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1

Martages, Ika Fitriani, Bambang Suharjito, and Asih Santihastuti. "The Effect of Using Comic Strips on The Eighth Grade Students' Narative Writing Achievement at SMP Negeri 5 Jember." Jurnal Edukasi 4, no. 2 (August 14, 2017): 1. http://dx.doi.org/10.19184/jukasi.v4i2.5201.

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The aim of this research was to investigate whether or not there was a significant effect of using Comic Strips on the eighth grade students’ narrative writing achievement at SMP Negeri 5 Jember. The research design used was quasi-experimental research with post-test only design. The respondent of the research was chosen by using cluster random sampling. Two of the seven classes were selected as the experimental group and the control group. Through a lottery, class VIII-F was chosen as the experimental group and class VIII-E was chosen as the control group. The data was selected by writing test. Then, the data collected were analyzed by using independent sample t-test. Based on the result of the posttest scores, the mean score writing post-test in experimental group was 76.8000 while the mean score of control group was 70.5156. Moreover, based on the output of Independent sample t-test, the value of sig column of Lavene’s test was 0.020 and this value was lower than 0.05. It indicated that the result of t-test analysis was significant. It meant that the result of this research proved that the use of Comic Strips significantly affected the eighth grade students’ narrative writing achievement at SMP Negeri 5 Jember. It can be seen, especially, from the content and language use. Keywords : Writing, Writing Achievement, Comic Strips, Media
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Et.al, Hazhari Ismail. "Comics and Children’s Literacy Skills: A Focus Group Analysis from Preschool Teacher’s Perspective." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 10, 2021): 53–62. http://dx.doi.org/10.17762/turcomat.v12i3.465.

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Comics is amongst the educational learning tools which offer children an opportunity to understand and interpret the narrative by themselves. Like most studies conclude, through the characteristics and features that comics provide to the reader, it offers many advantages on how literacy skills develop for children's development, as well as specific skills associated with recognizing reading skills and value-added benefit.This study was discussed extensively on how comics could improve the literacy skills of children particularly for pre-school children's reading comprehension. By conducting focus group discussion, data were qualitatively collected from six pre-school teachers who used comics for their learning and teaching sessions as their pedagogical approach and aids. The finding found that comics showed considerable contribution to enhance pre-school children's literacy skills not only for reading comprehension, but also provided added value that comics needed to improve children's critical thinking. Eventually, comics will be adapted to improve the learning of children in the classroom, and even the issue of implementation would be discussed together as well. The research indicates that teachers are urged to use comics in classroom learning sessions as one of the alternative teaching materials in teaching young children.
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Pangaribuan, Kezia, and Alfiansyah Zulkarnain. "Using the Concept of Timeframing to Implement Animation in the Motion Comic Adaptation of Bumi." IMOVICCON Conference Proceeding 2, no. 1 (July 6, 2021): 35–39. http://dx.doi.org/10.37312/imoviccon.v2i1.86.

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Motion comics are known for their implementation of animation in static comics, but the goal of the animation itself is rarely thought about. Some use animation in comics just for the sake of creating a moving comic, without really thinking about the strengths animation can bring. Understanding the concept of timeframing and the seven characteristics of a motion comic will help improve the use of animation in a motion comic.
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Margolin, Stephanie, Mason Brown, and Sarah Ward. "Comics, questions, action!" Journal of Information Literacy 12, no. 2 (December 4, 2018): 60. http://dx.doi.org/10.11645/12.2.2467.

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In a four-session Summer Bridge programme, we experimented with new curricular and pedagogical ideas with a group of incoming freshmen. We developed the Comics-Questions Curriculum (CQC), which melds students’ question asking with a focus on comics. The purpose of this paper is to describe the rationale for and ongoing development of the CQC as well as the ways the CQC fosters engagement of students and librarians, builds upon students’ existing skills but propels them forward toward college-level work, and positions librarians as partners in students’ college work. Although it was designed for a specific purpose initially, the CQC in its current state is widely adaptable to other contexts beyond the original scope.
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Lubis, Fenny Rahmawati, and Dwi Budiwiwaramulja. "KARAKTERISTIK DESAIN HIBRIDA PADA KOMIK 7 WONDERS KARYA METALU." Gorga : Jurnal Seni Rupa 9, no. 2 (October 5, 2020): 309. http://dx.doi.org/10.24114/gr.v9i2.20161.

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AbstrakKomik Jepang menjadi salah satu kiblat untuk referensi dalam membuat komik khususnya komik manga. Tidak sedikit komik Indonesia yang sangat kental dengan unsur manga hingga sulit membedakan komikus Jepang dengan komikus Indonesia bila hanya di lihat dari bentuk visualnya. Selain menggarap style gambar manga jepang, tak sedikit komikus-komikus Indonesia yang menghibridakan karakteristik pada desain karakter visual Indonesia. Sepeti pada salah satu komik Indonesia yaitu komik 7 Wonders. Penelitian ini bertujuan untuk mengetahui identitas dari desain karakter visual yang di hibrida pada salah satu komik Indonesia yaitu komik 7 Wonders. Penelitian ini menggunakan pendekatan metode deskriptif kualitatif yaitu dengan menguraikan masing-masing objek yang akan diteliti. Hasil temuan penelitian ini menunjukkan bahwa karakter yang memiliki unsur hibrida paling menonjol adalah pada karakter bidadari 7 Wonders. Desain karakter visual pada karakter tujuh bidadari 7 Wonders telah mengalami deformasi dan pengabungan dua atau lebih identitas visual, baik pada busana maupun pada karakter figurnya. Identitas hibrida pada desain karakter visual yang digunakan di busana tujuh bidadari 7 Wonders yaitu berasal dari Indonesia, Jepang, Arab, Turki, India, Inggris era Victoria dan Romawi Kuno.Kata Kunci: desain karakter, hibrida, komik, busana.AbstractJapanese comics become one of the mecca for reference in making comics, especially manga comics. Not a few Indonesian comics are so thick with manga elements that it is difficult to distinguish Japanese comics from Indonesian comics if only viewed from their visual form. In addition to working on the style of Japanese manga drawings, not a few Indonesian comic artists have displayed characteristics on Indonesian visual character designs. A case in one of the Indonesian comics that is 7 Wonders comics. This study aims to determine the identity of a hybrid visual character design in one of the Indonesian comics, namely the 7 Wonders comics. This study uses a qualitative descriptive method approach that is by describing each object to be studied. The findings of this study indicate that the characters that have the most prominent hybrid elements are the 7 Wonders angel characters. The visual character design of the seven Wonders 7 nymphs has been deformed and the combination of two or more visual identities, both in fashion and in the character figure. The hybrid identity in the visual character design used in the fashion of the seven Wonders 7 nymphs is originating from Indonesia, Japan, Arabia, Turkey, India, the Victorian era and Ancient Rome. Keywords: character design, hybrids, comics, clothing
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Panjaitan, Ruqiah Ganda Putri, Kurnia Ningsih, and Novi Novi. "EFFECTIVENESS OF COMICS ON STUDENT LEARNING OUTCOMES." Jurnal Pena Sains 7, no. 1 (April 30, 2020): 18–24. http://dx.doi.org/10.21107/jps.v7i1.6377.

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This study aimed to determine the effectiveness of comics on students' learning outcomes. The research population is students of eight grades. This research is a quasi-experimental design with a nonequivalent control group design. The determination of the research sample used the intact group technique. The average of students' learning outcomes in the experimental class, which is using comic is 15.29 while the control class, which is using PowerPoint is 11.90, and the value of effect size is 1.56. The learning by using comics is sufficient to increase the students' learning outcomes.
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Şentürk, Mehmet. "Educational comics and educational cartoons as teaching material in the social studies course." African Educational Research Journal 9, no. 2 (May 25, 2021): 515–25. http://dx.doi.org/10.30918/aerj.92.21.073.

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This study aims to explore the effect of using educational comics or educational cartoons as teaching material in social studies course on students' academic achievement. Also, it is aimed to reveal the experiences of the students regarding the use of these materials. In the study, the embedded design was preferred among the mixed-methods designs. For the quantitative aspect of this research, pre-test and post-test on the control and experimental group with the quasi-experimental design were used. The study was conducted out with two experimental groups and a control group. The study was conducted with 266 (87 students are in the educational comics group, 88 students are in the educational cartoons group, 91 students are in the control group) 6th-grade students. To analyse the quantitative data, One-Way ANOVA was used. According to the results of the analysis, it was determined a significant difference between the educational comics group and the other groups in academic achievement levels. It was also determined a significant difference between the educational cartoons group and the control group. For the qualitative aspect of this research, phenomenology design was used. To analyse the qualitative data which were collected by semi-structured forms, content analysis was used. As a result of the analysis of qualitative data, it was concluded that students seen both educational comics and educational cartoons as effective materials for educational activities in various aspects. These results show these teaching materials can use by teachers for effective learning in social studies course.
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Radeswandri, Radeswandri, Afiq Budiawan, Rian Vebrianto, and Musa Thahir. "Developing instrument to measure the use of online comic as educational media." Journal of Education and Learning (EduLearn) 15, no. 1 (February 1, 2021): 119–26. http://dx.doi.org/10.11591/edulearn.v15i1.18961.

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Studies related to the development of instruments to measure the use of online comics as an educational media in tertiary institutions are still limited. A survey study was carried out on 60 students from various study programs at open university. The data collection was done using an online questionnaire. The data were analyzed using quantitative data analysis assisted by SPSS version 23.00 for Windows. The results of this study showed that: 1) the preparation and development of an evaluation instrument for the use of online comics for students was carried out using a theoretical development model to test seven research constructs; 2) the results of the construct validity and reliability testing indicated that the validity of the evaluation instrument for the use of online comics for students met the valid criteria because the value of r-count r-table (r-count 0.254); and 3) the reliability of the online comic use evaluation instrument for students that had been compiled and developed in this study also fulfilled the high category as indicated by the alpha Cronbach reliability coefficient of 0.980. This indicates that the instrument developed meets the requirements to be used in measuring the use of online comics for students.
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Fananta, Muhammad Randy, Tria Umbara, and Nena P. Valdez. "The Effect of Inquiry-Based Science Comics on Primary Learners' Scientific Literacy Skills." GATR Global Journal of Business Social Sciences Review 7, no. 4 (December 30, 2019): 210–16. http://dx.doi.org/10.35609/gjbssr.2019.7.4(1).

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Objective - The fundamental scientific literacy skills of primary learners remains crucial as the STEM and Industry 4.0 thrusts begin to configurate across levels. Espousing the view that a visual fun-laden learning medium fosters learners’ understanding on natural phenomena and its scientific literacy, this research aims to examine the effect of inquiry-based science comics as a learning medium in improving primary learners' scientific literacy skills. Methodology/Technique –This study employs the quasi-experimental method, specifically, the pre-test/post-test control group design. Three levels of learners’ scientific literacy which covers scientific concepts and phenomena (LTC-1), thinking (LTC-2), and scientific inquiry processes (LTC-3) were quantitatively measured by using problem-set tests. The inquiry sequences of observing, questioning, exploring, discussing and evaluating were integral features of the inquiry-based comics and provided the direction of the learning sessions. Improvements in the learners’ scientific literacy skills were qualitatively triangulated through series of class observations, learners’ experiments and related artefacts, and post-mortem group discussion. Finding - The results show that there was a significant difference in students’ scientific literacy using the inquiry-based comic. The increase in gained score occurred in the first (LTC-1) and second (LTC-2) level of scientific literacy. The skills of making diagrams, charting data and drawing conclusions also progressed in the experimental group. This finding indicates that inquiry-based science comics provide a support platform in developing the fundamental scientific literacy skills of primary graders. Novelty - The results of this study contribute to the limited literature on the use of instructional inquiry-based science comics in order to leverage scientific literacy skills of primary years. Type of Paper: Empirical. Keywords: Comic Books; Science; Inquiry-based Comics; Scientific Literacy; Inquiry. Reference to this paper should be made as follows: Fananta, M. R; Umbara, T; Valdez, N. P. 2019. The Effect of Inquiry-Based Science Comics on Primary Learners’ Scientific Literacy Skills, Global J. Bus. Soc. Sci. Review 7(4): 210 – 216. https://doi.org/10.35609/gjbssr.2019.7.4(1) JEL Classification: I21, I29.
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Round, Julia. "British girls' comics: An interview with Wilf Prigmore." Studies in Comics 10, no. 2 (November 1, 2019): 325–47. http://dx.doi.org/10.1386/stic_00008_7.

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Abstract Writer and editor Wilf Prigmore worked at Fleetway/IPC in the 1970s. He was group editor for Girls' Adventure Comics, co-creator of Misty (1978‐80) and editor of Tammy (1971‐84), amongst many other roles. The following interview is taken from conversations with Wilf by telephone, e-mail and in person, between November 2016 and December 2019.
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Damayanti, Amilia Yuni, Joyeti Darni, and Hafidzatunnisa Hafidzatunnisa. "The effectiveness of Islamic comic media in increasing the attitude of healthy breakfast among students." Jurnal Gizi Indonesia (The Indonesian Journal of Nutrition) 9, no. 2 (June 30, 2021): 144–50. http://dx.doi.org/10.14710/jgi.9.2.144-150.

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ABSTRAK Background: As much as 73.4% of children aged ≥ 5 years in Indonesia have breakfast with the low nutritional quality of food consumption, as evidenced by the prevalence of 95.5% of children's less consumption of vegetables and fruits. Breakfast habits affect fiber and micronutrient levels. Communication and nutritional information can increase accuracy in breakfast behavior from childhood. Effective and efficient media are needed. So far, the media for children has prioritized illustrations without paying attention to the cultivation of moral values.Objectives: This study aimed to determine the effect of Islamic comic media on improving healthy breakfast attitudes among students.Materials and Methods: The research design was a quasi-experimental type. Subjects were taken by a simple random sampling method. Ninety-six students were divided into three groups. Group A was given nutrition education using Islamic comic media about health breakfast (n = 32). Group B was given nutrition education using Islamic comic strip media about health (n = 32). Group C was a control group (n = 32). The study used two types of nutrition promotion media: comics and comic strips, which are stories about healthy eating in Islam. The time for nutrition education intervention through comics and comic strips is 2x ± 35 minutes. The pretest was ± 25 minutes with ± 10 minutes explaining the instructions for filling out the questionnaire. The posttest was ± 25 minutes with a discussion for ± 10 minutes—nutritional attitudes related to health breakfast by answering a validated questionnaire. We used the Lickert scale to categorized nutritional attitudes. Statistical test was done by Wilcoxon and Mann Whitney test.Results: The distribution of nutrition attitudes of respondents increased after the provision of Islamic comics, both comics and comic strips about breakfast. The nutritional attitudes increased significantly in the Islamic comic media group (p = 0.000) and the Islamic comic strip media group (p = 0.000), from 78.75 to 92.96 and 78.61 to 92.88, respectively.Conclusions: There was a relationship between counseling and Islamic comic media regarding healthy breakfast towards the nutritional attitude of elementary school-age students.
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Buckley, Sandra. "A Guided Tour of the Kitchen: Seven Japanese Domestic Tales." Environment and Planning D: Society and Space 14, no. 4 (August 1996): 441–61. http://dx.doi.org/10.1068/d140441.

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Beginning with an account of the kitchen by the novelist Yoshimoto Banana, this author journeys through a series of Japanese domestic tales, as articulated in various sites of popular culture: homeware advertising, political campaigns, garbage disposal practices, architectural magazines, and pornographic comics. The kitchen operates in this paper as far more than a functional site in the home. It is a multifaceted concept which shows the nexus of the flow of energy between body politics, the state, and its key organ, the family. Official discourses of gender, family, motherhood, education, and employment flow through this unbound space of the kitchen. Here the kitchen is far more than architecture, it is a concept which defies material limits to become a space of domestic fantasies, both homely and unhomely, of the family and the nation-state.
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Rakasiwi, Nilam. "Pengembangan media komik dengan metode picture and picture untuk meningkatkan keterampilan literasi matematika kelas IV." AKSIOMA : Jurnal Matematika dan Pendidikan Matematika 10, no. 1 (July 23, 2019): 60–70. http://dx.doi.org/10.26877/aks.v10i1.3741.

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AbstractIn Indonesia, mathematical literacy in International scope is still not satisfying. In order to increase mathematical literacy ability, it can be done by applying some variation of learning methods supported by the utilization of learning media. The goal of this study is to develop and examine the validity, the practicality, and the effectiveness of comic media by picture and picture method to increase mathematical literacy ability of grade 6th students. This R&D study used the ADDIE development model combined with steps in making comics by Sadiman. Those steps were analysis (analyzing the needs, goal and main material), design (synopsis, first step), development (prototype product, evaluation, revision, and last script), implementation (trials), and evaluation (final product). The validity of the product could be seen from expert judgment by using material, media, and learning expert validation instrument. The practicality of the product was done by the students’ response questionnaire instrument to the media. The effectiveness of the product was seen from one class trial by one group pre-test post-test, and the result was processed using Paired-Samples T-Test check with the help of SPSS 20.0. The result of this study was the comics media to increase grade 6th students’ mathematical literacy ability. Comics media proved to be valid from material and media aspects. Comics media proved to be practice from students’ response questionnaire. Comics media also proved to be effective based on the result of the pre-test, post-test and Paired-Samples T-Test check.Keywords: Comics, Mathematical Literacy, Picture and Picture
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İlhan, Genç Osman, Gamze Kaba, and Maide Sin. "Usage of Digital Comics in Distance Learning During COVID-19." International Journal on Social and Education Sciences 3, no. 1 (January 4, 2021): 161–79. http://dx.doi.org/10.46328/ijonses.106.

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The aim of the study is to reveal the effect of digital comics material on students' academic success, their views on distance education, course and digital comics. In the study conducted during the 2019-2020 academic year and the pandemic, digital comics material was created in the Pixton design program for the aim of the acquisition of “different management styles in terms of basic principles of democracy," in the learning area of active citizenship in the 6th grade Social Studies curriculum. It is known that the comic book, which has no time and place limits, provides easy and fast access to information, prepared within the framework of distance education, provides motivation to individuals and increases interest in the course in accordance with psycho-social development. The study was designed as a mixed method. The quantitative dimension of the research was designed as a single group experimental study and the prepared academic achievement test was applied before and after the study. In the qualitative dimension, phenomenology was applied and the data were collected through audio-recorded interviewing. The quantitative study group of the research consists of 10 students, and the qualitative phase consists of 5 students. The obtained data were analyzed through the statistical program in the quantitative phase and content analysis in the qualitative dimension. As a result of the research, it was concluded that the use of digital comics in distance education increases the success and helps to develop positive behaviors towards the course.
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Baker, Andrew. "The Group of Seven." New Political Economy 13, no. 1 (March 2008): 103–15. http://dx.doi.org/10.1080/13563460701859843.

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McNicol, Sarah. "Using participant-created comics as a research method." Qualitative Research Journal 19, no. 3 (July 24, 2019): 236–47. http://dx.doi.org/10.1108/qrj-d-18-00054.

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Purpose The purpose of this paper is to explore the potential of participant-created comics as a research method through a project to investigate the life stories of British–Bangladeshi women. Design/methodology/approach The author worked with a group of ten women through a series of workshops exploring their personal and community histories. Each of the women produced a digital comic that represented her story using text in any languages, photographs and drawings. Findings The experiences of the Graphic Lives project suggest there is considerable unexplored potential for the use of comics creation as a research method when working with community groups that may be considered “hard-to-reach”. A crucial difference between the comics created for the Graphic Lives project when compared to many other visual methods is that they do not seek or attempt to represent a verifiable truth. The project acknowledged and accepted the presence of fictional elements of autobiography and the difficulty in drawing boundaries between fiction and non-fiction. Indeed, this was seen as a strength of the stories as the use of imaginary elements offered participants a way to express emotional truths that they may otherwise have found difficult to convey. Research limitations/implications Whilst interviewing participants could be one way to analyse participant-created comics in certain circumstances, this should not simply be the default. In the Graphic Lives project, it was important to accept that participants had already voiced their story in a certain way – using words and images – during the creative process. The project needed to accept and respect their voices as they had chosen to present them and not expect the participants to transform this into something that was more aligned with what the researcher might want to hear. A limitation of this method is the time and resourcing required to undertake such a programme of in-depth work, in addition to the need for close collaboration with community partners. Practical implications The paper questions the appropriateness of research interviews when working with many “marginalised” groups. It suggests that alternative methods, such as the comics creation method described, may be a more effective way to engage “hard-to-reach” groups in research. Social implications This research has implications for the involvement of groups who, for a variety of reasons, are often excluded from research. It outlines a method that may be more socially acceptable than more established methods such as interviewing for some groups. Originality/value To date, exploration of the potential of comics as method of participatory knowledge construction has been limited. In addition, the use of comics to engage communities in research, especially adult groups who may be more reluctant to participate via traditional research methods, has received relatively little attention. This paper addresses these issues through a discussion of the use of comics creation as the research method adopted in a project working with a group of British–Bangladeshi women in the UK.
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Leung, May May, Melanie C. Green, Jianwen Cai, Ann Gaba, Deborah Tate, and Alice Ammerman. "Fight for Your Right to Fruit: Development of a Manga Comic Promoting Fruit Consumption in Youth." Open Nutrition Journal 9, no. 1 (February 27, 2015): 82–90. http://dx.doi.org/10.2174/1876396001509010082.

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Innovative interventions addressing childhood obesity are needed to capture the attention of youth living in a multi-media environment. The purpose of this paper is to describe the qualitative study that was conducted to inform the development of an appealing manga comic (Japanese comic art) to promote fruit consumption in youth and the process of creating the comic. Seven focus groups and two interviews (N=28) were conducted with middle-school students to better understand such topics as enjoyable components of manga comics and important health concepts. Two researchers independently analyzed each transcript using ATLAS.ti. Inductive and deductive processes were used to identify codes (ideas emerging from text); similar codes were grouped into themes. Most frequently mentioned themes related to enjoyable components of manga comics were detailed graphics and artistic style of text used to convey sound effects. The majority said eating fruits and vegetables was the most important nutrition behavior for proper health. When asked about story ideas for a manga comic to encourage youth to be healthy, many responded with ideas involving comic characters who would consume fruit, then gain beneficial attributes. Others suggested highlighting more practical benefits, such as increased focus and energy. These findings informed the development of a 30-page manga comic promoting fruit consumption, with the aim of developing an appealing storyline and relatable characters for youth. Manga comics may be able to create an entertaining learning environment that has potential to promote positive dietary behaviors in youth.
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Panina, N. V. "Actualization of interjections’ potential in the English-language multimodal text (based on ‘Disney Magic Kingdom Comics’)." Vestnik of Samara University. History, pedagogics, philology 27, no. 1 (April 26, 2021): 122–28. http://dx.doi.org/10.18287/2542-0445-2021-27-1-122-128.

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In the article the author analyzes interjections as signals of emotions in order to determine their functions in creating the perlocutionary effect of comics, which is especially relevant in the era of ever-increasing emotionalization of the global communicative space. The research is based on 'Disney Magic Kingdom Comics' anniversary collection, which presents comics created by various authors and artists, which thereby indicates the objective nature of the research. The block of empirical materials includes both interjections that autonomously form the speech acts of comic book characters, and those which pragmatic potential is revealed in combination with verbal and iconic components. The research is carried out on the basis of linguistic description methods of the qualitative-quantitative and functional-semantic characteristics of interjections. In the course of the study the author is revealed that interjections are able to participate in the formation of speech acts of comic book characters. Interjections in the imperative function represent directive speech acts. However, the most numerous and variable group is made up of interjections expressing the emotional state of the characters, which may be explained by the nature of interjections. Further on the concentration of interjections in speech balloons is recorded and it is revealed that interjections occupy 1/5 of the entire communicative space of each of the analyzed comics. Actualizing the emotional component of comics, interjections are involved in creating the maximum similarity between the formation of a speech act in a speech balloon and in live speech. Graphic tools and illustrations allow the reader to determine the intensity of the emotion transmitted by this or that interjection, and the nature of its expression. According to the results of the study, the author is found that comics, revealing the unity of narration and visual action, serve as a valid platform for actualization of the potential of interjections, which are an integral element of this type of a multimodal text.
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Pratiwi, Sintha. "Pemberian Komik Jajanan Terhadap Perilaku Jajan Anak Kelas IV Dan V SD." JURNAL MEDIKA USADA 2, no. 1 (February 28, 2019): 8–12. http://dx.doi.org/10.54107/medikausada.v2i1.27.

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Street food is so plentiful in the neighborhood around the school and consumed by school children. The high interest and consumption spending on school age children not accompanied by the provision of healthy snacks. One of the efforts to improve the behavior of the run is through health promotion. One of the right health promotion media used on school children, especially those aged nine to 12 years or who generally sit in classes IV and V of elementary school are the main consument. Children aged nine to 12 years has been able to hold a logical and logic synthesis child begins to develop. This study aimed to determine the effect of health promotion through the medium of comics snacks on snacks behavior grade IV and V in SD Negeri 3 Senganan. This study was pre-experimental studies (one-group pre-post test design without control group). The sample consisted of 43 grade IV and V SD obtained with a total sampling. The data was collected using a questionnaire that had been tested for validity and reliability. All respondents are given three different comic series every week for three weeks to read. The results showed that behavioral changes snacks, where before reading comics snacks, snack behavior with both categories increased by 9.3% to 93% after reading the comic snacks. Snack behaviors were categorized enough of 90.7% decreased to 7% after reading the comic snacks. Based on the Wilcoxon Signed Rank Test, this difference was statistically significant, with a value Asymp.Sig. (2-tailed) 0.000 which means there is the effect of health promotion through the medium of comics snacks on snacks behavior grade IV and V in SD Negeri 3 Senganan. Keywords: Health Promotion, Snacks Behavior, Comics Snacks
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Brown, Rachel. "Seven Years in a Group." Group Analysis 44, no. 1 (March 2011): 112–13. http://dx.doi.org/10.1177/0533316410391171.

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Gimbel, Steven, Rushil Chandra, and Jingwei Zhan. "Woke Comedy vs. Pride Comedy: Kondabolu, Peters, and the Ethics of Performed Indian Accents." Philosophy of Humor Yearbook 1, no. 1 (September 1, 2020): 211–20. http://dx.doi.org/10.1515/phhumyb-2020-0015.

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Abstract Humor can be used as a tool for a wide range of tasks, including fighting for social justice. How to most effectively use it, however, is a matter of contention. Jokes that alienate members of an out-group can be called “Otherizing,” and can cause harm by virtue of the alienation. Woke comics, like Hari Kondabolu, intentionally avoid Otherizing in general, but may engage in a version of it that seeks to defang stereotypical treatments of out-groups by replacing the alienating content with something benign.We term this use of Otherizing, “mOtherizing.” Pride comics, like Russell Peters, take a different approach and try to usurp the power of Otherizing by over-engaging in it. The intention is to use the jokes to cobble together a coalition of out-groups that turns itself into an in-group. We term this use of Otherizing, “brOtherizing.”
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Kalbuadi, Lukman, Annis Deshinta Ayuningtyas, and Sri Adi Widodo. "Think Pair Share dengan Komik terhadap Kemampuan Pemecahan Masalah Matematis." Journal of Instructional Mathematics 1, no. 2 (November 16, 2020): 44–52. http://dx.doi.org/10.37640/jim.v1i2.275.

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The purpose of this study was to determine whether the Think Pair Share learning model assisted by comics was more effective than without using comics for the ability to solve mathematical problems. This research is included in quasi-experimental research because it has a control group, but it cannot function fully in controlling external variables that affect the implementation of the experiment. The population of this study was all students of class VII of SMP Negeri 5 Yogyakarta in the second semester of 2018/2019 academic year. The sampling technique used is the Random Cluster technique. The results showed that the TPS-assisted comic-learning model was no more effective than the TPS-without comic-learning model in terms of mathematical problem-solving abilities
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Alricoh, Elias Benny, Sinta Paramita, and Nigar Pandrianto. "Strategi Pengarang Ghosty’s Menghadapi Persaingan Komik Digital (Studi pada Komik Ghosty’s)." Prologia 5, no. 1 (March 4, 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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Haigh, Susan. "Children’s input is vital to creating an online library that meets children’s information needs." Evidence Based Library and Information Practice 1, no. 1 (March 15, 2006): 86. http://dx.doi.org/10.18438/b83012.

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A review of Druin, Allison. “What Children Can Teach Us: Developing Digital Libraries for Children with Children.” The Library Quarterly 75.1 (January 2005): 20-41. Objective – Through use of an interdisciplinary research team that included children, the study aimed to demonstrate that including children in the design of a digital library for children would result in some new approaches that would improve the site’s usability for the target user group. Design – Case study. Setting – The research was conducted at University of Maryland over a four-year period and involved an interdisciplinary research team of adult researchers from information studies, computer science, education, art, and psychology as well as seven children aged 7-11. Subjects – Seven children participated in the design team over two years; 153 children were observed and interviewed in the design phase; and the resulting new approaches were validated post-launch by analysis of International Children’s Digital Library (ICDL) (http://www.icdlbooks.org) users and usage patterns from November 2002-November 2003 (over 90,000 unique users and 19,000 optional questionnaire respondents). Method – The study included seven children in the design team for a digital library of international children’s books, which resulted in new approaches to collection development, cataloguing, and the search interface. In the design phase, research methods involving the seven children included brainstorming techniques, “cooperative inquiry”, low-tech prototyping; and lab use studies. The team also undertook observation and interviews of 153 children engaged in searching and selecting books from public library catalogues. In validating the new approaches that resulted from the design research, the team employed web log analysis, a voluntary online survey, and working with children in local schools to understand their use of ICDL. Main results – The inclusion of children’s viewpoints in the design stage of the ICDL had an impact in three areas: collection development, metadata, and interface design. For collection development, the research showed that kids were interested in books about children from other cultures and other times in history; in animals, both real and make-believe; in books that are sensitive to other cultures; and in books that are in good condition. For metadata, the research showed that children do not distinguish ‘fiction’ and ‘non-fiction’; look for ‘scary stuff’ or ‘gross stuff’; are often seeking books that make them feel a certain way; care about the look of book covers and may recall books by jacket colours; and use free vocabulary like ‘princesses’ and ‘jokes’. For interface design, the children’s involvement led to more search options (utilizing the new categories of metadata that were created), and customization options such as ability to choose different forms and colour palettes for book readers (e.g. the comic book reader, the spiral book reader). Web log and survey data, as well as lab tests, showed that the innovations resulting from the children’s design input were used. Of the over 90,000 unique users who visited the site in its first year, “genre” and “color” were statistically the fourth and fifth most popular search categories. In lab tests, girls used “color” twice as often as boys, and older boys preferred “genre” while younger children did not pay attention to that category. Conclusions – A first conclusion is that children’s input is vital to creating an online library that meets children’s information needs, tendencies and preferences. Also, seven design principles emerged: 1. Children’s input is invaluable and they should be involved in the design of their libraries. 2. Digital collections for children should consider works both contemporary and historical, and in different languages and representative of different cultures. 3. A variety of search interfaces are needed and it is particularly important to express categories with visual icons. 4. Additional metadata can be needed to reflect children’s views of relevant search criteria. 5. Interfaces should be customizable, such as providing various formats of reader that could themselves be customized in colour. 6. Tools should be suitable for use from the home and for collaborative use, such as use by a parent with a child. 7. Innovation requiring high bandwidth must be balanced with a low bandwidth version to assure broadest possible use. Lastly, the researchers concluded that more research is merited to assess the broader impact of digital libraries on children as searchers and readers.
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Scott, Ronnie. "Aussies, Rogues and Slackers: Simon Hanselmann’s Megg, Mogg and Owl Comics as Contemporary Instances of Rogue Literature." Text Matters, no. 9 (December 30, 2019): 137–52. http://dx.doi.org/10.18778/2083-2931.09.08.

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This paper examines the Megg, Mogg and Owl stories of Simon Hanselmann, an Australian artist whose serialized comics both depict acts of contemporary roguery committed by a group of friends in an inner city sharehouse and test the generic limits of its own storytelling conventions, thereby becoming contemporary instances of “rogue texts.” The paper positions the adventures of Megg, a witch, Mogg, her familiar, Owl, their housemate, and associated characters including Booger and Werewolf Jones as contemporary variations of both the Australian genre of grunge fiction and the broad international tradition of rogue literature. It shows how Megg, Mogg, Owl and their friends use the structure of the sharehouse to make their own rules, undertake illegal behaviour, and respond to the strictures of mainstream society, which alongside legal restrictions include normative restrictions on gender and behaviour. It shows the sharehouse as a response to their economic, as well as cultural and social conditions. The paper then shows how Megg and particularly Owl come up against the limitations of the permissiveness and apparent security of their “rogue” society, and respond by beginning to “go rogue” from the group. Meanwhile, the text itself, rather than advancing through time, goes over the same chronology and reinscribes it from new angles, becoming revisionist and re-creative, perhaps behaving roguishly against the affordances of episodic, vignette form. The paper argues that Simon Hanselmann’s Megg, Mogg and Owl comics can be understood as contemporary rogue texts, showing characters responding to social and generic limits and expressing them through a restless and innovative comics text.
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THAWONMAS, RUCK, and KOHEI KATO. "CAMERA CONTROL FOR GENERATING COMICS FROM VIRTUAL MUSEUM VISITORS' EXPERIENCES." International Journal on Artificial Intelligence Tools 21, no. 02 (April 2012): 1240008. http://dx.doi.org/10.1142/s0218213012400088.

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We present a camerawork module for representing events in a virtual museum with a comic style. The module uses four basic camera shots, i.e., internal, external, apex, and group, to compose a shot sequence of two main events happening in a museum, i.e., move and stay. This module is fully implemented in a comic generation system we have been developing for summarizing user experiences in Second Life. We also discuss a user evaluation that compares comics whose camerawork is decided by the presented module with those decided by a baseline module that simply uses the same camera parameters as those of the Second Life's viewer. User evaluation results as well as visual comparisons confirm the effectiveness of the proposed camerawork module.
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Sari, Wella Yosvita, Aprizal Lukman, and Afreni Hamidah. "Pengembangan Komik Penanganan Sampah Rumah Tangga Berbasis Karakter untuk Masyarakat di Perumahan Nasional Griya Aur Duri Indah Kota Jambi." Edu-Sains: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam 7, no. 2 (July 31, 2018): 41–47. http://dx.doi.org/10.22437/jmpmipa.v7i2.8206.

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A person's character influences his habits. This can be seen from the habits of the people in the Griya Aur Duri Indah Housing in the City of Jambi in handling household waste; some people do not know how to handle household waste properly. This development research aims to produce products in the form of character-based household waste management comics for the community in the Griya Aur Duri Indah Housing in Jambi City, and to asses its feasibility and community responses to the comics produced. The development employs the Borg and Gall development model. This development research resulted in a product in the form of a character-based household waste management comic for the community at the Griya Aur Duri Indah Housing in Jambi City. Media validator considers the product in the valid category, whereas material validator considered the product as very valid. The results of trials in small groups and large group trials obtained values ​​with very good categories. Based on the results it can be concluded that the character-based household waste management comics for the community in the Griya Aur Duri Indah Housing in Jambi City can foster good community character related to waste management and can be implemented to the community.
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Armstrong, Joseph L. "Seven Keys for Small Group Success." Adult Learning 15, no. 1-2 (January 2004): 34–35. http://dx.doi.org/10.1177/104515950401500109.

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Toroyan, Tamitza, and Priscilla S. Reddy. "Participation of South African Youth in the Design and Development of AIDS Photocomics." International Quarterly of Community Health Education 17, no. 2 (July 1997): 131–46. http://dx.doi.org/10.2190/l78m-qx0v-t922-j150.

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In response to an increasing incidence in HIV prevalence among South Africa's youth, a group of interdisciplinary professionals have developed a series of photocomics to address issues around HIV/AIDS communication and sexually transmitted diseases. This article examines the theory behind the use of photocomics in health, and the way the stories work to influence behavior. Results from evaluation of the comics support their use as tools with which to increase information and knowledge while role modeling desirable behavior. Lastly, the article describes the participatory process by which youth were involved in the process of developing and producing the comics. This method of developing culturally relevant and appealing health media is recommended for use in future health promotion strategies that seek to transcend a narrower approach of provision of health information and work to address the social factors that influence youth's decision making.
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Toroyan, Tamitza, and Priscilla S. Reddy. "Participation of South African Youth in the Design and Development of AIDS Photocomics." International Quarterly of Community Health Education 25, no. 1 (April 2005): 149–63. http://dx.doi.org/10.2190/fg42-pq5g-5352-2238.

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In response to an increasing incidence in HIV prevalence among South Africa's youth, a group of interdisciplinary professionals have developed a series of photocomics to address issues around HIV/AIDS communication and sexually transmitted diseases. This article examines the theory behind the use of photocomics in health, and the way the stories work to influence behavior. Results from evaluation of the comics support their use as tools with which to increase information and knowledge while role modeling desirable behavior. Lastly, the article describes the participatory process by which youth were involved in the process of developing and producing the comics. This method of developing culturally relevant and appealing health media is recommended for use in future health promotion strategies that seek to transcend a narrower approach of provision of health information and work to address the social factors that influence youth's decision making.
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Reingold, Matt. "Critiquing Israeli Society Through Mirroring in Asaf Hanuka’s “The Realist”." Contemporary Review of the Middle East 7, no. 2 (February 12, 2020): 165–80. http://dx.doi.org/10.1177/2347798920901871.

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Seven of Israeli cartoonist Asaf Hanuka’s comic strips from his weekly series The Realist make use montage-like elements by juxtaposing distorted mirror images of scenes. While published over the course of Hanuka’s almost 10-year run and addressing radically different topics, the structure and nature of the seven strips is remarkably similar. Each includes the juxtaposition of contrasting ideas to offer a commentary on a different aspect of the Israeli society. These topics include the historical mistreatment of Jewish immigrants to the country, the country’s policies toward foreign workers, and the economic challenges faced by the middle-class Israelis. While Hanuka’s technique provides an opportunity for considering different attitudes toward the topic, these strips consistently take a stance that places blame on Israelis themselves for either their attitudes or their electoral decisions. The comics serve, therefore, as political commentary which through the juxtaposition of images, encourages societal change.
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Pantaleo, Sylvia. "The semantic and syntactic qualities of paneling in students’ graphic narratives." Visual Communication 18, no. 1 (November 17, 2017): 55–81. http://dx.doi.org/10.1177/1470357217740393.

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The overarching purpose of the classroom-based research featured in this article was to explore the development of middle-year students’ visual meaning-making skills and competencies. The research was informed by multimodality and social semiotics, and embraced a sociocultural perspective of literacy and a transactional theory of literature. Over a period of several weeks, Grade 7 students had opportunities to learn about a selection of elements of visual art and design, and some conventions of graphic novels, including paneling. In addition to reading, responding in writing to, and discussing a selection of picturebooks, graphic novels and magazine issues, the students composed their own texts using the medium of comics. In this article I focus on the paneling in the graphic narratives created by seven student participants. The content analysis of the students’ graphic narratives revealed the intentionality of their panel meaning-making, and the semantic and syntactic qualities embodied in their paneling. Excerpts from the students’ interviews revealed how learning about the what, why and how of paneling affected the composing of their work. I conclude the article with a consideration of some pedagogical issues associated with the teaching of paneling and other conventions in the medium of comics.
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Indrayani, Triana, Nadya Namira, and Rukmaini Rukmaini. "Effectiveness Of Educational Comics On Prevention Of Violence In Elementary School Children Penggilingan 09 Morning East Jakarta 2019." STRADA Jurnal Ilmiah Kesehatan 9, no. 1 (May 3, 2020): 170–76. http://dx.doi.org/10.30994/sjik.v9i1.278.

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This study aims to determine the effect of the Effectiveness of Educational Comics on Prevention of Violence in Elementary School Children Penggilingan 09 Morning East Jakarta 2019. The research design used in this study was a pre-experimental design using the One Group Pre-Post-Test design, the sample in this study was 32 students taken using total sampling, the research instrument used a questionnaire, the data analysis used paired t test. The results showed that there were significant differences in the pretest and posttest after the educational comic intervention. There is a significant influence between the Effectiveness of Educational Comics on Prevention of Violence in State Elementary School Children before the intervention and after the intervention. It is expected that students will be more proactive in finding information about preventing violence in children so that they can apply the information obtained as well as possible
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Dewantara, Dewi. "The influence of educational comics on the concept of static electricity toward student’s learning outcomes and communication skills." THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING 3, no. 1 (June 24, 2020): 20. http://dx.doi.org/10.21043/thabiea.v3i1.6894.

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<span>This article aims to investigate the effect of educational comics about static electricity on student learning outcomes and student communication skills. The research subjects were students of the Physics Education Study Program at Lambung Mangkurat University Academic Year 2019/2020. The research design used was one group pretest-posttest design. Student learning outcomes data obtained from student learning outcomes tests. Data on students' communication skills were obtained from observation sheets. The results of the pretest and posttest were then tested for normality and homogeneity which showed that the data were normally distributed and the variants were homogeneous. Then, the data were tested for the significance of differences using the paired t-test. The Sig (2-tailed) test results show a number below 0.05 so there is a significant difference between the pretest and posttest results. The effectiveness of the use of educational comics is tested using the N-gain test to determine its effectiveness category. The N-gain test result is 0.705 so the N-gain test result is categorized high. Overall student communication skills are included in both categories. This result is supported by students' responses to educational comics which are overall well categorized. This article concludes that there is an educational comic effect on static electricity towards student learning outcomes and communication skills.</span>
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Baran, C., and B. R. Daubman. "The Group: Seven Widowed Fathers Reimagine Life." Journal of Palliative Medicine 21, no. 7 (July 2018): 1053. http://dx.doi.org/10.1089/jpm.2018.0224.

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D'Onghia, Elena, and George Lake. "The Magellanic Group and the Seven Dwarfs." Proceedings of the International Astronomical Union 4, S256 (July 2008): 473–78. http://dx.doi.org/10.1017/s1743921308028883.

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AbstractThe Magellanic Clouds were the largest members of a group of dwarf galaxies that entered the Milky Way (MW) halo at late times. This group, dominated by the LMC, contained ~4% of the mass of the Milky Way prior to its accretion and tidal disruption, but ≈70% of the known dwarfs orbiting the MW. Our theory addresses many outstanding problems in galaxy formation associated with dwarf galaxies. First, it can explain the planar orbital configuration populated by some dSphs in the MW. Second, it provides a mechanism for lighting up a subset of dwarf galaxies to reproduce the cumulative circular velocity distribution of the satellites in the MW. Finally, our model predicts that most dwarfs will be found in association with other dwarfs. The recent discovery of Leo V (Belokurov et al. 2008), a dwarf spheroidal companion of Leo IV, and the nearby dwarf associations supports our hypothesis.
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Fisher, Maurice S. "The group: Seven widowed fathers reimagine life." Social Work with Groups 42, no. 1 (June 5, 2018): 76–77. http://dx.doi.org/10.1080/01609513.2018.1480193.

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Walton, Paul H. "The Group of Seven and Northern Development." RACAR : Revue d'art canadienne 17, no. 2 (1990): 171. http://dx.doi.org/10.7202/1073077ar.

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Štěpánek, Kamil. "On the Topic Role Models for Young People in Visual Media and History Education: Czechoslovakia 1948–1989." Czech-polish historical and pedagogical journal 12, no. 1 (2020): 25–34. http://dx.doi.org/10.5817/cphpj-2020-003.

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The text of the paper aims to analyse selected educational patterns from contemporary visual media (Czechoslovakia 1948–89) – postage stamps, posters, comics or caricatures aimed at the target group of young people. For the totalitarian communist regime, the youth represented an easily educated bearer of ideas and the prospects of maintaining the regime in the generations to come. The didactic application of these patterns in history education represents a suitable alternative to media education.
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Grocott, D. F. H. "The Second Way Ahead Group – Seven Years On." Journal of Navigation 53, no. 1 (January 2000): 1–13. http://dx.doi.org/10.1017/s0373463399008577.

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In his Presidential Address at the 53rd Annual General Meeting of the Institute, held in London on 20 October 1999, Air Commodore ‘Pinky’ Grocott reviewed the deliberations and findings of the second Way Ahead Group in 1992, reflected on the continued relevance of the Group's recommendations after seven years and considered the progress made by the Institute in this period.
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Wolfe, Robert. "Should Canada stay in the group of seven?" Canadian Foreign Policy Journal 3, no. 1 (January 1995): 47–62. http://dx.doi.org/10.1080/11926422.1995.9673057.

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Kapon, M., and G. M. Reisner. "Space-group changes – revised structures of seven compounds." Acta Crystallographica Section C Crystal Structure Communications 46, no. 3 (March 15, 1990): 349–50. http://dx.doi.org/10.1107/s0108270189007547.

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Walton, Jennifer M., Jonathan White, Kent Stobart, Melanie Lewis, Marcia Clark, and Anna Oswald. "Group of seven: eMERGing from the wilderness together." Medical Education 45, no. 5 (April 12, 2011): 528. http://dx.doi.org/10.1111/j.1365-2923.2011.03975.x.

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Habaridota, Maha Lastasabuju Basafpipana. "The Development of Comic Learning Media in Primary Teacher Education’s Students of FKIP Untan." JP2D (Jurnal Penelitian Pendidikan Dasar) UNTAN 1, no. 3 (October 15, 2018): 110. http://dx.doi.org/10.26418/jp2d.v1i3.43.

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This study aims to determine the development of learning comic media for students majoring in basic education FKIP UNTAN. The study was carried out in the department of basic education with 15 people. The data collected in the development of learning materials and the final product in the form of learning comics using data collection tools in the form of observation sheets (questionnaires) and documentation. Data analysis with several stages, namely: needs analysis, initial product creation, expert evaluation, first product revision, small group trial, product revision, field test, and final product. The results of the study show that comic feasibility can be shown by the assessment of material experts by 4.64 with the category of "very good" and the assessment of media experts by 4.45 with the category of "very good." While the assessment of field tests regarding presentation of the material is 4.60 with the category "very good and the presentation of the media is 4.28 with the category" very good." The results of this study, it is recommended to be used as a reference for similar research related to learning comics, always developing and dedicating themselves as prospective educators in the future.
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Bednarek, Magdalena. "Prince Charming na licencji? Totalizacja baśni." Literatura i Kultura Popularna 25 (July 28, 2020): 149–68. http://dx.doi.org/10.19195/0867-7441.25.9.

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The aim of the paper is to present how the culture of convergence has influenced the fairy tale. Jack Zipes stated that since Snow White and the Seven Dwarfs the “sense of wholeness, seamless totality, and harmony” has become a basic experience of the fairy tales’ audience. The totalisation of the fairy tale is both a continuation and a transformation of the described tendency, claims the author. Creating fairy tales’ universes in comics, TV series, movies etc. and building fairy tales’ supersystems are the expressions of the phenomenon. As opposed to Disney productions, contem-porary fairy tales are patchworks, with visible stitches between heterogenic elements. Due to open composition new elements (plots, characters etc.) could be added without end, but creating connec-tions between them is challenging and nowadays one of the most interesting aspects of fairy tales.
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Bhattacharjee, Partha, and Priyanka Tripathi. "Interview with Argha Manna." Studies in Comics 11, no. 2 (November 1, 2020): 405–21. http://dx.doi.org/10.1386/stic_00038_7.

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Argha Manna is a cancer-researcher-turned cartoonist. He worked as a research fellow at Bose Institute, India. After leaving academic research, he joined a media-house and started operating as an independent comics artist. He loves to tell stories from the history of science, social history and lab-based science through visual narratives. His blog, Drawing History of Science (<uri xlink:href="https://drawinghistoryofscience.wordpress.com">https://drawinghistoryofscience.wordpress.com</uri>), has been featured by Nature India. Argha has been collaborating with various scientific institutes and science communicator groups from India and abroad. His collaborators are from National Centre for Biological Science (NCBS, Bangalore), Centre for Cellular and Molecular Biology (CCMB, Hyderabad), Jadavpur University (Kolkata), Heidelberg Center for Transcultural Studies (University of Heidelberg, Germany) and a few others. Last year, he received STEMPeers Fellowship for creating comics on the history of vaccination and other aspects of medical histories, published in Club SciWri, a digital publication wing of STEMPeers Group. Currently, Argha is collaborating in a project, ‘Famine Tales from India and Britain’ as a graphic artist. This is a UK-based project, funded by the Arts and Humanities Research Council, led by Dr Ayesha Mukherjee, University of Exeter. In this interview, Partha Bhattacharjee and Priyanka Tripathi speak with Indian ‘alternative’ cartoonist Argha Manna to trace his journey from a cancer researcher to a cartoonist. Manna is a storyteller of history of science, in visuals. Recently, his works reflect social problems under the light of historical and scientific theories. Bhattacharjee and Tripathi trace Manna’s shift from a science-storyteller in a visual medium to a medical-cartoonist who is working on issues related to a global pandemic, its impact on life and literature vis-à-vis social intervention. They also focus on Manna’s latest comics on COVID-19.
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Widayanti, Anni, and 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, no. 1 (January 30, 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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Martin, Christiane. "The Bohm-Aharonov effect: A seven-dimensional structural group." Letters in Mathematical Physics 37, no. 1 (May 1996): 67–74. http://dx.doi.org/10.1007/bf00400139.

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Chauvet, Marie‐Josephe, and Peter Blatchford. "Group composition and National Curriculum assessment at seven years." Educational Research 35, no. 2 (June 1993): 189–96. http://dx.doi.org/10.1080/0013188930350208.

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Lee, C.-C., and J. M. Hervé. "Discontinuously Movable Seven-Link Mechanisms Via Group-Algebraic Approach." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 219, no. 6 (June 1, 2005): 577–87. http://dx.doi.org/10.1243/095440605x31436.

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Combining planar and spherical 4R chains generates three kinds of new discontinuously movable (DM) seven-link mechanisms. The mobility analysis is based on algebraic concepts of set theory. These mechanisms are called hybrid planar-spherical 7R, hybrid spherical-spherical 7R, and hybrid planar-planar 6RIP DM mechanisms. Their discontinuous mobility is explained employing the Lie group algebraic properties of the displacement set. Moreover, the same given spatial arrangement of joints can be linked in two ways constituting two distinct chains, which have a quite different mobility. One chain has two global degrees of freedom (d.o.f.), which disobey the general Grubler-Kutzbach mobility criterion. The other chain exhibits a singular pose, which is a bifurcation towards two distinct working modes of mobility with one d.o.f. Then the set of relative motions between any two specific links is not manifold but consists of the union of displacement one-dimensional manifolds. In general, when two or more subgroups are involved in a closed-loop chain, the discontinuous mobility can happen by changing the order of the kinematic pair linking.
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