Copyright © The Author(s) Vol. 1, No. 2, October 2020 e-ISSN: 2723-4126 139 Developing the Content of Webtoon Comic Application as Supporting Media in Learning English Grammar at the 2nd Semester English Students of IAIN Palopo 1Muhammad Ariel, 2Sahraini, 3Dewi Furwana 1,2.3Institut Agama Islam Negeri Palopo (IAIN Palopo), Palopo, Indonesia muhammadariel043@gmail.com1 sahraini@iainpalopo.ac.id2 *dewi_furwana@iainpalopo.ac.id3 ABSTRACT This research aims to create a supporting media product in English Grammar learning in semester 2 students majoring in English at IAIN Palopo. based on observations in June 2019, the author found a problem in the scale of student use in smartphone use that is increasingly growing. Therefore, the author is interested in creating an online comic that can be accessed on the phone by using an application called Webtoon. The study design used in this study was Research and Development (R&D) utilized ADDIE Model. It consists of Analyze, Design, Develop, Implement, and Evaluate. The product is used as a supporting medium in English grammar learning which was once being studied by Semester 2 English Student IAIN Palopo. The product was tried out to the Students of Semester 2 of English Students at IAIN Palopo. The instruments were used in this study are Questionnaire for need analysis and observation sheet for 5 Experts and student’s perception. In this study, 5 experts were involved in order to validate the product. The elements of the validation are Display, Content/Materials, Language, and the Application. The result based from the expert’s validation as well as try-out product result, the product of this study was appropriate to be applied for the students of English Department semester 2, as a supporting media in Learning English Grammar Keywords: Design, Comic, Webtoon, Supporting Media in Learning Grammar INTRODUCTION Nowadays, many students are very close to the social network or with their smartphone. Communication need is the major factor that causes this situation. Besides that, entertainment needs becoming super important for teenagers at this age. That is why the students released the study time for interacting on social networks and entertain themselves with their smartphone. The development of smartphones is interactive and sophisticated, so they can access everything on that. Even for learning something, they can do that instantly by using applications and network connection. The education life is cannot be released from the technology of media and communication networks. In a good form, the technology of smartphones can be used as supporting media for finding some information, so they will not deny the good usability of smartphones (Rifuddin et al., 2020). The media of smart phones will show us the positive effect if the student uses it in a good way as well, as Oka's perception. The media for network systems is used for administration or even better for learning and teaching. Using media as a complement of learning and teaching is more needed at this time. The media and technology becoming super active to used by any level in learning. To improve the skills in learning English, the students and the teachers need the Media http://u.lipi.go.id/1593190689 mailto:muhammadariel043@gmail.com mailto:sahraini@iainpalopo.ac.id Copyright © The Author(s) Vol. 1, No. 2, October 2020 e-ISSN: 2723-4126 140 and technology as a compliment and it will help them to more understand the material (Wahidin & Yahya, 2020). It is clearer if use the media as the visual in learning so the students can imagine the topic in a real form The use of technology inside the smartphone is more active than reading a book. The students can find many books on the internet or many articles without paying too much and they can find more information. They used to be more active on social media than in real life. But without a doubt, that there are so many applications that can improve the ability in learning. Special for English education, the application that can help them to improve are dictionary offline and online, the bunch of vocabulary, the English games, the English quiz, the chat room for users in the world, and many more. The application that the Writer use for this Study, is Webtoon. Webtoon is the most popular app in the play store in the comic reading category. Webtoon is officially launched for the first time in South Korea as a Webtoon portal followed by Naver in 2004. The readers can find much tittle Free as well and no need to pay any tittle on Webtoon. Webtoon is an open-source media for all authors in the world to still connect with the reader through their work. Fun fact about Webtoon is that it has a room comment for the readers and it will make them still know about the reader's opinion about their work. But I will make this room comment as a room class for the students. It is really helpful for them to still update the information about the entire English stuff. Finally, they can enjoy reading in this way and not feel boring anymore when they read the text. Because it is available with the picture and a constant character for the comic METHODS Development Model The Writer designed the method that was used to complete the research, which is research and development (R and D). The writer follows the instruction of the study using the ADDIE model. This model stands for the five stages of the development process, namely Analysis, Design, Development, Implement, and Evaluate. These phases are sequential, each depends upon the successful completion of the preceding phase. The design phase is the main point of action in this model. Procedure of Development Based on the ADDIE Model, writer use the procedure below: 1. Analysis The gadget of the technology, becoming super active for teenagers or students. The fact that technology is a tool that helps the human to reach their needs. In technology, we already know about smart phone, tablet, or anything we call it, is more like an important human's thing that they never want to forget to bring it wherever they go. They can access many features in a small object that fits their hand easily. It sounds impossible, but it happens in our universe(Helma & Jufriadi, 2020). The most important usability that the human use for their smart phone is communicating and get some information. As we can see in our environment the people almost seen looking down at their cell phone. And it happens for our young generation, especially for our students. The most worrying thing for this situation is they can access whatever they want with no filter anymore. And we can blame themselves form this situation because it is more like their privacy (Irvy, 2020). The benefit of this situation is to make our business is easier to reach by saving our time and our power. From all of the possibilities that may http://u.lipi.go.id/1593190689 Copyright © The Author(s) Vol. 1, No. 2, October 2020 e-ISSN: 2723-4126 141 happen, the writer will develop the usability from one of the application that the teenagers access frequently, that is Webtoon. Webtoon is a comic application online based. From the reality of the information about this application, there is no educational language in their product of the title of the comic inside of this application. The writer will develop this situation and publish the educational English language comic. 2. Design In this step, the writer designed the product by using several objects and media for designing the product. The writer designed the product with use some objects. 3. Develop The writer develops the content of the Application to use the application as supporting media in learning Grammar. The application has many genres of the comic, but they are lacking of having an educational language inside the comic. The writer will develop the application as a supporting media in learning the English language of Grammar. Here is the detail of the development. The application just has nine genres of the comic, they are (1) Romantic, (2) Drama, (3) Action, (4) Comedy, (5) Slice of Life, (6) fantasy, (7) Thriller, (8) Horror, (9) Web novel. The writer Chose an educational comic in Slice of Life Genre. Because "slice of life" genre is closer to humans life because an educational story frequently happens in human life. This genre contains humans activity including education. But there is no English education in this genre. The content of the slice of life is just like humor, the daily life of the people, or random event that happen every day for this genre. But it possible to put an educational comic because education is a part of life. With the light story include in this genre, the educational story has a bit potential to take part in the existing comic series. Here is a simple illustration to describe development. 4. Implementation The comic will be used as supporting media in learning. The teacher is given the breadth to explore the learning method for students. This comic is need an internet connection for the first access. But when they want to read it offline, it is available to download the Comic. The writer will post or publish the comic will be published in 6 episode include the introduction of the comic. 5. Evaluate This is the last step for this product. The writer will post or publish the product after comparing the result of revision from expert judgment and the reality in Study. Location and Time of the Study The study was conducted at the Institute State Islamic Institute Palopo Especially in English Department in the 2nd Semester. It was conducted on June 2019 – August 2020. Picture: 5.5 Illustration of the development from the application http://u.lipi.go.id/1593190689 Copyright © The Author(s) Vol. 1, No. 2, October 2020 e-ISSN: 2723-4126 142 Subject and Object of the Study The population in this study was the students of English department of IAIN Palopo. There are 4 Classes with amount of students are. The sample of this study was 30 students that had been by using random sampling technique. Technique and Data Collection Instrument 1. Data collection instrument The instrument of collecting data in this study is Questionnaire, the questionnaire items consists of some target needs (necessity, wants, lacks) and target needs that was spread trough google Form. 2. Data collection instrument for the Expert judgment The product judged by the experts in some sectors, they are View, Model/Design, Content, material, Language, and Application. The questions were Shared online. 3. Data collection instrument for product try-out The data collection instrument for the product try-out was the observation for finding the students perception about the product. The observation sheet was shared by Google Form. Data Analysis Techniques 1. Data Analysis on Need Analysis The writer using Questionnaire as a conducting data from the need analysis questionnaire, which is distributed to the Students in need assessment phase, is describe based on the answer that the students chose to show their needs. The result of this questionnaire will be calculated using the following formula. X =Σx X 100% X = Nilai N Σx=The same answer of students N = Total number of students Students' choices (Necessity, lack, want, input, procedure, setting, teachers' role, and students' role) are becoming a Study's background in designing the Product. 2. Expert’s Validation The result of data was converted in descriptive analysis. The indicator in measuring the result is the Mean (X). The Means will be used by using conversion pattern data: Mn (X) = Σfx n M = Mean Σ fx = Total score n = Total items Table 1. Data Conversion Table was adapted from (Suharto 2006) in Alex Sander (2018) Scales Interval of Mean Descriptive Categories 1 1.0