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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.

Annisa Fatihatul Ikhsan; Aida Ramadhani; Muhammad Haikal Fikri; Rendi Rendi

jurnal Riset Rumpun Agama dan Filsafat 2024 Pusat Riset dan Inovasi Nasional

In this modern era, preaching is not only done on the pulpit, but also through print and electronic media, especially social media such as Instagram. Many people are involved in spreading the preaching through these platforms. One form of interesting preaching content is motion graphic video, a combination of 2D animation representing moving infographics. Motion graphics combine elements of illustration, typography, photography, and videography with animation to strengthen the delivery of the message. This study aims to determine the preaching messages in the motion graphic videos uploaded by Ustadz Muhammad Nuzul Dzikri through the Instagram account @muhammadnuzuldzikri, which include the themes of faith, morals, and Islamic law. The method used is descriptive qualitative with content analysis techniques and observation of 9 motion graphic videos uploaded from December 2024 to January 2025.

Imam Bukhori; Elfia Nora; I Nyoman Suputra

Jurnal Pengabdian Masyarakat Nian Tana 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

Through using digital-based learning media, teachers can manage student assignments through a collaborative platform. By using digital-based learning media, students can access learning materials from anywhere. Some of the interactive digital-based learning media that can be used by teachers to teach are Genially which is used to create Powert Points, Google Sites, Book Creator used to make E-books, Animation studio to make learning animation videos, Blogger to share or publish learning materials to students. The problems of this community service partner are the teachers of MGMP Economics High School Lamongan Regency, namely: 1) There are still many teachers who have not used digital-based learning media in the learning process, 2) Teaching methods are still monotonous, with learning media that are not yet innovative. The solutions offered to overcome partner problems are: 1) Providing education about digital-based learning media to MGMP Economics teachers of Lamongan Regency, East Java, 2) Practice and assistance in making digital-based learning media. From the results of community service activities, it is known that 1) there are still many teachers who have not used digital-based learning media in the learning process, this can be seen from the number of teachers who are new to the application that can be used as a learning medium, 2) many teachers still use conventional learning media, because there is still a lack of knowledge and education about digital-based learning media applications.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

Arozatulo Bawamenewi; Riana Riana

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The learning process involves interaction between teachers and students to achieve effective and efficient educational goals. Learning media plays an important role in improving students' understanding and attracting their interest and attention to the material being taught. In today's digital era, the development of information and communication technology has made it possible to use various types of learning media, such as videos, animations, and interactive applications, which makes the learning process more interesting and enjoyable. This study aims to analyze internal and external factors that affect the effectiveness of the use of technology-based learning media on student learning motivation. The method used in this study is qualitative with a descriptive approach, involving students of the Indonesian Language and Literature Education study program. The results of the study show that the use of interactive learning media, especially videos, is very effective in improving students' understanding of concepts and stimulating their active involvement in the learning process. The availability of media that suits the needs of students and learning goals is essential to create a fun and productive learning atmosphere. The selection of the right learning media, based on student needs and learning objectives, can significantly improve the quality of education. The use of technology in education, especially technology-based media, provides opportunities to create a better learning experience, encourage student motivation, and achieve more optimal learning outcomes.

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.    

M. Syihabuddin Ibnu Achmad; Diana Nur Fatimah; Endiana Silviani; Mohamad Khafid Maulana; Mustafa Solehudin +2 more

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

To achieve progress and development based on the standards that are used as references, the education process is carried out. Education can help people grow into people with character and are productive every day. But in the world of education, a problem arises such as bullying that can threaten students in education. This study aims to reveal the negative impacts of bullying and find a way out of the problem in order to prepare the golden Indonesian nation. The method of implementing anti-bullying socialization is carried out in three stages: planning, implementation, and evaluation. At the planning stage, several things have been determined, including the location and date of the activity, namely at SDN 1 Kumpulrejo, Kumpulrejo Village, Patebon District, Kendal Regency. In addition, a one-day schedule has been made for socialization, material on physical violence to the presentation of material on the language of the impact of bullying. At the implementation stage, socialization is carried out by showing anti-bullying animation videos, presenting material on bullying behavior, verbal violence, and physical. The results of this study indicate that bullying is an act of intimidating and forcing a weaker person or group to do something against their will with the intention of causing physical or mental harm through delivery and attack. Bullying itself has a negative impact on students because it can make victims lose their confidence and feel traumatized. So that with the existence of anti-bullying socialization, bullying behavior in the world of education can be overcome.

Bagas Setyawan; Sri Widiyanti; Tinuk Agustin

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

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 aim of this design is to make teaching and learning activities enjoyable and effective. This learning video was made using Adobe After Effects to create the animation. The design of this learning video uses the ADDIE method. Then to collect data using a questionnaire with 6 question indicators, from the 6 question indicators a score of 57.5% was obtained, so it can be concluded that this learning animation video can be said to be successful and able to help in teaching and learning activities at MIM Pundungrejo. , Tawangsari, Sukoharjo. This 2D animated learning video contains roots, stems, leaves, fruit and flowers. This design aims to make students interested in studying and knowing the structure of plants and their functions in everyday life.

Ririn Rahmawati; Ina Sholihah Widiati

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

As time goes by, technology is developing very rapidly, especially in education, technology can be used to support learning. For example, at SDN 04 Sukoharjo, the author found a problem or obstacle that in science learning, photosynthesis material still uses the lecture method, using LKS books, so it is still monotonous, making students bored and not interested, because photosynthesis material is a biological process that cannot be seen directly. Therefore, researchers utilized technology, especially in multimedia, to create 2D animated learning videos of the photosynthesis process. The research method uses the ADDIE method, namely (Analysis, Design, Development, Implementation, and Evaluation). The final result of this research is a 2D animation learning video of the science lesson process of photosynthesis.    

Raisa Fadhilah Rangkuti; Abdurahman Adisaputera

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Evaluate the steps taken to create animated video-based teaching materials for procedural text, create an animated videos based teaching material for procedure text, and assess whether animation-based procedural texts are worthy of use in class VII in Muhammadiyah 03 Fields. This research is a developmental research with Borg and Gall designs. Data collection techniques implemented are structured interviews and rackets that will be given to students, teachers and experts. Descriptive analysis is the data analysis technique used in this research. The results of this study show that the results of validation by material experts, media experts, Indonesian language teachers, and student evaluation of the materials developed indicate that the materials are in the category of "Very Worthy". The validation results of the qualification can be described as follows: 88% of the evaluation results are very good, 2% of the media results are good, 91% of the lesson outcome is good, and 93% of the student or student participant's credibility is good.

Henry M. Sibarani; Mukhtar Mukhtar

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

This research aims to improve students' mathematical problem solving abilities by using a learning model Think Aloud Pair Problem Solving (TAPPS) with the help of animated videos. The research was conducted at SMA Negeri 1 Sumbul involving 36 class X-G students as research subjects. The type of research used is classroom action research (PTK) with steps, namely, providing an initial test to measure students' mathematical problem solving abilities before taking action, identifying problems in the classroom, planning action, implementing action, namely applying the TAPPS learning model (Think Aloud Pair Problem Solving) With the help of animated videos as a medium for conveying summaries of learning material, observation, giving post tests, data analysis and data reflection.  The research was carried out in 2 cycles where each cycle included two meetings, while observation activities were carried out simultaneously with the implementation of actions with the aim of observing the activities of researchers and students during learning activities. The research results showed that after the first cycle of research was carried out, the average student score from the pretest results to the first cycle posttest results increased from 52.56 to 72.94 with the average observation of student and researcher activities being 2.38 and 2.38. In the second cycle, students' mathematical problem solving abilities increased based on the average student score on posttest II, namely 84.62, the results of observations in the second cycle also improved better to 3.23 for student activities and 3.44 for researchers' ability to manage class, apart from that 34 out of 36 students (94%) obtained scores above the KKM (70). These results show that students' mathematical problem solving abilities increased after implementing the TAPPS learning model (Think Aloud Pair Problem Solving) Assisted by animated videos.

Setiyo Prihatmoko; Setiyo Prihatmoko; M Syarif Husen; Sumaryanto, Sumaryanto

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Promotional strategies are used in marketing to determine the best way to bring products or services to certain markets, but sometimes in companies these strategies are often not optimal, as is still done by the printing and advertising company Permata Jaya Printing which only uses print media in the form of banners, posters , word of mouth and social media so that this promotional strategy is considered less effective in reaching a wider audience. To support the promotional media used by Permata Jaya Printing, the author tries to offer another alternative, namely the use of promotional media in the form of digital advertising videos based on motion graphics as a solution to this problem which is then distributed via social media. . Media such as Instagram and WhatsApp. The author chose to use the Research and Development (RnD) method in carrying out research which aims at the process of systematically searching for new knowledge, ideas, products and technologies, as well as developing and applying them to encourage innovation and growth. User efficacy test results were 83.5%. which is classified as very effective. So that this advertising video product can be declared feasible

Agus Darmawan; Syamsiah Syamsiah; Nunu Kustian; Siti Juleha; Irnawati Irnawati

jurnal ABDIMAS Indonesia 2024 STIKes Ibnu Sina Ajibarang

In the ever-growing digital era, education plays an important role in utilizing technology to improve the quality of learning. Interactive learning videos have become an effective tool in delivering learning material in an interesting and competitive way. However, many kindergarten teachers still face challenges in producing interesting and interactive learning videos due to limited knowledge and skills in using appropriate software. TK Rambutan, teachers realize the importance of updating their skills in integrating technology in the learning process. In this context, the introduction of the Canva application as a tool for creating interactive learning videos is considered a progressive step that can help teachers create more interesting and relevant learning experiences for young children. Using Canva as an intuitive creative platform and the various features it offers, such as templates, graphics and animations, can help TK Rambutan teachers in creating learning video content that is interesting, easy to understand and interactive. Therefore, through this Community Service (PKM), TK Rambutan  teachers aim to explore the potential of Canva in the context of early childhood education and improve their skills in utilizing this application to create a more interesting and effective learning experience for students.

Walidaroyani, Ainia; Ahsan, Moh

jurnal ABDIMAS Indonesia 2024 STIKes Ibnu Sina Ajibarang

Indonesia's digital literacy rate has increased significantly until 2023. With the growth of technology and the internet becoming more widespread across the country, more Indonesians are starting to actively engage in digital platforms. The relationship between increasing digital literacy and gadget usage trends in Indonesia is closely linked. Along with the development of digital technology and the availability of various online content, gadget usage is increasing to access various types of content, such as videos, music, games and social media. These contents have different appeals and fulfill users' entertainment, information and social interaction needs. The challenge of using explainer videos as an explanatory tool in Indonesian society is the complexity of conveying effective information. While animated videos have the potential to convey ideas and concepts in an engaging and easy-to-understand way, there are several barriers to overcome. One of them is the difficulty in simplifying complex content into a short and clear animation format. In addition, the different levels of digital literacy and accessibility to technology in different walks of life also pose obstacles to the dissemination and acceptance of animated videos as an effective explanatory tool.

Petriana Dae Lelangwayan; Emmeria Tarihoran

Jurnal Teologi Injili dan Pendidikan Agama 2024 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

The use of visual media in berkatekese can increase the effectiveness of learning in the digital era. In this day and age, digital technology has changed the way we learn and teach. This article discusses how visual media such as pictures, videos, animations can increase the absorption of information and the involvement of students in the learning process. Visual media not only enriches the learning experience but also helps teachers to convey material more easily and can be understood by students. In addition, the use of visual media in catechesis can help learning to be more effective in understanding the material and remembering students. The research method used in this article is a qualitative method with the main approach, namely direct observation at school and literature study. The results show that the use of visual media in learning can increase learner engagement and help in understanding learning materials well. Although it has shortcomings, it has benefits in supporting the learning process of Catholic religion in the digital era.

Farahlia Nurfatihah; Rifqi Muntaqo; Nur Farida

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research has the following objectives: 1) To find out about the concept of using PAI learning animation media as material about the beauty of togetherness in congregation in an effort to improve the spiritual quality of class VII students at Pelita Al-Qur'an Middle School; 2) To find out the implementation of learning material about the beauty of togetherness in congregation through the use of animation media as an effort to improve the spiritual quality of class VII students at Pelita Al-Qur'an Middle School, Wonosobo; 3) To determine the inhibiting and supporting factors in the use of PAI animation learning media in delivering beautiful material together with the congregation of class VII students at Pelita Al-Qur'an Middle School, Wonosobo.This research uses a qualitative field approach. The data sources used came from the principal of Pelita Al-Qur'an Middle School, PAI teachers and students. Data obtained using observation, interview and documentation techniques. Data analysis was carried out using data reduction, display and drawing conclusions.The results of this research show that: 1) The concept of using animated learning media refers to the character of students which is aimed at increasing their religious level, curiosity, respect for achievement, friendly or communicative, likes to read, independent, disciplined and responsible. 2) Implementation of learning with animation media in terms of material content using a forward flow, in terms of time allocation using animation media in collaboration with other media, in terms of types of animation media used, including material videos, practice videos, material song videos and story videos. exemplary story. 3) The supporting factors for implementing this media in general are that it is more interesting so that students' motivation, understanding of the material and spiritual level can easily increase, while the obstacles are the lack of infrastructure, power outages and noisy environmental conditions because they are close to the main road.

Muhammad Hanif Syofwan; Eko Purnomo

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Teenagers, especially in West Sumatra, do not know about kerambit as a traditional weapon originating from West Sumatra. Even though the kerambit itself was used by the US army as a military weapon, its origins were not really known by the West Sumatran teenagers themselves. This is the result of teenagers' lack of curiosity about history and a lack of media that can attract their attention. The aim of designing this 2D animation is to foster teenagers' interest in studying history with new media and provide education about kerambit and its history through 2D animation media by utilizing social media as promotional media. The method used in this design is the 4D method, which consists of define, design, develop and disseminate. Using the 5W+1H data analysis method. This design produces main media in the form of 2D animated videos, and supporting media in the form of t-shirts, printed posters, stickers, social media content, Acrylic stands, and x-banners.

Anselmus Djoko Prayitno; Hartutik Hartutik; FX Sugiyana; Andarweni Astuti; Nerita Setiyaningtiyas

Jurnal Pengabdian Masyarakat Nian Tana 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

PIA assistants need to have competence in outlining activity designs in the context of Catholic children's faith mentoring based on the Liturgical Year. This PkM activity raises the Gospel of Mark as an inspiration for children's faith mentoring activities. Therefore, this PkM activity comprehensively details 10 activity topics that cover various aspects of the Gospel of Mark, ensuring that each activity is in accordance with the specificities of the Liturgical Year and the ecclesiastical calendar. Each activity topic not only touches on subject matter relevant to the content of the Gospel of Mark, but also utilizes interactive and participatory learning methods such as group discussions, role simulations, and case analysis to actively engage children. Media is also a key component in this design, utilizing various learning tools such as multimedia presentations, documentary videos, audio recordings, and educational posters. This approach not only increased the attractiveness of the activity, but also provided variety in the learning approach, accounting for the diverse learning styles among participants. The main objective of this activity is to provide a holistic approach to mentoring children's faith. The emphasis is not only on theoretical understanding, but also involves the appreciation and application of the teachings of faith in children's daily lives.

Itsnaini Nur Khasanah; Riska Setyowati Siwi; Farida Ainur Rohmah; Rizqi Aji Wirastomo; Rizky Aprilia +2 more

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

This research examines language politeness which is an important skill that needs to be instilled early on to familiarize children in communicating politely. One effective method is through children's shows that apply the principles of language politeness. In the study, the researcher used the animated video "Pada Zaman Dahulu" as the medium of analysis. The researcher focuses on the ten principles of language politeness according to Leech which are manifested in the utterances of the Kancil and Monyet characters. The purpose of this research is to find out the language politeness of the two animated characters, namely Kancil and Monyet. The research method used is descriptive qualitative and pragmatics theoretical approach. The data were obtained from the animated series "Pada Zaman Dahulu" which consists of five videos with speech that is in accordance with language politeness. This study analyzes the compliance and violation of speech based on ten language politeness thimbles. The maxim found and analyzed include the generosity maxim, tact maxim, approbation maxim, modesty maxim, obligation of S to O maxim, obligation of O to S maxim, agreement maxim, opinion reticence maxim, sympathy maxim, and feeling reticence maxim. The number of the ten maxim will be presented in a table. Meanwhile, the data of the characters' speech in the animation that uses Malay language will be presented with the context as an explanation of the speech in order to facilitate data analysis and also facilitate readers in knowing the meaning of Malay language that is not yet understood so that readers can understand the analysis of language politeness in the animation "Pada Zaman Dahulu"