Publication Search

73,099 articles from 684 journals · 2,111 citations tracked

Showing 21-40 of 78

Analytics

I’anatul Ashriyah; M. Ali Ghufron

Hikmah : Jurnal Studi Pendidikan Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to develop interactive learning media based on PowerPoint in Indonesian language learning at MI Salafiyah 1 Kauman. The background of this study is the lack of interactive and interesting learning media in elementary schools, especially in Indonesian language subjects. This study uses the Research and Development (R&D) method with the development of the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The media developed contains learning materials, animations, practice questions, and automatic feedback to increase student participation and understanding. The results of the validation test by media experts and material experts show that this media is very suitable for use in learning. Limited trials conducted on students showed an increase in interest, active involvement, and student learning outcomes after using the media. In addition, students feel more motivated and find it easier to understand the material because of the attractive and interactive visual display. Thus, this interactive learning media based on PowerPoint can be an alternative to support a more interesting, enjoyable, and effective learning process in the classroom, especially for elementary school level.

Wulan Dari; Dian Maya Sari; Muhairoh Indah Cahyani

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

This Mail Merge Learning Training aims to create letters to staff and teachers, understanding the use of Microsoft Access in creating letters. This Mail Merge learning is often needed in creating correspondence and for daily work at school. Microsoft Access software allows training for staff and teachers who must be personal and efficient, by using image and sound designs from separate sources into one Microsoft Access software. During this Mail Merge learning training, participants will be trained and taught about the concept of using Microsoft Access Software, preparation steps for creating Mail Merge using Microsoft Access Software in making letters using Microsoft Access Software, and merging data into Microsoft Access Software. This Microsoft Access Software learning training will also discuss the benefits of using Microsoft Access Software, including time efficiency and accuracy in training staff and teachers that will be created. Through a combination of theory and practical exercises, participants are expected to be able to master the steps in the letter-making learning training process that will be explained using Microsoft Access Software. The results of this training are expected to provide participants with the ability to create personal and efficient student animations, including education and other organizations. Thus, the introduction of this application contributes to increasing the effectiveness of communication in various activities involving the learning process.

Yanuar Aldi Allesandro; Rahmat Maulana Sihotang; Rinda Aunillah Sirait; Pandu Watu Alam

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

Nutritional issues in Indonesia continue to pose a significant public health challenge and necessitate early educational interventions. Children aged 7 to 9, categorized as part of Generation Alpha, are digital natives who are beginning to develop logical thinking abilities and demonstrate a strong preference for audiovisual content. In response, a two-dimensional digital animation entitled “MIGI: Makan Minum Bergizi” was developed as an educational medium. This project aims to implement the animation principles of appeal, exaggeration, and squash & stretch, which serve as the foundation for communication and visual quality in animation. The animation was produced using Adobe After Effects with the keyframe animation technique, resulting in the application of the appeal principle through uniquely simple internal organ character designs, bright and contrasting color palettes, and the use of symbolic language relevant to the target audience. The exaggeration principle was applied to dramatize movement and emotional shifts, while squash & stretch was implemented using scale transformation and puppet tools, maintaining volume consistency. These three animation principles were consciously and conceptually applied to enhance the visual appeal and communicative effectiveness of the educational message, making the work an engaging and potentially impactful learning medium.

Umar Syahroni; Diana Aqidatun Nisa

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2025 International Forum of Researchers and Lecturers

Visual communication is an effective way to convey messages, especially in the context of delivering messages for the development of children's character. Beneficial visual content can help shape the values and perspectives of children. By controlling the consumed content, we can ensure a positive learning experience for children. Paying attention to the visual content provided to children is a crucial step in creating an environment that supports their positive growth. This journal explains how an animated children's song becomes an educational tool broadcasted through the YouTube platform. By combining careful theoretical and research methodology approaches, this journal explores how animated content on YouTube can serve as an educational tool for children. The results of this study will create an understanding of an easily accessible educational tool for children through the YouTube platform. The discussion of this topic can provide valuable insights to support the effective design of animated content in aiding the developmental stages of children

Cindy Valencia; Apik Banyubasa; Hassan Narallah Matauq; R Bramaditya Ario Wirawisesa; Humannisa Rubina Lestari

This study aims to analyze the effectiveness of the Write it! Japanese application in improving the ability to write Hiragana and Katakana characters among beginners. The research involved 20 participants with no prior experience in learning Japanese. A pre-test and post-test design was employed, in which participants were asked to write 20 Hiragana and 20 Katakana characters before and after using the application independently for seven consecutive days, for 15 minutes per day. The results showed a significant increase in the average score from 45.05% (pre-test) to 79.05% (post-test), with an average improvement of 34%. The findings indicate that the Write it! Japanese application is effective in facilitating the learning process through stroke order animations, interactive writing practice, and gamified features that enhance motivation. Additionally, the application supports self-directed learning and serves as an efficient and engaging alternative medium for language acquisition. These findings reinforce the importance of integrating technology into foreign language education, particularly in the early stages of learning Japanese kana.

Eneng Wulan Sari; Suhadi Parman; Rifqi Fahrudin

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Museum is an institution that collects, receives, and studies collections of items that have knowledge and informational value as well as valuable assets. Generally, the items in a museum are solid objects that cannot interact directly with visitors. Therefore, each museum has a special staff, known as museum guides, to accompany visitors in exploring all museum collections. However, not all visitors want to be guided by museum guides, so there is a need for supporting media to help guides manage visitors who do not want to be guided. The media to be created is an interactive e-book. This interactive e-book can help visitors who want to explore the museum independently to obtain information from the museum collections. The e-book contains a menu of content consisting of information about museum collections, images of museum collections, text and audio information about museum collections, and animation illustrations of museum mascots. With a total of 33 pages containing information from 8 museum rooms. This design was made using the ADDIE method and evaluated using UEQ (User Experience Questionnaire) with a result of "Excellent".

Revalina Hidayat; Irma Apriani; Lisa Putri; Ilham Muarif; Melsi Prima Dola +1 more

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This study aims to review in depth various literature related to the development of interactive PowerPoint (PPT)-based learning media in order to improve students' understanding of Civic Education (PKn) subjects at the elementary school level. Innovative and interesting learning media are considered to have an important role in creating a more enjoyable, active, and meaningful learning atmosphere for students. In the literature reviewed, interactive PPT media has been proven to be able to present material visually, audibly, and interactively, thus helping students understand abstract concepts in PKn more concretely. The method used in this study is a literature review of various national and international journals, scientific articles, and relevant research reports in the last five years. The results of the study show that the use of interactive PPT not only increases the attractiveness of learning, but is also able to encourage active student participation, strengthen memory, and build a deeper understanding of national values, democracy, and social responsibility. In addition, the development of this media requires careful planning, starting from the design of the display, the preparation of content that is in accordance with the curriculum, to the integration of interactive elements such as quizzes, animations, and multimedia links. Based on findings from various literature, it can be concluded that interactive PPT media is an effective alternative that can be used by teachers to significantly improve the quality of civics learning in elementary schools.

Ayu Fitrianingsih; Devina Dwi Saskia; Umi Nur Kholisah; Cahyo Hasanudin; Oktha Ika Rahmawati

International Journal of Educational Technology and Society 2025 Asosiasi Periset Bahasa Sastra Indonesia

Scratch is a visual programming platform that allows people without advanced programming knowledge to create interactive projects such as games, animations, and quizzes. The purpose of this research is to create an interactive listening quiz design for university students using the scratch website. The method in this research is using SDLC with waterfall model. The results of this study was the design of interactive listening quizzes by applying the SDLC-Waterfall model by involving five stages, namely 1) requirement (Planning), 2) design (design), 3) Implementation (implementation), 4) Verification (operation), and 5) Maintenance (maintenance). The conclusion of this study is that there were five stages in designing interactive listening quizzes for students using the scratch website.

Ira Zulfa; Richasanty Septima; Iryana Rezeki; Rayuwati Rayuwati

International Journal of Information Engineering and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The rapid development of multimedia technology has significantly advanced 3D animation techniques, enabling the production of high-quality visual content across industries such as film, gaming, architecture, and product visualization. Rendering, as the final stage of the 3D production pipeline, plays a crucial role in determining both visual realism and production efficiency. This study compares the performance of three rendering engines—Eevee, Cycles, and Radeon ProRender—by evaluating rendering speed, visual quality, and memory efficiency in Blender. The objective is to provide practical insights for designers and digital content creators in selecting the most suitable rendering engine based on project requirements. In this research, three identical 3D scenes were rendered using each of the three rendering engines under controlled experimental conditions. The comparison was conducted based on several parameters, including rendering time, output file size, shadow accuracy, lighting effects, and overall visual realism. Quantitative measurements were used to evaluate render speed and memory consumption, while qualitative analysis assessed differences in shadow detail, global illumination behavior, reflection accuracy, and material realism. The results indicate that Eevee outperforms the other engines in terms of rendering speed, making it highly suitable for real-time applications and projects requiring fast previews. Cycles produces the highest level of visual realism due to its physically based path-tracing algorithm, although it requires longer rendering time and higher computational resources. Meanwhile, Radeon ProRender demonstrates competitive performance, particularly in shadow quality and lighting effects, offering a balanced alternative between realism and efficiency. Based on the findings, Blender remains a flexible and effective platform. The choice of rendering engine should depend on whether speed, graphic quality, or memory optimization is prioritized.

John John; Ria Eka Sari; Joko Rahmat

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The introduction of hijaiyah letters in early childhood is an important stage in building the basis for learning the Qur'an. This research aims to develop an interactive game called Al-Dhaki which is designed to help parents and early childhood education teachers in introducing hijaiyah letters to children in an interesting and effective way. This game is designed using quantitative research methods to analyze user needs, with a 5W+1H approach (What, Why, Who, When, Where, and How) in data collection and analysis. The results of the study show that game-based interactive learning media can increase children's interest in learning and simplify the process of recognizing hijaiyah letters. Al-Dhaki is developed in the form of an application file (APK) that can be installed on Android devices, making it easily accessible to users. The game is equipped with interactive features, such as sounds, animations, and simple quizzes, to increase children's engagement in learning. With the presence of Al-Dhaki, it is hoped that the process of recognizing hijaiyah letters will be more fun and effective, as well as providing practical solutions for parents and PAUD teachers in supporting the development of religious literacy in early childhood.

Ahmad Nafis; M. Yusuf; Fatima Felawati

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Currently at UIN Sulthan Thaha Saifuddin Jambi, there is an outreach to find new students for high school and equivalent schools which is carried out every year. The socialization process explains the steps for registering new students. In the future, it is hoped that many prospective students will register to become new students. UIN Sulthan Thaha Saifuddin Jambi. In designing this simulation using the MDLC (Multimedia Development Life Cycle) method, the stages in the MDLC method can make the simulation design in the form of animation complete. This research method provides information using instruments with a qualitative approach. This method collects data provided or obtained from sources, both written and verbal. A qualitative approach is carried out by interviewing sources directly, making direct observations from the field. The beta test results show that the animated simulation video for new student admissions at UIN Sulthan Thaha Saifuddin Jambi obtained an average percentage of 87%. The highest percentage score was 93% for the assessment of the first question regarding sound quality and the fourth question regarding whether the animated simulation video could be played well.

Rahmatiah Rahmatiah

This research aims to determine the influence of audio-visual media based on animated videos in learning the skills of retelling fictional stories for class IV students at SDN 306 Pasamai District. Belopa. The type of research used is pre-experimental design, including quantitative research. The location of this research was carried out at SDN 306 Pasamai, Belopa District, with a total of 31 students. There are two variables in this research, namely the independent variable which is the cause of the emergence or change in the dependent variable. Meanwhile, the dependent variable is influenced by the data because there are independent variables or variables. The instruments used in this research were learning outcomes tests and observation sheets. The data collection techniques used by researchers were interviews, observation, tests and documentation, as well as storytelling tests. The data analysis technique used is descriptive analysis technique. Based on these results, it can be concluded that audio-visual media based on animated videos has an influence on the skills of retelling fictional stories of class IV students at SDN 306 Pasamai.

Aulia Rensy Tarihoran; Nur Hayati Hasibuan; Almira Anandita Nasution; Erika Elisabet Siagian; Fadillah Annisah +2 more

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Learning mathematics in the technological era presents new challenges. The learning process has undergone a transformation towards digitalization. One form of innovation is the utilization of technological media such as Google Sites to assist students in learning mathematics. This research discusses the transformation of developing interactive teaching materials in learning mathematics for grade 5 elementary school students through the Google Sites platform. As a learning tool, Google Sites allows teachers to design more interesting and interactive teaching materials with the integration of text, images, videos, and animations. This research uses the literature study method to explore the potential of technology-based media in improving the quality of mathematics learning. The results of the study show that the use of Google Sites can improve students' understanding of the material, learning outcomes, as well as their active involvement in the learning process. In addition, the flexibility of access and cloud-based features make it easier for students and teachers to support distance learning or blended learning. Thus, this study confirms the importance of technological innovation in mathematics learning to improve the quality of basic education.

Novalita Novalita; Hamim Hamim; Rizka Rizka

Jurnal Ventilator: Jurnal riset ilmu kesehatan dan Keperawatan 2024 Stikes Kesdam IV/Diponegoro Semarang, Indonesia

Hand hygiene is an important aspect in maintaining individual health and preventing the spread of disease, an effective practice for maintaining hand hygiene is washing hands regularly. Health education is an application of educational concepts in a learning process, namely health education using animated videos. This research aims to determine the effect of health education using animated videos on hand and nail hygiene in elementary school children at SDN Sekarputih 01 Bondowoso. The method in this research used a pre-experimental design with a one-group pre-post test approach. The population was 90 student respondents at SDN Sekarputih 01 Bondowoso, 73 samples studied were taken using purposive sampling. Data collection includes editing, coding, scoring, and tabulating. The instruments used are Animation Videos, SOPs, and Modules. The data obtained from this research was analyzed using the Wilcoxon Test. The results of this research showed that the cleanliness of hands and nails before being given health education using animated videos was mostly poor 31 (42.5%), after health education using animated videos was mostly very good 52 (71.2%), from the test results The Wilcoxon Signed Rank Test shows a value of p = 0.000 with ? = <0.05 (p = 0.000 with ? = <0.05) p is smaller than ?, then H0 is rejected and H1 is accepted, it can be concluded that there is an influence of health education using animated videos on hand hygiene and nails. It is hoped that respondents who has lack knowledge about washing hands and cutting nails can apply health education using animated videos very effective because animated videos have interesting advantages and can make respondents focus on their interest in the images displayed.

Mikha Masinambow; Ekaristy Mokoagow; Mutiara Nelwan; Asih neyla syam; Nazwita Mahmud +8 more

Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2024 STIKES Columbia Asia Medan

PowerPoint is software developed by Microsoft and is part of the Microsoft Office package. PowerPoint is designed for creating slide-based presentations. This PowerPoint is widely used in various fields, including education, business, and training, to convey ideas and information in a structured and engaging way. PowerPoint allows its users to create presentations using slides that can contain text, images, graphics and videos. In PowerPoint there are also features such as transitions, animations and templates which function to help enrich the appearance of presentations for its users.

M. Fakhri Sholahuddin; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

In the animation industry, the effectiveness of user interface (UI) and user experience (UX) design in image processing software is crucial for enhancing user comfort and productivity. This study aims to evaluate the UI/UX design in software belonging to the Adobe family, such as Photoshop, Illustrator, and After Effects. The employed methodology is Design Thinking, which includes the steps of Empathize, Define, Ideate, Prototype, and Test, to analyze each aspect of UI/UX design. Data were gathered through surveys and interviews with industry professionals to understand their experiences and perspectives. Preliminary results indicate that while Adobe applications are generally satisfactory, some software like After Effects and Illustrator require specific adjustments to the workspace menu to better meet user needs. These findings highlight areas needing improvement in image processing software to enhance user comfort and work efficiency. This research is expected to contribute to the development of more user-centered software, thereby improving user experience quality in the animation.

Ahmad Hawary; Dian Ardyanti; Emelia Tonapa

Jurnal Riset Ilmu Farmasi dan Kesehatan 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

According to WHO, 13 million toddlers in the world die every year and most of these deaths occur in developing countries. Riskesdas data (2018), the prevalence of ARI in Indonesia ranks first as a disease with the highest number of cases of 60,126 people. ARI prevention efforts can be done by providing health education about ARI to mothers who have toddlers at the integrated health post. Uses a one group pre-test post-test design. The intervention of this study was through health education with animated video media. This study was conducted at the integrated health post in Melur Loa Janan Ilir. Respondents in this study were 30 mothers who had toddlers who were confused with the total sampling technique. Data collection was done by filling out questionnaires. Data analysis using the Wilcoxon test. This study shows that there is an effect of knowledge after being given the Wilcoxon test intervention p-value 0.000. and attitudes after being given test intervention p-value 0.001. There is a significant effect on the knowledge and attitudes of respondents between before and after being given the research intervention using animated video media.

Ghina Fitriyana; Agus Hermanto

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research explores how the features of Apple's Keynote presentation influence the brand experience for the iPhone 15. The primary focus is on how the visual, narrative, and design elements in Keynote play a role in shaping consumers' sensations, feelings, thoughts, actions, and relationships with the brand. Using a qualitative approach, the study analyzes how sensory elements presented through animations and graphics enrich the consumer experience, and how touching narratives create a deep emotional connection. Additionally, the research evaluates how clear and engaging information delivery shapes consumer perceptions of the product, driving purchasing decisions and product recommendations. Interviews with key informants and consumers reveal that Keynote is effective in reinforcing brand loyalty and deepening emotional connections with consumers. A well-integrated presentation not only enhances consumer engagement but also strengthens their personal bond with the iPhone 15 brand. These findings offer valuable insights into how presentation features can be leveraged to create a positive and lasting brand experience.

Fiona Puspitasari Mulyadi; Ratini Setyowati; Rahmaditya Khadifa Abdul Rozzaqwijaya

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study examines the use of impoliteness strategies and their relationship with gender in the animated series "Family Guy," with a specific focus on the 20th season. The objective is to determine whether the creators differentiate the use of impolite language between male and female characters and which gender employs these strategies more frequently. Using Jonathan Culpeper's 1996 frameworks, impoliteness strategies were categorized into five types: bald on record, positive impoliteness, negative impoliteness, sarcasm, and withhold politeness. A qualitative descriptive method was employed to analyse dialogues transcribed from the animations. The findings reveal six instances of impoliteness from Lois Griffin, including three bald on record utterances, two positive incivility utterances, and one withhold politeness utterance. In contrast, Peter Griffin exhibited 11 instances of impoliteness, consisting of one bald on record utterance, six positive impoliteness utterances, one negative impoliteness utterance, and three sarcastic utterances, with no examples of withhold politeness. The analysis indicates that female characters' impoliteness utterances are fewer than male characters, potentially due to limited screen time. However, the nature of Lois Griffin's impoliteness was similar to Peter's, suggesting that the creators did not design female characters to be more polite. This challenges traditional gender stereotypes regarding language use.

Wisnu Aji; Lilik Sugiarto; Hadis Turmudi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

Learning videos are a medium or tool used in the educational process to convey information, concepts or learning materials to students using visual and audio elements. The purpose of this design is to create a teaching and learning activity that is fun and effective. Making this learning media uses Adobe Illustrator software as an asset maker, and Adobe After Effects to create the animation. This learning video design uses the ADDIE method. Then to collect data using a questionnaire with 6 question indicators, from the 6 question indicators the score was 90.9%, it can be concluded that this learning video can be said to be successful and capable of being an alternative in teaching and learning activities at Pertiwi Mundu Kindergarten, Klaten, Central Java. This learning video contains 10 names of fruit, 10 names of animals taken from the surrounding environment, this design aims to enable children to fish and know English in everyday life.