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Muthia Arini Hasibuan; Nurdiana Siregar; Rora Rizky Wandini

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to find out how to develop animated video learning media to improve the mathematical problem solving abilities of class VI students. This research is based on several problems, namely students who do not understand the discussion of learning material because mathematics is considered boring and it is difficult to memorize formulas. This made students unable to solve problems in the learning process. This research used research method and development using 4D research model. The sample of this research consisted of 25 students, with the first step not using animated videos and the second step using animated videos. The research instruments used in this research were tests (essays) and questionnaires. The research results showed that the feasibility level was 92% in the "very valid" category, the practicality level was 92% in the "very practical" category, and the effectiveness level was 88.52% in the "effective" category. These results can also be seen from the pretest with an average value of 34 and posttest with an average value of 92, so the average N-Gain Score was 88.52%. So, it can be concluded that the development of animated video learning media can improve the Mathematical problem solving abilities of 6th Grade of Elementary School students.

Pri Hastuti; Johariyah Johariyah; Sohimah Sohimah

Jurnal ilmu Kesehatan Umum 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Breast milk (ASI) is the best primary food for babies. Optimizing the provision of ASI is crucial in child care and in preparing the next generation. The proportion of exclusive breastfeeding is higher among mothers with good knowledge compared to those with limited knowledge. The high proportion of mothers who do not provide exclusive breastfeeding is caused by a lack of awareness of its importance, which leads to low motivation to provide exclusive breastfeeding. This study aims to determine the effect of health education using animated videos on improving the knowledge and motivation of third-trimester pregnant women to provide exclusive breastfeeding at Rumah Sehat Bunda Athahira. This study used a quantitative approach with a post-test design. The sample consisted of 15 third-trimester pregnant women selected using incidental sampling techniques. The results showed that health education using animated videos was effective in improving the knowledge and motivation of third-trimester pregnant women in providing exclusive breastfeeding. The t-test results indicated a significance value of 0.006 (p<0.05), which indicates that animated videos can improve the knowledge and motivation of pregnant women to provide exclusive breastfeeding. The use of video media was proven to be more effective in conveying information and helping respondents retain the material provided.

Lola Meliana; Dewi Robiatun Muharomah; Gigin Ginanjar

Penelitian ini bertujuan untuk mengkaji efektivitas video animasi berbasis game sebagai media pembelajaran pada materi sistem ekskresi manusia di SMP Islam 1 Tirtayasa. Metode yang digunakan adalah studi pendahuluan dengan pendekatan kualitatif deskriptif. Penelitian ini melibatkan guru dan siswa sebagai partisipan untuk mengevaluasi daya tarik, pemahaman materi, dan interaktivitas media pembelajaran. Data dikumpulkan melalui wawancara, observasi, dan angket. Hasil penelitian menunjukkan bahwa penggunaan video animasi berbasis game dapat meningkatkan minat belajar siswa serta membantu mereka memahami konsep yang kompleks. Namun, diperlukan pengembangan lebih lanjut untuk meningkatkan aspek interaktivitas dan kesesuaian dengan kurikulum.

Yuliana Yuliana; Miranda Miranda; Devi Hariyani; Reza Maulana Dalimunthe; Abdul Aziz

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The results of the researcher's interviews with teachers at Mts Terpadu Berkah revealed that the process of implementing IT-based media and teaching materials runs smoothly, but sometimes the facilities and availability of IT media are still lacking and this is what hinders the effectiveness of implementation. In the interview process conducted on one of the teachers of the Fiqh subject in grade VIII of the material of sahwi prostration, prostration of gratitude and prostration of recitation, the teacher stated that students are still difficult in understanding the procedures or movements of prostration sahwi, prostration and prostration of gratitude. This qualitative descriptive approach is one of the research efforts to understand a phenomenon that occurs in the field so that it can be drawn. The data collection in this observation is through an interview process with one of the teachers of the Fiqh subject so that the researcher can know the data data strongly and can be analyzed and then draw conclusions. With the above statement, it proves that almost 100% of grade VIII students are able to understand the material shown through animated videos coupled with audio captions. With the results of the analysis of IT-based media and teaching materials and collaborating with the media and smart box materials, it proves that the effectiveness has reached 100% for students' understanding of the Fiqh subject in grade VIII at the Integrated Blessing Institution of Palangkaraya. From the results of our observations, we produced data that the use of IT-based media achieved the effectiveness of students' understanding of the material almost 100%, this is evidenced by the addition of games from smartboxes that contain data directly identifying the understanding and effectiveness of the use of animated video media by evaluation through games and this is also a solution in the challenge of teachers to the understanding of students in grade VIII MTs integrated blessings to the procedures of the sahwi prostration movement,  prostration of Thanksgiving and also prostration of Recitation.

Fadhilah Sabrina; Ahmad Rifqi Luthfiansyah; Muchammad Faqih; Misti Hanita; Izzatul Mardhiah +1 more

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to design and develop effective learning media, which is based on animated videos about the importance of tolerance and communication ethics. The method used in this research is qualitative with an R&D (Research and Development) approach. The research subjects involved three material experts, one media expert, as well as Islamic Religious Education (PAI) teachers and Counseling Guidance (BK) teachers. The results showed that the material feasibility test using the Aiken-V index obtained a value of 0.84, which indicates a very high category and means very feasible. While the results of the media feasibility test reached a value of 1, which also means very high and feasible. Thus, this video-based learning media is very feasible to use to improve students' understanding of religious tolerance and communication ethics. However, there are some evaluations related to this learning media, especially regarding the duration of the video which is considered too long. This can cause students to lose focus and interest. Therefore, it is recommended to revise the duration of the video to make it more concise and concise, so that it can increase the effectiveness of material delivery.

Muthia Khairani; Eka Saskiawati; Oman Farhurohman

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

The purpose of documenting the findings is to evaluate the extent to which the use of audio-visual media can implement learners' academic performance in Social Studies subjects at the primary school level. This research has been conducted using a qualitative method complemented by a descriptive approach, relying on data obtained from a literature review. Data sources include relevant scientific articles, books and journals that support previous findings and are in line with the main topic of this study.  The research shows that the use of audiovisual media has a significant impact on improving students' learning rubric in social studies subjects. Audio-visual media proved effective because it was able to encourage active student involvement through activities such as asking questions, discussing, and responding to the material presented. In this case, it was due to the efficient presentation of the video that was able to keep learners' attention and reduce the risk of boredom. Thus, this engagement contributes to their improved academic performance. The integration of audio-visual media in social studies learning in elementary schools has a major positive impact on students' academic achievement and learning motivation.

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.

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.

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.    

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.

Fitri Andini Al-Fatihah; Ibnu Muthi

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to (1) develop animated video learning media to improve student learning outcomes, (2) determine the feasibility of animated video learning media through teacher validation, and (3) determine the effectiveness of animated video learning media applied to class IV in Jambi City State Islamic Madrasah. The subjects in this study were 35 fourth grade students, as a test class. This reseach and development uses the Classroom Action Research Method developed by Kemmis and Mc Taggart (1992:11). The method is carried out from the first to the fourth step, namely: (1) planning, (2) action, (3) observation, and (4) reflection. The effectiveness test uses data collection techniques in the from of observation, interviews, tests, and documentation. The effectiveness of animated video media to increase motivation, attract attention, increase understanding, improve student learning outcomes, and learning objectives can be achieved as desired. Effectiveness can be seen from the scores of students’ completenss presentation results at the pre-cycle stage, the first cycle stage, then continued with the activity stages in the second cycle. The result of the study indicate that the animated video learning media is feasible to use for learning at the elementary school level. The results of the feasibility test of animated video learning media through teacher validation in operational field trials in the “Good” category. Tehere is a significant difference in the results of the presentation of students’ completeness scores between before and after using animated video learning media in the teaching and learning process.  

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.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

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

Dita Wahyuni; Wella Asmada Yanti; Zura Vazira

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This article discusses a study which aims to determine the effect of using animated video media on mathematics learning outcomes in class IV students at SDN 01 Air Tawar Barat. The research used in this research is a quasi-experiment in the form of a Post-test Only Control Group research design. This design involves 2 classes, namely class IV A as a control class with 32 students and class IV B as an experimental class with 32 students. The data collection process was carried out by giving a post test to the two classes. To determine the research results, the T test formula is used. The determination of Ho is rejected if Tcount > Ttable and Ho is accepted if Tcount < Ttable. The results of the calculation test in the research stated that Tcount was 7.391 and Ttable was 1.999 at a significance level (α) of 0.05. Because Tcount > Ttable is 7.391 > 1.999, it can be concluded that there is an influence of the use of animated video media on mathematics learning outcomes for class IV students.

Muhammad Khalif; Dini Faisal

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

The objective of designing an animated music video for Wakas Kota Padang's "Bad Habit from Habit" song is to provide a medium of communication for the song's story, meaning, and message to its audience. The design process employs the 4-D Model, which consists of four stages: define, design, develop, and disseminate. Data analysis uses the SWOT method to gather necessary data according to the design requirements. The main medium for the video is animation, supported by additional media such as posters, Instagram reels, Instagram feed, zines, t-shirts, and stickers. The results of the video's usability test on "Bad Habit from Habit" by Wakas Kota Padang, conducted among 10 participants consisting of 2 animators, 3 students of visual communication, and 5 target audience members aged 17-30, received overwhelmingly positive responses, appreciation, and audience interest. Therefore, it can be concluded that the usability of the animated music video for "Bad Habit from Habit" by Wakas Kota Padang is suitable and worthy of publication.

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.

Galang Mi’raj Fatanna; Muhammad Amin; Bobbi Rahman

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Instructional media plays a crucial role in achieving educational objectives. Educators need to develop teaching strategies using various appropriate media and learning resources. Currently, GASING mathematics instructional media only consists of modules, PowerPoint, and teaching aids. This indicates the untapped potential in utilizing instructional media such as animated videos as engaging and effective learning tools. Based on this issue, the researcher employed the GASING method in the subject of mathematics, specifically focusing on multiplying 2-digit numbers by 1-digit numbers. This study aims to ascertain the development process and feasibility of animated videos using Powtoon. These animated videos were developed using the ADDIE model. Based on validation results by language experts, an average of 98.33% was obtained, while content experts yielded an average percentage of 78.18%. Furthermore, media experts achieved an average percentage of 90.67%, and individual trials (One to One) resulted in an average percentage of 85.64%. Based on the validation results by experts, it can be concluded that animated video instructional media using Powtoon in mathematics with the GASING method as the developed instructional media is highly suitable for field use, as evidenced by the average percentage of feasibility obtained being 88.21% (very feasible).  

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.

Aden Wildan Baihaqi; Diana Aqidatun Nisa

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

This research explores the potential of Indonesian animated children's songs videos in supporting vocabulary development in toddlers. Sampling from the "Lagu Anak Indonesia Balita" channel on YouTube, the study utilizes observational methods of visual style and literature review to understand children's visual responses to the content. The results indicate that Indonesian animated children's song videos, with their short duration and repetitive lyrics, can create an enjoyable learning experience. From a phonological perspective, the repetition of sounds in the lyrics aids in the recognition of language sounds. Semantic aspects are represented through the introduction of various vocabulary in an easily digestible manner. The simple syntax of the lyrics supports the understanding of basic sentence structures, and pragmatically, these songs can be applied in everyday communicative contexts. In conclusion, Indonesian animated children's song videos can positively contribute to the vocabulary development of toddlers through a holistic and enjoyable approach. The findings of this research can serve as a foundation for the development of early childhood education curricula that effectively utilize animated media.