has been developed on the creative thinking power and mastery of students' concepts on the colligative properties of solutions.
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7

Lesmono, A. D., R. W. Bachtiar, M. Maryani y A. Muzdalifah. "The Instructional-Based Andro-Web Comics on Work and Energy Topic for Senior High School Students". Jurnal Pendidikan IPA Indonesia 7, n.º 2 (16 de julio de 2018): 147–53. http://dx.doi.org/10.15294/jpii.v7i2.14245.

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This study aimed to determine the validation of Andro-web comics on Work and Energy topic. To achieve the objective, this study was designed referring to ADDIE model, i.e, Analysis, Design, Development or Production, Implementation or Deliver, and Evaluations. The Andro-web comics could be accessed using a digital comic application, Webtoon. It is downloadable in Play store or App store. The Andro-web comics is compatible with all devices including mobile devices (phone, tablet, iPod, PDA, and smartphone) and PC/Mac. Based on the expert judgment, the Andro-web comics is suitable for learning. The Instructional-Based Andro-Web Comics is alternative instructional materials for teachers to attract students’ attention and help them studying easily and practically as it provides an interesting illustration with simple language. It could also be used wherever and whenever without teacher’s guidance. Both teachers and students could communicate on the comment column which is available in the application without time and place limitation.
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8

Mataram, S. "Function and aesthetic contexts in disaster mitigation comics". IOP Conference Series: Earth and Environmental Science 1114, n.º 1 (1 de diciembre de 2022): 012095. http://dx.doi.org/10.1088/1755-1315/1114/1/012095.

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Abstract The global climate change bears impact on natural conditions. In extreme contexts, these changes can trigger natural disasters. To avoid or minimize a more severe impact, disaster mitigation efforts are needed. A publication media that is able to persuade and attract attention is needed to convey these mitigation efforts to the public. Comics are a medium that can facilitate this. In addition to entertaining and attracting attention from the visual side, comics are also able to convey messages. Using comparative methods and content analysis in the form of qualitative descriptive study, this research aims to see how comic media attracts attention in terms of visual and aesthetic, and conveys the function of delivering messages to the public. Comics as a medium of conveying messages become more effectively accepted by the public if they are supported by attractive visual features. With its image as a medium of entertainment and light reading material, comics make people feel comfortable and not tense or afraid.
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9

Janattaka, Nugrananda, Rahmat Setyo Jadmiko, Nourma Oktaviarini y Eka Yuliana Sari. "Socialization of the Making of Learning Comic Media Using the Make Beliefs Comix Website at SDN Bukur". Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar 1, n.º 2 (24 de diciembre de 2021): 47–53. http://dx.doi.org/10.29407/dedikasi.v1i2.16821.

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This sosialization aims to optimize limited face-to-face learning by using comic learning media through the Make Beliefs Comix website’s. The core activity is in the form of socialization activities about making learning media that attract students' attention by displaying comics according to the learning theme. This activity was carried out twice in August, prinecisely in the first week. At the beginning meeting the teacher was introduced to the Make Beliefs Comix media and tutorials for its use, while in the last meeting , the teacher presented the comics that had been made. The result of socialization can make teacher to produce commix according to themes how this teach in classroom, and make interactive story in commix strips in according situation in class and learning material.
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10

Setiawan, Deni, Yustina Dwi Yuniarti y Ni Kadek Aris Rahmadani. "E-Comic of Folklore in the Javanese Language to Increase 4th Graders' Learning Outcomes". Tadris: Jurnal Keguruan dan Ilmu Tarbiyah 7, n.º 1 (29 de junio de 2022): 91–101. http://dx.doi.org/10.24042/tadris.v7i1.11596.

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Based on the initial identification of research on the Javanese lessons, learning media is less attractive and innovative. To maximize students' activities and learning outcomes, the researchers developed the Javanese e-comic media. The researchers employed the simplified Borg and Gall model for research and development. Following the conditions of the research, the research steps include 1) identifying potential problems; 2) collecting data; 3) designing media; 4) validating the media; 5) revising; and (6) mass-producing. Data collection with non-test techniques, interviews, teacher and student needs, and documentation methods. The results showed that E-comics Javanese folklore material was declared very feasible, which is the result of this study. The material expert assessment obtained 91.42 percent in the very feasible category. Furthermore, the media experts’ assessment obtained 87 percent in the feasible category. Positive students and teachers’ responses to the media were 89 percent and 98.20 percent in the feasible category. Finally, E-comics with folklore material are feasible to be used in Javanese lessons. Through the Javanese folklore E-Comic developed, it has implications for students to be more receptive to learning and attract students' attention to learning.
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Cahyani, Vinda Regita, Moch Nurfahrul Lukmanul Khakim, Afiani Arofatul Zidah, Akbar Maulana Malik Ibrahim y Yohanes Purwanto. "IMPLEMENTASI MEDIA PEMBELAJARAN SEJARAH BERBASIS E-KOMIK H-CLASS UNTUK SISWA KELAS X SMA DI JAWA TIMUR". Puteri Hijau : Jurnal Pendidikan Sejarah 8, n.º 1 (18 de enero de 2023): 30. http://dx.doi.org/10.24114/ph.v8i1.40039.

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The rapid development of technology affects all fields, including the field of education. Technological developments in the world of education are usually in the form of learning media that are used to support learning processes and objectives. Based on research data on learning history in several high schools in East Java, learning history is often considered boring, so innovations are needed that can attract students' interest in learning and are in accordance with existing technological developments, one of which is comic-based E-media learning. By using the "H-Class" E-comic as a medium for learning history, it is hoped that students will become interested in learning history, because comics do not only contain explanatory material like in books, but also contain pictures, characters, dialogues, storylines, and quizzes that make students interested in learning history using digital comic media. The process of making E-comic learning media uses the Ibis Paint X application and uploads it to the Webtoon application. The method used is the product development method. Based on the implementation results, the e-comic learning media that has been created provides convenience and attracts students' interest in learning history.
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Faza Adilah, Siti Ulya, Aang Ridwan y Dindin Solahudin. "Komik Sebagai Media Dakwah". Tabligh: Jurnal Komunikasi dan Penyiaran Islam 4, n.º 4 (31 de diciembre de 2019): 363–81. http://dx.doi.org/10.15575/tabligh.v4i4.1056.

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Komik merupakan media kontenporer yang berkembang dengan pesat pada meda sosial masa kini. Komik strip pada akun instagram @Blackmetalistiqomah, memiliki tujuan untuk menyiarkan dakwah Islam. Tujuan Penelitian ini adalah untuk menjelaskan lebih dalam mengenai komik sebagai media dakwah. Mendalami aspek meteri dakwah dan metode dakwah pada komik strip di akun instagram @Blackmetalistiqomah. Penelitian ini menggunakan analisis deskriptif, semiotika Charles S Pierche. Pada komik @Blackmetalistiqomah memiliki hubungan isyarat, objek dan makna. Tanda berkaitan dengan objek yang meyerupainya dan menghasilkan sebab akibat. Setiap penggambaran dalam komik memiliki unsur ikun, ideks dan simbol yang memiliki unsur dari dakwah. Hasil penelitian menunjukan bahwa Materi dakwah telah digambar oleh komikus, memiliki pola yang berlandaskan Al-Quran dan hadis. Setelah materi sudah terbentuk maka komikus yaitu Achmad Deptian merepresentasikan melalui gambar-gambar yang lebih menarik perhatian anak-anak muda, menggunaka bahasa yang sederhana, materi yang ringan. Metode yang digunakan pada Black Metal Istiqomah dalam menyampaikan pesan islam menggunakan tiga metode yaitu bil hikmah, Al-Mauidzha Alh-Hasanah, Bit-Tadwin. ABSTRACT Comics is a content media that is growing rapidly at present. Strip comics on the @Blackmetalistiqomah instagram account have the purpose of broadcasting Islamic propaganda. The purpose of this research is to explain more about comics as a medium of da'wah. Deepening aspects of da'wah method and method of da'wah on comic strips on @Blackmetalistiqomah instagram account. This study uses descriptive analysis, Charles S Pierche's semiotics. In the comic @Blackmetalistiqomah has a signal, object and meaning relationship. The sign is related to the object that resembles it and produces cause and effect. Each depiction in comics has elements of icon, ideks and symbols that have elements of da'wah. The results of the study show that the da'wah material has been drawn by comic artists, has a pattern based on the Quran and hadith. After the material has been formed, the comic artist, Achmad Deptian, represents through drawings that attract the attention of young people, using simple language, light material. The method used in Black Metal Istiqomah in conveying the message of Islam uses three methods, namely bil hikmah, Al-Mauidzha Alh-Hasanah, and Bit-Tadwin.
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13

Widayanti, Anni y Muntaha Muntaha. "ISLAMIC WEB COMICS AS VISUAL AID IN TEACHING ENGLISH FOR ISLAMIC SECONDARY SCHOOL STUDENTS". Indonesian Journal of Islamic Literature and Muslim Society 3, n.º 1 (30 de enero de 2019): 75. http://dx.doi.org/10.22515/islimus.v3i1.1298.

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The rise of technology has influenced the education field much. It creates the popularity of online material which can help students in the teaching and learning process. One of it is a web comic, a comic or cartoon published on the internet for everyone to view can be a unique gateway medium to explore visual narrative or story. It is one of the online materials which can attract students especially teenager to read and comprehend the message without feeling bored and realize that they study English. This study aimed to find out whether using Islamic Web Comics is effective in teaching English especially reading comprehension at Islamic secondary school in the Indonesian context. This study is a quasi-experimental with pretest and posttest design; two homogenous groups were selected as experimental and control group. Descriptive analysis and Independent t-test were used for analyzing the data obtained. The result showed that the mean score of the post-test score of the experimental class was 70.88 and control class was 64.69. It was obtained that t-test result was 2.26 higher (2.26 >1.99). It means Islamic Web Comics as visual aid was more effective in teaching English especially reading comprehensions than animated video presentation.
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14

Soper, Kerry. "Performing ‘Jiggs’: Irish Caricature and Comedic Ambivalence toward Assimilation and the American Dream in George McManus's Bringing Up Father". Journal of the Gilded Age and Progressive Era 4, n.º 2 (abril de 2005): 173–213. http://dx.doi.org/10.1017/s1537781400002565.

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Many fans and scholars of newspaper comics have observed that an excellent way to chart a social history of American culture in the twentieth century is to look at the mainstream comic strip page. This may be especially true of the first half of the twentieth century when comic strips were avidly followed by readers from almost all age, class, and ethnic demographics. Because of this breadth of popularity, the comics page was a fairly accurate reflector (and occasionally, shaper) of fashions, fads, humor, politics, and racial prejudices. Early cartoonists' ability to place their fingers on the American pulse can largely be attributed to the industry's eagerness to please readers: as a lowbrow entertainment that targeted broad audiences through street corner sales, and later, national syndication, it tried to anticipate the characters, comedy, and ideological content that would attract and retain devoted readers. A few iconoclastic cartoonists such as Al Capp (Li'l Abner) and George Herriman (Krazy Kat) challenged readers with topical satire or appealed to niche audiences with quirky humor and aesthetics; but even the most innovative work in the medium relied on a sort of call and response between core readers, syndicates, editors, and artists—a back and forth that insured that the cartoonist's work resonated with, or spoke for, its fans.
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Banilo, Putra Bernadus y Yulita Pujiharti. "The Development of Comics as Social Studies Learning Media in International Trade Materials for Class VIII SMP". Economics and Education Journal (Ecoducation) 3, n.º 2 (29 de septiembre de 2021): 190–203. http://dx.doi.org/10.33503/ecoducation.v3i2.1383.

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This study aims to develop comics as a medium of learning with the subject matter of international trade for class VIII SMP. The approach used is research and development (R & D). This research method is mixed methods design. The subjects in this study were students of SMP 'Aisyiyah Muhammadiyah 3 Malang. Data collection techniques using questionnaires and observation. The comic developed refers to the stages of development by Thiagarajan (1974) namely the development of a modified 4D model according to research needs. The results of the study show that thelearning media is comic very feasible to be applied in social studies learning with the subject of international trade for class VIII SMP. Quantitatively, the assessment of the material expert is (3.27) with a very valid category. The expert assessment is based on the suitability of the curriculum, the truth of the content and the method of presenting the material is included in the very valid category), and the media expert's assessment obtained a score of (3.20) with a very valid category. The media expert's assessment is based on considerations of visual design, language in the media and the quality of graphics, the score (3.20) is in the very valid category. Meanwhile, the student response sheets that were distributed to measure the level of attractiveness ofmedia comics received a response of 84.5% with a very good category. However, the pilot phase in this study could not be carried out as a whole, this was caused by the constraints experienced by the researchers. The percentage level of attractiveness of the media obtained from the student response sheets shows that the learning media for comics is in a very good category, which means that the learning media for comics is effectively used in the subject matter of international trade for class VIII SMP. Qualitatively,media comics as learning media on the subject of international trade are able to attract students' attention to study, facilitate student learning, and assist students in relating international trade material to everyday events.
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Indriasih, Aini, Sumaji Sumaji, B. Badjuri y S. Santoso. "PENGEMBANGAN E-COMIC SEBAGAI MEDIA PEMBELAJARAN UNTUK MENINGKATKAN KECAKAPAN HIDUP ANAK USIA DINI". Refleksi Edukatika : Jurnal Ilmiah Kependidikan 10, n.º 2 (5 de junio de 2020): 154–62. http://dx.doi.org/10.24176/re.v10i2.4228.

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This study aims to develop e-comics as a learning medium to improve life skills of young children. The approach used is research and development. This research method is a mixed methods design. The subjects in this study were kindergarten students group B, teachers and head master Batik Kindergarten Kudus. Data collection techniques were carried out using questionnaires, observations, interviews, and documentation. e-comic was developed referring to the stages of development carried out by Borg and Gall. The results showed that e-comic learning media is feasible to be applied in learning to improve early life skills of children. Quantitatively, the assessment of material experts is (3.87) in either category. Expert assessments are based on curriculum appropriateness, correctness of content and ways of presenting the material included in both categories), and media expert assessments obtained scores (4.0) media expert assessments are based on production considerations, visual design, and technical quality, scores (4.0) in either category. While the assessment given by students in the field test stage (3.88), wider field test (3.99), and operational test (3.91), the acquisition of the score indicates that the e-comic learning media is categorized as good, which means that e-comic learning media are effectively used to improve early life skills. Qualitatively, e-comic media as a learning medium to improve life skills can attract students' attention to learning, facilitate student learning, and stimulate students to remember material more easily.
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Bal, Mazhar. "Improving informative and narrative writing skills associated with multimodal literacy of middle school students". World Journal on Educational Technology: Current Issues 10, n.º 4 (10 de octubre de 2018): 79–94. http://dx.doi.org/10.18844/wjet.v10i4.3787.

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The purpose of this research is to improve informative and narrative writing skills of middle school students. The study was designed with action research. The research group is middle school students. Data collection techniques were student diary, semi-structured interview form, semi-structured observation form and documents that consist of comics produced by the students. Descriptive analysis and content analysis techniques were used together in the analysis. It has been determined that the writing process has not attracted students; however, comic books have been shown to attract students It has also been found that the process of semantic interpretation of the text is facilitated. It has been determined that most spelling and punctuation mistakes were made in the writing process. It is thought that the reasons for these mistakes are the habits of out-of-school life. It has been determined that writing processes related to multimodal texts have a positive effect on students’ interest and sense of responsibility.Keywords: Comic book, graphic novel, informative writing, middle school student, narrative writing.*
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Schlegel, Katy. "Donna divina o furia infernale? Comica, Donna-Attrice, Innamorata. Konstruktion und Dekonstruktion". Maske und Kothurn 51, n.º 4 (diciembre de 2005): 121–30. http://dx.doi.org/10.7767/muk.2005.51.4.121.

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Baga, Sisean, Mila Ermila Hendriyani, Suratmi Suratmi y Maria Magdalena Rosaline. "Students’ Interest and Cognitive Ability through the Implementation of Comic Media". International Journal of Biology Education Towards Sustainable Development 1, n.º 1 (31 de diciembre de 2021): 17–26. http://dx.doi.org/10.53889/ijbetsd.v1i1.49.

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This study aimed to determine the students' interest and cognitive ability through the implementation of comic media on the environmental pollution concept at one of Junior High School in Serang City, Indonesia. The method used in this study is a descriptive research. The subject in this study was class VII.2. The class was chosen because of the information from the subject teacher that it has students who are less active in learning and obtained the lowest average score of all class VII in the first semester. The data collection technique used non-test instruments in observation sheets and questionnaires to determine the students' interest. The test instrument was in multiple-choice questions and open-ended essay to determine the students' cognitive ability. The results showed students' interest as measured by observation and questionnaires were in the high category with 56% and 88%, respectively. The average value of the students' cognitive ability is 65.59, with a good category. It can be concluded that the implementation of comic media can foster students' interest in learning. The results of this study can be a suggestion for curriculum developers to use comics as an alternative media for an exciting learning process. Future studies can focus more on specific comic components that can attract students' attention in the learning process.
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Ilamsyah, Ilamsyah, Ria Wulandari y Rivaldy Rifki Fahreza. "Web Design Visual Comic Communication As A Visual Based Learning Media". IAIC Transactions on Sustainable Digital Innovation (ITSDI) 2, n.º 1 (21 de septiembre de 2020): 1–10. http://dx.doi.org/10.34306/itsdi.v2i1.22.

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In this era of digitalization, there is no denying that all daily activities are made easier by technological advancements. Not spared from the current learning activities have almost used the progress of digitalization in the delivery of information and learning materials efficiently and effectively. But the more rapid and development of learning methods are not matched by unique creations so that learning becomes boring and can reduce the attractiveness of learning. With the existence of visual communication that has developed, the animation media can be one of the efforts to attract and improve reading and learning, comic animation can be relied upon in the current era where it can cover all groups. The method used in this research is data collection and system design. This web design was created using Yii Framework and Adobe Illustrator. The results of this study aim to improve the quality of learning, making it easier for users to create comics, especially for beginners.
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Bal, Mazhar. "Improving Informative and Narrative Writing Skills Associated with Multimodal Literacy of Middle School Students". World Journal on Educational Technology: Current Issues 10, n.º 4 (24 de marzo de 2019): 250–65. http://dx.doi.org/10.18844/wjet.v10i4.4086.

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Abstract The purpose of this research is to improve informative and narrative writing skills of middle school students. Text writing process is not limited to written text; it has been tried to move to a multimodal dimension. Comic books are used as multimoal texts. For this purpose, students generated informative and narrative comic books. An action plan was prepared for this text generation process and the research was carried out in accordance with this action plan. Therefore, the study was designed with action research. The research group is middle school students. Data collection techniques were student diary, semi-structured interview form, semi-structured observation form, documents. The documents consist of comics produced by the students. Descriptive analysis and content analysis techniques were used together in the analysis. It has been determined that the writing process has not attracted students. Comic books have been shown to attract students It has also been found that the process of semantics interpretation of the text is facilitated. It has been determined that most spelling and punctuation mistakes were made in the writing process. It is thought that the reasons for these mistakes are the habits of out-of-school life. It has been determined that writing processes related to multimodal texts have a positive effect on students' interest and sense of responsibility. Based on the results of the research, it is possible to make writing studies for the integration of multimodal texts with in-school and out-of-school life; the effectiveness of the writing process must be increased by increasing the number of layers; it is suggested that the multimodal text rendering process can contribute to classroom management. Keywords: Comic book; graphic novel; informative writing; middle school student; narrative writing.
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Sani, Hamizah, Jainatul Halida Jaidin, Masitah Shahrill y Rosmawijah Jawawi. "Comics as a Teaching and Learning Strategy in Primary Social Studies Lessons". Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika 6, n.º 3 (30 de noviembre de 2022): 137–56. http://dx.doi.org/10.36312/esaintika.v6i3.941.

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The use of comics in the educational field is notable for their ability to motivate and attract students’ attention. This study explores the impacts of comics as a teaching and learning strategy on the topic of ‘Our Communication’ in a Year 4 primary Social Studies class in Brunei Darussalam. The study addressed the questions on the effectiveness of comics in retaining knowledge and students’ perceptions about their use. Action research is the designated method for this study, and two cycles were conducted on different samples. The samples consisted of 18 students for Cycle 1 and 14 students for Cycle 2, both from the same government school. Intervention lessons were conducted, and semi-structured interviews on randomly selected participants. Students’ views on using comics in the classroom can be derived from dominant themes developed through thematic analysis. The findings indicated that students have a positive attitude toward applying comics in the lesson. This study concludes that comics are effective as teaching material in Social Studies.
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Djayanti, Kris D. y Christian Aditya. "Visual Art in Motion Comic Sirup Manis Sofia". ULTIMART Jurnal Komunikasi Visual 9, n.º 2 (22 de marzo de 2018): 61–65. http://dx.doi.org/10.31937/ultimart.v9i2.752.

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Helping each other is one of moral values that are important to introduce to children because humans are social creatures. To convey this message, required a media that suite children to attract their interest, which is motion comic. To make motion comic become more attractive, the visual style that used is modernist cartoon style that popular in animation and illustrations of the 1950s. Keywords: helping, motion comic, modernist
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Karlena, Karlena, Revis Asra y Bambang Hariyadi. "Pengembangan Komik Biologi Pada Materi Pteridophyta Untuk Siswa SMA". BIODIK 7, n.º 01 (14 de marzo de 2021): 53–61. http://dx.doi.org/10.22437/bio.v7i01.11267.

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This research is the background of the problems that occur in school, namely, lack of interest in reading in students, students tend to choose subjects they like and student learning outcomes are still low seen from their KKM scores. The research objective was to develop comics on Pteridophyta material for class X SMA Negeri 2 Sungai Penuh. The research method uses development research with the ADDIE model. The stages include Analysis, Disgn, Development, Implementation and Evaluation. Products in the form of comics are needed to attract students' interest in reading. Products are validated by media experts and material experts. Validation by material experts was carried out 3 (three) times, with a final percentage of 80% meaning that the comic was in the valid category with a reasonable conclusion to be produced with revisions according to the suggestions. Meanwhile, the validation by media experts was carried out 2 (two) times by obtaining a percentage of 88%, meaning that the comic was in the very valid category with the conclusion that it was feasible to be produced with revisions according to the suggestions. The comic on Pteridophyta material for high school class X students obtained practical feasibility in the very good category. Practical feasibility was obtained from teachers and students in group trials. Eligibility of the teacher with a percentage of 88.24%, small group trials with a percentage of 85.33%, trials of two large groups with a percentage of 84.67% and 84.08% respectively. From the two large group trials, an agreement was obtained that strong and significant enough regarding the feasibility of comics on Pteridophyta material for class X high school students. Thus, the development carried out on products in the form of comics on Pteridophyta material can be produced and used in Biology learning in class X. Abstrak. Penelitian ini melatar belakangi masalah yang terjadi disekolah diantaranya yaitu, Kurangnya minat baca pada siswa, siswa cenderung memilih mata pelajaran yang disukai dan hasil belajaar siswa yang masih rendah dilihat dari nilai KKM-nya. Tujuan penelitian adalah untuk mengembangkan komik pada materi Pteridophyta untuk siswa kelas X SMA Negeri 2 Sungai Penuh. Metode penelitian menggunakan penelitian pengembangan dengan model ADDIE. Tahapan meliputi Analys, Disgn, Development, Implementation dan Evaluation. Produk berupa komik dibutuhkan untuk menarik minat baca siswa. Produk di validasi oleh ahli media dan ahli materi. Validasi oleh ahli materi dilakukan sebanyak 3 (tiga) kali, dengan memperoleh persentase akhir 80% artinya komik berada dalam kategori valid dengan kesimpulan layak untuk diproduksi dengan revisi sesuai saran. Sedangkan validasi oleh ahli media dilakukan 2 (dua) kali dengan memperoleh persentase 88%, artinya komik berada dalam kategori sangat valid dengan kesimpulan layak untuk diproduksi dengan revisi sesuai saran. Komik pada materi Pteridophyta untuk siswa SMA kelas X memperoleh kelayakan secara praktis dengan kategori sangat baik. Kelayakan praktis diperoleh dari guru dan siswa pada uji coba kelompok. Kelayakan dari guru dengan persentase sebesar 88,24%, ujicoba kelompok kecil dengan persentase 85,33%, uji coba dua kelompok besar dengan masing-masing persentase 84,67% dan 84,08%.Dari uji coba dua kelompok besar didapat kesepakatan yang cukup kuat dan signifikan mengenai kelayakan komik pada materi Pteridophyta untuk siswa SMA kelas X. Dengan demikian, pengembangan yang dilakukan pada produk berupa komik pada materi Pteridophyta dapat diproduksi dan digunakan dalam pembelajaran Biologi pada kelas X.
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Antare, I. Gusti Ngurah Putu Reksa y I. Ketut Setiawan. "CERITA BERGAMBAR ‘MEN TIWAS TEKEN MEN SUGIH’ BERBASIS ANDROID". Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) 6, n.º 1 (15 de febrero de 2021): 132. http://dx.doi.org/10.25124/demandia.v6i1.3399.

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The development of technology nowadays has gradually scraped the local wisdom which is one of them is folktales. Whereas in folktales contains many positive values about moral, positive character, and ethics in attitude which can be used as learning media especially for children.The lost of folktales can be influenced by the lost of story telling tradition by parents to their children. Moreover, the stories being told orally or contained in the books seem borinh for children because they have been already closed with smartphone which provides many types of entertainments with easier access. Gradually, the folktales which is the inheritance by our ancestors from a long time will be lost. This research aims to create a development of folktales in form of comics based on mobile android by taking a balines story entitled Men Sugih Teken Men Tiwas.Data collection method consists of 3 methods namely interview, observation, and questionnaire with data analysis done in detailed with Human Centered Design method. The comic story entitled Men Sugih Teken Men Tiwas based on mobile android shows a positive result, as alternative media to attract the children’s interest to know about folktales with more modern packaging.
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Abdullah, Norazilawati. "THE DEVELOPMENT OF YEAR ONE STEM COMIC FOR SCIENCE AND MATHEMATICS SUBJECT". Journal of Engineering and Science Research 3, n.º 6 (31 de diciembre de 2019): 11–20. http://dx.doi.org/10.26666/rmp.jesr.2019.6.3.

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: This study aims to develop a year one STEM Comic for science and mathematics subjects. The STEM comic was developed based on the Technology Knowledge, Pedagogy and Content (TPACK) model. The development of this comic involves two phases which is development phase and assessment phase. However, this article only discusses the development phase of STEM comic. 13 Excellent teachers of science and mathematics from the Hulu Langat district were involved in the analysis of syllabus year one science and mathematics subjects and the preparation of scripts while the STEM comic illustrator was created by two lecturers from the Faculty of Art, Computing and Creative Industry from the Sultan Idris Education University. As a result, a STEM comic that contains 10 series for year one science and mathematics subjects has been successfully developed. This comic is expected to attract and enhance the achievement of year one students in science and mathematics. Implication of this study, STEM comic can be used by teachers as science and mathematics teaching aids.
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Chung, Beom Sun, Eun-mi Park, Sang-Hee Kim, Sook-kyoung Cho y Min Suk Chung. "Comic Strips to Accompany Science Museum Exhibits". Journal of Education and Learning 5, n.º 4 (22 de septiembre de 2016): 141. http://dx.doi.org/10.5539/jel.v5n4p141.

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<p>Science museums make the effort to create exhibits with amusing explanations. However, existing explanation signs with lengthy text are not appealing, and as such, visitors do not pay attention to them. In contrast, conspicuous comic strips composed of simple drawings and humors can attract science museum visitors. This study attempted to reveal whether comic strips contribute to science exhibitions. More than 20 comic strips were chosen that were associated with exhibits in a science museum. The individual episodes were printed out and placed beside the corresponding exhibits. A questionnaire was administered to museum visitors to evaluate the effects of the comic strips. Most visitors responded that the comic strips were helpful in understanding the exhibits and in familiarizing themselves with the science. Participants also described the comic strips’ deficiencies which will be considered for future revisions. Comic strips are likely to enhance interest in and comprehension of science exhibitions. Furthermore, these strips are expected to enrich science museums in various ways such as establishing their uniqueness.</p>
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K, Veeramani y Chandran K. "Ovvai Nirmala and the Style of Comical Drama". International Research Journal of Tamil 4, n.º 3 (26 de julio de 2022): 196–200. http://dx.doi.org/10.34256/irjt22328.

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Man started to appear and grow up wandering everywhere in the forest, mountains, ridges, ravines and living in caves. Then, he carried on with a joint family life. It is probable to state that the creation of drama happened when the first Man who had wandered everywhere but not knowing any language communicated his opinion in an artificial mode to his fellow beings. Yes, the theatrical creation might have appeared when man appeared. Silapathikaram was created as a theatrical epic centered on a citizen. After that, plays like Sankardas Swamy's Pammal Sambandhamudaliar’s were set to attract the public. In this context, Professor Ovvai Nirmala's play 'Navabharatham in Paradise' is a satirical play that points to all levels of society and evokes thought. The play that is flavored with the taste of all the ingredients is humorous and lashes out at all levels of society with a sense of accompaniment. All theatrical events take place in the celestial world. Not only legends like God Shiva, Goddess Umai, God Thirumal, Naradhar and also Thiruvalluvar, Kambar, Bharathi etc. strolled with him and created his imaginative satire from the social perspective.
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29

Pamungkas, Heni Purwa. "Effectiveness of Economic Comics as a Learning Media on Economic Lesson". AL-ISHLAH: Jurnal Pendidikan 14, n.º 3 (15 de agosto de 2022): 3989–94. http://dx.doi.org/10.35445/alishlah.v14i3.1675.

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Learning process in the 21st century requires innovative and creative learning. Learning process requires teachers to provide learning media that attract student motivation. Learning media innovation improves student’s learning motivation. However, if the learning media tends to be boring, student’s learning motivation will decrease and have an impact on their learning outcomes. This study aims to determine the effectiveness of economic comics as a learning media for economic subjects. The research design was quasi-experimental approach with non equivalent group design method. There are two types of classes, namely the experimental class and the control class. Each class is treated differently. In experimental class, student use economic comics as a learning media, while the control class does not use comics. In this study’s, data collection method used primary data in the form of pre-test and post-test. Data analysis techniques used T-test to compare the pre-test and post-test scores of the two classes. The results of this study are: 1) there was a difference in the gain score between the control class and the experimental class; 2) the post test value of students from the experimental class is higher than the control class. From the results of the study, it can be concluded that economic comics are effectively used as learning media.
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Cicali, Gianni. "Destouches e Goldoni tra nobildonne, arcadi e liberi muratori. Percorsi della riforma del teatro comico italiano del Settecento". Quaderni d'italianistica 40, n.º 2 (4 de octubre de 2020): 49–81. http://dx.doi.org/10.33137/q.i..v40i2.34878.

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La riforma del teatro italiano promossa da Carlo Goldoni a metà del Settecento ha avuto dei momenti preparatori. Tra le fasi importanti di questa preparazione si devono includere le traduzioni di testi teatrali francesi di Destouches, drammaturgo aristocratico e accademico di Francia. Inoltre, questi segnali di una pre-riforma si notano particolarmente in ambienti legati all’illuminismo, all’aristocrazia e alla Massoneria in Toscana, regione in cui il giovane avvocato Goldoni soggiornò per alcuni anni. Un altro elemento sono le donne della nobiltà italiana che in alcuni casi non solo recitano da dilettanti i testi del francese durante eleganti villeggiature ma a volte li traducono o li fanno circolare tra compagnie significative di attori e attrici. In questo saggio vedremo questi antecedenti formativi della riforma di Goldoni e in particolare una traduzione di un testo di Destouches che si rivela importante per le persone coinvolte e che era sfuggita agli studi sui rapporti tra Goldoni e Destouches e la riforma del teatro italiano del Settecento.
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Fauziah, Rizka, Issy Yuliasri y Dwi Rukmini. "The Flouting of Grice’s Cooperative Maxims in the Dialogues in Pearls before Swine Web Comic". English Education Journal 10, n.º 2 (20 de junio de 2020): 164–73. http://dx.doi.org/10.15294/eej.v10i1.34202.

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Web comic is one of media of communication that can attract both children and adults. It may contain humor. Humor itself may be created by flouting the cooperative principles. This study aimed to explore the types of maxims flouting of Grice’s maxims in Pearls before Swine web comic and their contributions to create humor in the comic. This study was descriptive qualitative research in the form of discourse analysis. 30 episodes of the comic were used as data. The data were then collected and analyzed under three big steps proposed by Miles and Huberman (1994, p. 10). The results of the study revealed that all types of maxims were flouted in web comic. The most prominent flouting was the flouting of relevance maxim, then followed by the flouting of quantity maxim, manner maxim, and quality maxim became the least maxim that was flouted. Maxim of quality contributed to create humor as in the flouting there were sarcastic words which were intentionally used to trigger funny situation. The use of flouting of quantity maxim was indicated on the use of exaggeration which enhanced the information and blown thing up beyond the response needed. Relevance maxim was flouted by using both facetiousness and repartee. Meanwhile, in the flouting of manner maxim, the contributions were on the use of insult and pun.
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Lestari, Witri y Yhohan Adi Chandra. "Development of Mathematical Comic-Strip Application as a Mobile Learning Media-Based Learning". Journal of Mathematics Education 3, n.º 2 (21 de noviembre de 2018): 54–59. http://dx.doi.org/10.31327/jomedu.v3i2.813.

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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.
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Mohd Bakhir, Norfarizah, Mohamad Omar Bidin y Ahmad Amirul Bin Abdul Aziz. "Preserving and Promoting Malay Folklores and Legends Using Interactive Motion Comic: The Fang King (Raja Bersiong)". SHS Web of Conferences 45 (2018): 07001. http://dx.doi.org/10.1051/shsconf/20184507001.

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The Malay folklore is something that our ancestor inherits to us for so long now. Nowadays, Malaysian folklore is beginning to fade from the face of our country due to the western media that’s beginning to dominate the world. Youngsters nowadays prefer to watch western movies and western related stories rather than our own folklore. Not only that, youngsters nowadays is keen towards the western culture due to the innovation of modern technology such as tablets, smartphones, and other devices. There are three important objectives in this research. First is to determine the suitable Malaysian folklore to be converted into an interactive comic. Second is to give a new experience to the audience to enjoy and attract youngsters nowadays. The third is to test the effectiveness of this interactive comic to the young generation from age 13 to 15 years old. This interactive comic is for youngsters who nowadays don’t know about the Malaysian folklore and to prevent it from fading from the eyes of our country. As a conclusion, this research is to help preserve and protect our Malaysian folklore from extinction by using modern technologies.
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Stevens, J. Richard y Burton St. John. "Corporate Affirmations of Self-Identity and Mutual Self-Help: Transmedia Rhetorics of Marvel Rising". Journal of Communication Inquiry 44, n.º 4 (15 de mayo de 2020): 376–95. http://dx.doi.org/10.1177/0196859920924383.

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In 2018, Disney launched a Marvel Rising transmedia campaign introducing a line of female superhero dolls and supporting media narratives across Disney XD, Marvel Comics, and Hasbro toys. Utilizing textual and industry analysis, we find that the concentration of ownership and the need to attract a new clientele resulted in a “commercialized feminism” text, one that thematically supports Disney’s prosocial messaging agenda, linking its products to what it perceives as the preferred social identity for its audience. As such, this work has implications for deeper understandings of how corporations can use transmedia rhetoric to mentor children, especially young women, toward confidence and self-empowerment while also allowing the corporation to maximize marketplace revenues.
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35

El Refaie, Elisabeth. "Scoring a goal or an own-goal against disease?" Metaphor and the Social World 5, n.º 1 (10 de julio de 2015): 102–23. http://dx.doi.org/10.1075/msw.5.1.06ref.

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Many contemporary public health campaigns use some form of metaphor. Studies into what makes this strategy effective typically focus on the ability of metaphors to attract attention and trigger conversations. Consequently, the question of how they might enhance or impede people’s understanding of the information conveyed is often overlooked. This article brings together key concepts in Conceptual Metaphor Theory with the latest findings in health communication to present a framework for describing metaphors in health promotion on the basis of their experiential, internal, external and narrative coherence. Using the comparative analysis of two children’s comics about tuberculosis as a small-scale case study, the paper argues that metaphor coherence is particularly important in health campaigns that aim to convey complex, new information. The paper ends with suggestions for validating the framework more broadly.
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Laili oktaviana, Dina y Rusnilawati. "Role Playing with Digital Comics in Preventing Bullying and Cyberbullying Behavior in Elementary School". Jurnal Ilmiah Sekolah Dasar 6, n.º 4 (13 de diciembre de 2022): 603–9. http://dx.doi.org/10.23887/jisd.v6i4.53685.

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Education is a process that makes a humane benchmark for educators and devotees to achieve common educational goals. The process proceeds in a specific environment and uses a variety of actions. Lack of attention of teachers in the use of various methods and models to prevent bullying. This study aims to analyses the differences in student attitudes and students’ knowledge about the impact of bullying before and after applying role playing models with digital comic media. The participants of this study were 12 teachers. The method used was quantitative method with experiments. The sample taken was 20 four grader students in elementary school. The data collection method used in this study were observation pretests and post tests, and questionnaire. The data analyses ued in this study were normality test, homogeneity test, knowledge hypothesis test, and attitude hypothesis test. The results of the research showed that there was a significant influence of the use of role playing model and digital comic media in preventing bullying behavior in elementary school. This implementation allows teachers to use a model with media to attract students’ attention so that they can understand the lesson in the learning process easily.
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Aurora Nandya Febriyanti, Nurhayati,. "Pengembangan Media Pembelajaran Sejarah Berbasis Komik Di Kelas XI IPS 1 SMA Negeri 10 Kota Jambi". Istoria: Jurnal Ilmiah Pendidikan Sejarah Universitas Batanghari 2, n.º 2 (20 de diciembre de 2018): 107. http://dx.doi.org/10.33087/istoria.v2i2.44.

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Abstract This study aims to develop media to discuss the history of Vostenigde Oostindische Compagnie or VOC in Indonesia in Class XI IPS 1 of SMA Negeri 10 Jambi City. This research uses research and development methods. The subjects of the study were students of class XI IPS 1 of SMA Negeri 10 Jambi City in semester I. Data collection was carried out using questionnaires, interviews, and interviews. The research instrument uses content validity. Data analysis techniques using descriptive quantitative and qualitative. The comic media developed during the development of ADDIE are grouped into five stages, Analysis (analysis), Design (design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). Media writing that is developed qualitatively and qualitatively deserves to be applied in learning. In general, each material and media expert were 8.38 for material experts and (curriculum suitability, correctness of content and presentation of material including very good) and 8.47 (production, visual design, and technical quality) including very good list). Meanwhile, which provides students at the pilot stage, wider trials, and operational try respectively 10.70 (including very good criteria); 14.29 (including very good); and 14.84 (including very good criteria). Qualitatively, the comic media "Vereenigde Oostindische Compagnie or VOC in Indonesia" is able to attract the attention of students to learning, allow learning of students, and also easier for participants.Keywords: Media Comics, Learning History. AbstrakPenelitian ini bertujuan untuk mengembangkan media komik yang layak untuk pembelajaran tentang sejarah Vereenigde Oostindische Compagnie atau VOC di Indonesia pada Kelas XI IPS 1 SMA Negeri 10 Kota Jambi. Penelitian ini menggunakan metode penelitian dan pengembangan. Subjek penelitian adalah siswa kelas XI IPS 1 SMA Negeri 10 Kota Jambi semester I. Pengumpulan data dilakukan menggunakan angket, observasi, dan wawancara. Instrumen penelitian diuji dengan menggunakan validitas isi. Teknik analisis data menggunakan deskriptif kuantitatif dan kualitatif.Media komik dikembangkan mengacu pada tahap pengembangan ADDIE yang dikelompokkan dalam lima tahap, Analyze (analisis), Design (perancangan), Development (pengembangan), Implementation (penerapan), dan Evaluation (penilaian). Media komik yang dikembangkan secara kuantitatif dan kualitatif layak diterapkan dalam pembelajaran. Secara kuantitatif, penilaian dari ahli materi dan ahli media masing-masing adalah 8,38 untuk ahli materi dan (kesesuaian kurikulum, kebenaran isi dan cara penyajian materi termasuk kriteria sangat baik) dan 8,47 (pertimbangan produksi, desain visual, dan kualitas teknis termasuk kriteria sangat baik). Sementara itu, penilaian yang diberikan siswa pada tahap uji lapangan, uji lapangan lebih luas, dan uji operasional masing-masing secara berturut-turut 10,70 (termasuk kriteria sangat baik); 14,29 (termasuk kriteria sangat baik); dan 14,84 (termasuk kriteria sangat baik). Secara kualitatif, media komik “Vereenigde Oostindische Compagnie atau VOC di Indonesia” mampu menarik perhatian peserta didik untuk belajar, memudahkan belajar peserta didik, serta merangsang peserta didik mengingat materi secara lebih mudah.Kata kunci : Media Komik, Pembelajaran Sejarah.
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Dubrovskaya, Polina D. y Kristina V. Manerova. "LINGUOCULTUROLOGICAL ANALYSIS OF THE MECHANISMS OF HUMOR CREATING IN STAND UP (ON EXAMPLE OF RUSSIAN AND GERMAN)". Theoretical and Applied Linguistics, n.º 4 (2019): 62–74. http://dx.doi.org/10.22250/2410-7190_2019_5_4_62_74.

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The relatively new comedy genre stand-up comedy is just beginning to attract the attention of researchers from different areas of linguistics. A comparative linguistic and cultural analysis of selected sketches of the Russian and German stand-up comedians is aimed to establish universal and dissimilar typological features of the genre in two linguistic cultures, identify the reception of national culture of laughter in the genre, manifested in the subject of sketches, as well as compare the use of mechanisms for creating and perceiving verbal humor (incongruity theories, hostility theories and release theories) on the material of 20 selected sketches by P. Volya and M. Mittermeier. It was discovered that certain topics that both comics involved to laugh at were similar (new trends in technical sphere, automobiles, holidays and rest) while others varied (social tension, feminism, male and female relations, financial instability).
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Ramadhani, Nugarhardi, Sayatman Sayatman, Rabendra Yudistira y Anjrah Hamzah. "THE LOW-COST CLAYMATION DEVELOPMENT WITH A CASE STUDY OF “ABDI DALEM” COMIC CHARACTER ADAPTATION". Sosial & Humaniora 8, n.º 1 (19 de diciembre de 2014): 47. http://dx.doi.org/10.24123/jsh.v8i1.672.

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Indonesia is one of the most largest country that is growing and has the potential of creative industries from various fields, one of which is animation and games. The majority of human resources of Indonesia are now advancing animation and games, but is still hampered by the right technology. Stop motion as an animation technique has a difficult position as mastering, this type of animation required technology and craftsmanship, thus it does not attract many people to use this technique. This research will discuss the development of a lowcost stop motion animation with maximum result that aims to support the needs of creative industry in Indonesia. This study is taking a character from ‘Abdi Dalem’; a popular fictional comic series. In Order to reach lower production costs, This research is using comparative study method in regards of low-cost materials and experimental method to determine the most economical post-production process.
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40

Al Aziz, Edwin Nuvianto y Gita Yusanti. "INCREASING STUDENTS’ READING COMPREHENSION SKILL BY USING WRITTEN TEXT BOOK". English Education : Journal of English Teaching and Research 5, n.º 2 (29 de octubre de 2020): 179–86. http://dx.doi.org/10.29407/jetar.v5i2.14500.

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Abstract: The purpose of this article is deeply to investigate of some issues about increasing students’ reading comprehension skill by using written text. According to article that I use to support my article states that one of important point in increasing students’ reading comprehension skill is by giving them written text which can attract their interest, such as: comic, novel, short story, storytelling, etc. Some other issues about students’ reading skill are also interesting to be discussed, for example teaching reading methods, the benefits, and the problems which about students’ are reading skill by using written text. The high percentage of success in increasing students’ reading skill is really important to make sure that they have input in mastering or improving their English. However, increasing students’ reading comprehension skill is not easy and it needs to be discussed to figure the best way out.
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41

Mareš, Petr. "Obrázky a „opráski” z českých dějin. O stylu obrázkových seriálů věnovaných historii". Stylistyka 28 (26 de diciembre de 2019): 231–46. http://dx.doi.org/10.25167/stylistyka28.2019.15.

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The article analyses the style of two picture series dealing with Czech history. The analysis focuses primarily on the way of mediating historical knowledge as well as forming and establishing cultural memory in the two series which are compared. In connection with this, the use of language, the construction of meanings and the interplay between verbal and visual components are described. The picture series investigated represent opposing approaches to the issue of cultural (historical) memory. The objective of Obrázky z českých dějin a pověstí (Pictures from Czech History and Legends; 1980, revised edition 1996) is to depict a traditional version of Czech history and support its adoption by recipients (children being the main target group). Obrázky include various informal, derogatory and anachronistic elements, but these components are used purposefully to attract the interest of recipients in a didactic presentation of historical events. On the other hand, Opráski sčeskí historje (perhaps: Pictures from Czech History; 2014–2015) submit an alternative, subversive, comical and absurd version of Czech history. Their objective is to destruct the traditional view of such history. In order to achieve this effect, Opráskitake advantage of intentional orthographical mistakes (with great invention), play with the language, polysemy of words, anachronisms and intertextual relations to contemporary popular culture.
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42

Skorokhod, Tetiana y Lidiya Smola. "Visualization as a Means of Influence (on the Example of Student Periodicals)". Revista Amazonia Investiga 11, n.º 51 (20 de abril de 2022): 267–80. http://dx.doi.org/10.34069/ai/2022.51.03.27.

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Visualization is a modern tool of communication with media perceptive readers. Visual means allow to influence the emotional sphere of the reader, replace certain information and the number of characters, diversify the compositional design of publications and create their aesthetics, which affects the image and reputation of periodicals. Visualization is a tool that is actively used in student periodicals, the target audience of which is modern youth with clip thinking. In order to attract the attention of such readers, to intensify their attention, the editors of student publications diversify the content with the help of a set of visual aids. In particular, typical forms of visualization in publications are photographs, drawings, pictures, symbols, comics, puzzles, tables, graphics, variation of page space with fonts, colors, decorative lines. The article analyzes the content of student magazines in Ukraine and Poland on the means of visualization and states the effectiveness of visual communication for these publications. As a result of research it is established that visualization has specificity of the influence (complexity and systematics). Determining criteria for the effectiveness of visual communication of student periodicals are visual activity, the degree of cognitive perception, compositional organization, supragraphemics, topographemics, non-pictographic elements, text positioning.
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43

Tanoko, Ivania. "Father-and-son’s Conflicts in Webtoon Bastard". K@ta Kita 9, n.º 3 (6 de enero de 2022): 420–27. http://dx.doi.org/10.9744/katakita.9.3.420-427.

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Webtoon is a popular digital-comic media. For this thesis, I will analyze a thriller Webtoon Bastard because it has a great theme, plot, drawing style, and good reviews. The story focuses on the conflicts between a father (Dongsoo Seon), who is also a murderer, and his son (Jin Seon), which inspires me to take the failure in a father-and-son’s relationship as my topic. Therefore, I want to explore what factors trigger father-and-son’s conflicts and how those factors lead to the failure in the father-and-son’s relationship. I apply the theory of father-and-son’s conflict. I want to show Dongsoo’s and Jin’s different ways of thinking on concepts of happiness and love, parental roles, and parental authority create conflicts because of no emotional bond and agreement related to familism values, discrepancy between expectations and reality, and no room for adolescent’s independence. In conclusion, the complexity in this relationship can attract Webtoon’s readers. Keywords: father and son, single parent, adolescent, conflicts in the family, webtoon
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44

Heng, Yee-Kuang. "Three Faces of Japan's Soft Power". International Studies Review 18, n.º 1 (19 de octubre de 2017): 171–88. http://dx.doi.org/10.1163/2667078x-01801009.

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After two lost decades of economic stagnation and faced with rising neighbors such as South Korea and China, soft power has been touted by politicians and academics alike as a means for Japan to maintain its global profile and influence. "Soft power" is a concept coined by Harvard professor Joseph Nye to maintain American preponderance in the post-Cold War era, but what does it mean in the Japanese context? This paper suggests that there are three discernible faces to Japanese soft power. First, there is a conventional emphasis on promoting pop cultural assets overseas such as manga (comic books); anime (animated cartoons) and cosplay (costume play). Second,Japan may also seek to project influence by aligning with international norms on freedom of maritime navigation or combating climate change. Third is a somewhat more unconventional use of Japanese military assets in a non-threatening manner to attract others into supporting Tokyo's policies through, for example, providing humanitarian assistance. The paper concludes by evaluating the impact and limitations of this Japanese traid in attaining desired goals through soft power.
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45

Zamaldinov, V. E. "Innovations as a Reflection of the Current Epidemic Situation in the World". Russian language at school 81, n.º 5 (15 de septiembre de 2020): 55–60. http://dx.doi.org/10.30515/0131-6141-2020-81-5-55-60.

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The article considers word-building neologisms as a reflection of the current epidemic situation in the world. The material for the analysis was mass media texts. The sociocultural aspect of the language of the media led to the emergence of a large number of new nominations. The author makes an attempt to single out the common ways of word formation (prefixation, suffixation) and notes the expansion of affixoids. With the help of neologisms, journalists express a negative attitude towards the epidemic situation in the world, exert a psychological influence on the reader, ironically comprehend the surrounding reality, bring media communication closer to speaking, and designate high-tech phenomena. The author describes such occasional methods of word formation as contamination, tmesis, interword overlapping and substitutional derivation. The study reveals that occasional derivative means allow journalists to achieve a comic effect, attract the attention of the addressee; violating the principle of the integrity of the word, as well as to express negative expression. Structural-semantic and derivational types of analysis of innovations are carried out. It is concluded that extralinguistic factors have a great impact on the language.
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46

Futljaev, Nikita S. y Dmitry N. Zhatkin. "Russian Fate of the Poem by Robert Burns «Who is that at my bower-door?..»". Nauchnyi dialog, n.º 7 (30 de julio de 2020): 284–98. http://dx.doi.org/10.24224/2227-1295-2020-7-284-298.

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The Russian translation reception of Robert Burns's poem “Who is that at my bower-door?..” (1783) is for the first time considered in the article. It is emphasized that the comic work did not attract the attention of Russian translators until 1862, when the unsatisfactory interpretation of V. D. Kostomarov, deprived of the emotionality of the English original, came out. The results of the analysis of translations of the poem created by M. N. Shelgunov (1879), T. L. Shchepkina-Kupernik (publ. 1936), S. Ya. Marshak (1939), S. Sapozhnikov (publ. 2014), E. D. Feldman (2017), A. V. Krotkov (publ. 2018) are presented. The perception of Burns’ work in Russian literary criticism and literary criticism is comprehended. In particular, numerous reviews and studies are analyzed (A. T. Twardowski, K. I. Chukovsky, E. G. Etkind, T. B. Liokumovich, R. Ya. Wright-Kovaleva, A. Bobyleva), caused by S. Ya. Marshak translation, who, despite all his liberties, preserved the atmosphere of a lively conversation between two people, and emphasized their intonational, emotional and gender differences. It is noted that, having entered into a polemic with S. Ya. Marshak, who made Burns unnecessarily classic and stylistically “smooth”, modern translators created interpretations in the spirit of courteous poetry, largely devoid of the aesthetics of the original, its unique melody.
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47

Tulniza, Feni y Nuril Hidayati. "Pengembangan Aplikasi Android Komik Interaktif Berbasis STEM-PjBL Sebagai Media Pembelajaran pada Materi Sistem Pernapasan pada Manusia". Prosiding Seminar Nasional IKIP Budi Utomo 1, n.º 01 (22 de noviembre de 2020): 747–53. http://dx.doi.org/10.33503/prosiding.v1i01.970.

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In order to increase the active role and interest in student learning, creativity is one of the things that teachers must have both in choosing methods and teaching materials, one of which is in biology subjects. One way to increase the active role and interest in student learning, teachers can use multimedia that has been integrated with the learning model, one of which is the STEM-PjBL learning model. This statement was strengthened by the results of the initial survey on 25 students of class XI IPA at SMA Islam NU Pujon which showed that 86% of students stated that learning biology by utilizing multimedia teaching materials based on learning models could attract them to learn the concept of biology, as many as 88% of students stated that they wanted biology learning. which is supported by the existence of multimedia teaching materials in order to bring abstract concepts into reality and as many as 85% of students think learning using multimedia can make it easier to learn abstract concepts about biology. Based on the survey results, the researcher wants to develop an interactive comic android application based on STEM-PjBL as a learning media on the respiratory system in humans.
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48

Katritzky, M. A. "Was Commedia dell'arte Performed by Mountebanks? Album amicorum Illustrations and Thomas Platter's Description of 1598". Theatre Research International 23, n.º 2 (1998): 104–26. http://dx.doi.org/10.1017/s0307883300018459.

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Early modern mountebanks, also known as charlatans or quacksalvers, were commercial travelling showmen associated with the sale of quack medicines and other products. They achieved wide recognition as a significant influence on the rise of professional acting, through their employment of performers to attract customers for their wares, and are frequently discussed in the context of early professional popular entertainment. Many depictions of mountebanks include commedia dell'aite costumes, but it has remained an open question whether some of their shows (as well as some of their costumes) fall within the sphere of the commedia dell'arte. Inconclusive evidence is presented by the relatively few studies which incline towards accepting a significant overlap between mountebank activity and the commedia dell'arte and clear-cut distinctions are routinely made between the repertoire of street performers, and that of the comici d'arte. Richards and Richards concede that ‘mountebank stages … may well have been the breeding grounds of many of the first regular actors’, but repeatedly emphasize the distinction ‘between performers of the trestle and those of the stage’, and are careful to dismiss mountebank stage routines as at the most ‘short playlets’. If the presently perceived lack of detailed documentation concerning mountebank entertainment is justified, then so is the cautious approach typified by Richards and Richards. On the evidence presented to date, it would appear that mountebank performances are at most distantly related to the commedia dell'arte.
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49

Diamond, Catherine. "Burmese Nights: the Pagoda Festival Pwe in the Age of Hollywood's ‘Titanic’". New Theatre Quarterly 16, n.º 3 (agosto de 2000): 227–48. http://dx.doi.org/10.1017/s0266464x00013865.

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The Burmese zat pwe, an exuberant variety show involving almost every kind of performing art, has fascinated foreign visitors to Myanmar for the past hundred years. It continues today as a vibrant amalgam of singing, dancing, acting, and comic improvisation, still performed annually at pagoda festivals. As Burmese scholars have noted, the Burmese performer is primarily a singer and dancer rather than a dramatic actor, and therefore tends to use plays as frameworks for demonstrating virtuosity in these areas. This is reinforced by the training given at the two State Schools of Music and Dance, and while the Drama Department at the University of Culture does acquaint students with dramatic acting, the emphasis remains on music and dance. Moreover, the scripted drama, especially the classical drama, which reached a peak in the mid-nineteenth century, is increasingly omitted from the pwe programme, having gradually been displaced by the pop music that is considered necessary to attract young audiences. Despite such changes, which alarm traditionalists, the pwe performance has shown a resilient flexibility to adapt to audience preferences and remains a lively highlight at the festivals. Catherine Diamond – who has previously written for NTQ on Vietnamese and Turkish theatre, and on oriental approaches to classical tragedy – is a dancer and drama professor who is currently directing for the Thalie Theatre, the only English-language theatre in Taiwan.
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50

Voronova, Svetlana A. "HUMOR AS AN INSTRUMENTAL IDEA OF LANGUAGE EDUCATION IN THE FIELD OF POLITICS AND INTERNATIONAL RELATIONS". RSUH/RGGU Bulletin. Series Psychology. Pedagogics. Education, n.º 3 (2021): 50–63. http://dx.doi.org/10.28995/2073-6398-2021-3-50-63.

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Humor on the topic of politics is an indicator of the speed of reac- tions, knowledge and ability to understand the situation that causes it, in the general political situation. Linking the content of training with humorous im- ages, quotes of famous politicians, it is appropriate to attract students’ attention, better fix the information in memory, thanks to joining of figurative and linguistic metaphors and comparisons that cause students to evoke emotions and laughter. Thus, humor is an ideal “breeding ground” to learn the content. The criteria for selecting the material for the lesson are the level of students ‘ awareness in the field of international politics, their outlook; the level of language competence; the level of understanding of the specifics of foreign language culture. A good knowledge of the sources of one’s examples allows to influence the audience unobtrusively, demonstrating the discovery of new connections between the phenomena. There is only one limitation to the use of political texts that include humor: aggressive humor can harm and demotivate students. to diversify the les- son, you can include visual humorous material, namely, political caricature Based on national stereotypes, humor reflects the cognitive specifics of the mentality, so it is very important to learn how to adequately perceive the jokes of repre- sentatives of other cultures. German political humor focuses on the individual characteristics and behavior of politicians. In Germany, comics, humorous TV shows, and political cartoons are popular. Witty statements of German politi- cians are recorded by media representatives on audio discs, in printed materials.
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