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Yusro Edy Nugroho; Hari Bakti Mardikantoro; Sungging Widagdo; Asep Purwo Yudi Utomo; Norma Eralita +1 more

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

The creative industry in Indonesia, particularly the film, animation, and video subsector, is increasingly recognized as an important pillar of national development due to its contribution to economic growth, cultural promotion, and the expansion of creative networks. However, local film communities such as the Bulusari Film Village in Ungaran still face various obstacles, particularly limitations in screenwriting, production, and promotion skills. This study aims to describe the participatory-based mentoring process in strengthening the creative capacity of the community through training in screenwriting and short film production. The methods used are Participatory Community Appraisal (PCA) and Community Partnership Program (CPP), with stages including preparation, socialization, training implementation, and collaborative evaluation. The results of this activity show a significant increase in the skills of community members as demonstrated by differences in pre-test and post-test scores and the success of producing short films based on local culture. In addition, this program has succeeded in strengthening internal collaboration, increasing solidarity, and expanding the promotional reach of works through social media and local events. The academic contribution of this activity lies in the development of a participatory-based film community mentoring model, while its practical contribution is the empowerment of the community as both a culture and a creative economy actor. This program also has implications for strengthening the creative industry ecosystem while supporting the achievement of the Sustainable Development Goals (SDGs). Moreover, the program has strengthened internal collaboration, enhanced solidarity among community members, and expanded the visibility of their work through social media and local events. This initiative not only provides academic value by developing a participatory-based mentoring model for film communities but also contributes practically by empowering the community as both cultural and creative economy stakeholders.

Arizal Eka Putra; Rika Agustina; Ratna Endang Sari Pahlawan; Dela Maya Sari; Ahmad Dhani Ferdiansyah +4 more

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Young generations in the digital era face serious challenges in maintaining their Islamic identity due to the rapid flow of globalization, the penetration of popular culture, and the influence of social media, which often contradict Islamic values. This condition has led some adolescents and youth to experience moral degradation, a decline in interest toward religious studies, and a tendency to be more attracted to instant entertainment content. Conventional religious studies that are monotonous are often less appealing to Millennials and Gen Z, thus requiring innovative models of religious education that are relevant, engaging, and suitable for the characteristics of the digital generation. This Community Service Program (KKN) carried the theme “Strengthening Islamic Character of Young Generations through Interactive Multimedia-Based Studies at the Youth, Sports, and Tourism Office of Central Lampung Regency.” The main objective was to improve the understanding, internalization, and practice of Islamic values through creative, participatory, and enjoyable approaches. The program was implemented over one month with eight face-to-face sessions. The methods included interactive lectures, motivational video screenings, Islamic animation, group discussions, digital quizzes, and the establishment of an online discussion group via WhatsApp to maintain continuity of learning. Evaluation was carried out through field observation, pre-test and post-test, as well as in-depth interviews with participants and partners. The results showed an increase in religious understanding from an average of 58% to 82%, with active participation reaching 87%. Moreover, a youth community named Forum Pemuda Islami Lampung Tengah (FOPILTENG) was established, which is committed to continuing monthly studies independently. Technical obstacles such as limited multimedia facilities were successfully overcome by facilitators’ creativity, including utilizing simple devices and free digital platforms. Overall, the interactive multimedia-based approach proved to be effective in enhancing learning motivation, strengthening Islamic character, and fostering togetherness among youth. This model has the potential to be replicated in other regions as a strategic effort to nurture a religious, well-characterized, and competitive young generation in facing global challenges.

Widya Puspita Sari

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Animated films are not only a medium of entertainment but also an effective tool for delivering moral, social, and educational values through innovative storytelling and engaging visual styles. In Indonesia, although many animated films are broadcast on national television, only a limited number originate from domestic creators. This condition highlights the need to strengthen local creative content that reflects Indonesia’s cultural and environmental identity. The present design project aims to develop an alternative television program in the form of a 2D animated film that emphasizes the preservation of Mentilin, an endemic animal of Bangka Island, while simultaneously serving as an educational medium for the local community. The research and design process employed a qualitative approach, focusing on data collection through observation, interviews, and literature review to identify effective strategies for socialization and education. The animation production of Mentilin, The Tiny Tarsier was carried out in three main stages: pre-production, including concept development and storyboarding; production, involving character design, background creation, and animation; and post-production, which covered editing, sound design, and final rendering. The preliminary evaluation indicated that the animation successfully captured local cultural elements and delivered messages about environmental awareness in an engaging manner. This design is expected not only to provide a creative educational platform for the community but also to contribute to the broader efforts of environmental preservation and the development of Indonesia’s animation industry. Furthermore, the program has the potential to be expanded as a replicable model for other regions in promoting endemic species conservation through creative media.

Muhammad Vibra Bagaskoro; Rivaldi Fatwa Dwi Putra; Albertus Agung Dewa

Jurnal Hukum dan Sosial Politik 2025 International Forum of Researchers and Lecturers

Anime has become a significant global phenomenon, including in Indonesia, where this culture has influenced various aspects of society. This article explores the impact of anime visual style in YouTube advertisements in Indonesia. The influence of anime on Indonesian society is also evident in the consumption trends of products related to Japanese culture. The involvement of Indonesian society with anime has also encouraged the emergence of various businesses and products that capitalize on the popularity of this culture. This study focuses on exploring the impact of anime visual style on consumer responses in the context of advertising through YouTube social media in Indonesia. The researcher will analyze how the use of anime elements in advertisements can influence consumer perceptions, whether through nostalgia, enjoyment, or aesthetic aspects, as well as how marketing strategies can be adjusted to maximize this effect. The research method uses content analysis of social media comments as research data. Three advertising samples were selected to represent the study. The results of the analysis show that the use of anime elements in advertisements for Pop Mie, McDonald's, and Pocari Sweat successfully attracted attention and created positive responses from consumers. The high quality of the animation and the use of anime visual styles created a strong emotional appeal, even influencing consumer behavior such as product preferences and interest in brands. In conclusion, the use of anime visual styles in Pop Mie, McDonald's, and Pocari Sweat advertisements demonstrates the success of a marketing strategy that utilizes the popularity of anime to attract attention and create emotional engagement. and influencing consumer behavior in Indonesia, as well as opening opportunities for more local anime production and strengthening positive brand image. This advertisement is not only an effective marketing tool, but also opens up opportunities for more local anime production and supports a positive brand image.

Aura Amelia Ridlwan; Muhammad Fauzi

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

Animation has transcended its traditional association with children’s entertainment and emerged as a dynamic global medium that resonates with audiences across age groups. Beyond its role as a form of visual amusement, animation demonstrates significant potential in conveying meaningful narratives and creating emotional engagement through carefully crafted aesthetic experiences. A central element in the animation process is character design, where the combination of shape, color, and expression not only determines visual appeal but also functions as a medium for reflecting personality and emotional depth. This study aims to investigate the relationship between personal interests and personality traits in shaping visual preferences toward animation illustrations among children and adults. Through a literature review, the research highlights how individual interests—deeply influenced by developmental needs, social environment, and past experiences—play a crucial role in guiding aesthetic choices. Findings suggest that children are typically drawn to characters with simplified forms, bright and saturated colors, and exaggerated expressions that facilitate recognition, comprehension, and emotional connection. Conversely, adults tend to prefer more complex designs, incorporating nuanced emotional cues, realistic proportions, and layered symbolism that align with mature cognitive and emotional processing. The comparison underscores the importance of audience segmentation in animation design, particularly in creating characters that are not only visually engaging but also resonate with psychological and emotional expectations. By recognizing and addressing the distinct preferences of different age groups, animators and illustrators can develop content that is more contextually relevant, immersive, and capable of fostering long-term audience attachment. Ultimately, this study emphasizes that effective animation character design extends beyond technical artistry; it requires a deep understanding of human psychology, cultural influences, and the evolving nature of visual engagement across the lifespan.

Maria Ligouri, Eloena Ketsiya; Fuad, Ahmad

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Attack on Titan, a popular manga by Hajime Isayama, was successfully adapted into an animated series—a transformation from print to an audio-visual medium that significantly expanded its global reach and cultural impact. Utilizing a qualitative descriptive method, this study analyzes how the adaptation created a new experience by leveraging motion, camera angles, color grading, music, sound effects, and voice acting to build tension and emotion. Drawing on data from observation, literature reviews, and studio interviews, the research examines the creative process of the production team, with a particular focus on the animation team's role in transforming the comic's story into animation. The findings indicate that this adaptation successfully made the Attack on Titan story and its characters more vibrant, powerful, and emotional.

Saor Maruli Hasibuan; Endang Mulyani

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study develops Prezi-based audio-visual learning media aimed at improving motivation and economics learning outcomes for Grade X students at SMA X. The primary issue addressed is the low motivation and achievement among students due to the use of monotonous teaching methods and unengaging media. This research distinguishes itself by integrating Prezi’s Zooming User Interface (ZUI) with economics content, aligning with the independent curriculum and the Pancasila student profile. The study follows the Four-D Research and Development (R&D) model, consisting of Define, Design, Develop, and Disseminate phases. Data were collected through needs analysis, expert validation, and a quasi-experimental pretest-posttest control group design. Two classes, each consisting of 36 students, participated in the study. The learning media developed integrates various components such as text, images, charts, animations, and audio explanations, creating a comprehensive and interactive learning experience. The media was validated and found to be suitable, practical, and flexible for classroom use. The experimental group using the Prezi-based learning media saw a significant improvement in their learning outcomes. The average score of this group increased from 43.472 to 86, showing a substantial gain. In contrast, the control group, which used traditional methods, showed a smaller increase in average score, from 43.056 to 66.389. These results indicate that Prezi-based media is an effective tool for enhancing students' motivation and learning outcomes. It provides an innovative and engaging alternative for teachers, making economics content more dynamic and accessible. The study suggests that integrating such audio-visual tools can play a crucial role in improving the quality of learning, fostering both student engagement and academic achievement.

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Rini Indah Sulistyowati; Ganda Januarta; Sofyandanu Setiadi

Journal of New Trends in Sciences 2025 CV. Aksara Global Akademia

The Pancasila Student Profile Strengthening Project (P5) is part of the implementation of the Independent Curriculum, which emphasizes the holistic development of student character. The program's primary objective is to develop students with noble character, global diversity, collaborative spirit, independence, critical thinking, and creativity. One approach to integrating these values is through an appreciation of literary works, particularly folktales. Folktales have great potential as educational media because they contain various life values derived from local wisdom. This research focuses on analyzing the life values contained in folktales from the Semarang region and assessing their relevance in supporting the implementation of P5. Amidst the decline in moral values among students, marked by rampant cases of brawls, drug abuse, bullying, and unethical behavior, utilizing folktales as teaching materials is an alternative solution that is contextual and culturally based. Unfortunately, many local folktales remain largely unknown and underutilized in the learning process. The research method used was a qualitative approach with data analysis techniques modeled after Miles and Huberman. The results of the study indicate seven main values contained in Semarang folklore: aesthetic, religious, social, moral, cultural, educational, and economic. These values not only reflect the social conditions of society in the past but also have strong relevance for shaping the character of today's students. Despite differences in the context of the times, folklore can still be used as an effective learning medium, especially when packaged in a more engaging and modern format, such as digital storytelling, animation, or other interactive media. Therefore, the inclusion of folklore in P5 can bridge the gap between cultural heritage and sustainable character education.

Tri Wahyuningsih; Nararya Rahadyan Budiyono

Concept: Journal of Social Humanities and Education 2025 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This research is based on the background of adolescent development starting from the formation of personality or the period where adolescents begin to understand themselves and also others. Self-acceptance is when someone recognizes both their strengths and weaknesses without blaming others, and has a strong drive to continue to develop. The importance of self-acceptance is that an individual's ability to accept themselves is the foundation for individuals to embrace all aspects of their lives, both pleasant and challenging, as part of the process of personal experience. The purpose of the research is to help students understand self-acceptance. The method applied in this study is Research and Development (RnD). This scrapbook media is in the form of non-digital media whose material is in the form of books with creativity and animation so as to attract students' reading interest. In the media scrapbook contains the definition of self-acceptance, aspects of self-acceptance, factors of self-acceptance, the impact of self-acceptance, tips for increasing self-acceptance, and is also equipped with positive affirmations, pearls, and also student activities that contain student sharing and are equipped with short stories related to self- acceptance, in order to reflect and evaluate after conducting services. From the results of the analysis, it can be concluded that the development of scrapbook media, with the results of feasibility evaluation by material experts 97.5%, media experts 82.5%, practitioner experts 92.5% and limited product trials on students 87.5%, can be considered very suitable for use in the field. So that the scrapbook development media about self-acceptance for class X students of SMK Negeri 1 Godean is declared very feasible to use. The benefits of this research produce a variety of media in the implementation of guidance and counseling services. However, there are several recommendations for developing this media, namely the need to develop scrapbook media in digital form by processing scrapbook media online or through an application..

Nurul Hidayah; Yasdinul Huda; Ilmiyati Rahmi Jasril; Hendra Hidayat

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to develop interactive learning media for logic gate material in Industrial Electronics Engineering subjects at SMK Negeri 5 Batam by utilizing Adobe Flash CS6 integrated with CircuitVerse. This media is designed to provide a more interesting, interactive, and applicable learning experience, so it is expected to improve students' understanding of the concept of logic gates which is a basic material in the field of electronics. The study uses a Research and Development (R&D) approach with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. Research data were collected through validation by material experts and media experts, as well as practicality tests involving students. Data collection instruments were in the form of validation sheets and student response questionnaires. The validation results showed that the developed learning media obtained a score of 88.20% from material experts and 93.88% from media experts, both of which are in the "very valid" category. The practicality test involving grade XI students obtained a score of 92.80%, indicating that the media is "very practical" to use in the learning process. This interactive media combines elements of text, images, animation, and digital circuit simulations using CircuitVerse, so students can learn logic gate concepts visually and directly practice them virtually. This integration not only makes it easier for students to understand the theory but also trains problem-solving and critical thinking skills. The findings of this study indicate that interactive learning media based on Adobe Flash CS6 and CircuitVerse has great potential to increase learning motivation, student engagement, and conceptual understanding of logic gate material. This media is also relevant to support the implementation of the Independent Curriculum, which emphasizes project-based learning, independent learning, and complete competency mastery.  

Farah Fadira

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The research examined interactive text as a possible interactive form of pictorial communication for generation z meaningfully engaging on online platforms. By adopting a three-phase methodology towards design, realización and evaluation, the research examines how much movement, responsiveness and user interactivity influences the interpretation of the the communicative message and the emotional. The research uses an interweaving of methodologies. Methodology usability testing, engagement analytics and qualitative indicators, which indicate kinetic text, format variations, and animation responsive were more interesting, easier to understand, and shareable than static texts. Findings suggest participants read as a participant and active, as opposed to passive, which wasn't related to their use of interactions. At last the results deliver positioning for interactive text read as a new thinking strategies for the needs of generation z for authenticity and enable discourse regarding potential opportunities for augmented reality and artificial intelligence-enabled personalization

Evi Ni’matuzzakiyah; Aryani Rahma Wulandari

DIAGNOSA: Jurnal Ilmu Kesehatan dan Keperawatan 2025 International Forum of Researchers and Lecturers

Cases of child sexual abuse in Indonesia continue to increase each year. In the Special Region of Yogyakarta, Yogyakarta City ranks among the areas with the highest incidence. A preliminary study conducted at SD Negeri Dalem revealed that students had a low level of understanding about sexual abuse, with some having experienced it firsthand. One promising and age-appropriate intervention is the use of animated video media. To determine the effect of animation-based sex education on knowledge and self-awareness in preventing sexual harassment among students at SD Negeri Dalem Yogyakarta in 2025. This study employed a quantitative method with a pre-experimental one-group pre-test post-test design. A sample of 50 students from grades 3 to 6 was selected using proportionate stratified random sampling. The research instruments consisted of questionnaires measuring knowledge and self-awareness. Data were analyzed using univariate analysis and bivariate analysis with the Wilcoxon signed-rank test. The Wilcoxon test showed a significant effect on the improvement of knowledge (p-value = 0.012), indicating that the null hypothesis (Ho) was rejected and the alternative hypothesis (Ha) was accepted. However, there was no significant effect on self-awareness (p-value = 0.672), meaning the null hypothesis was accepted and the alternative hypothesis was rejected. The number of students in the “good” knowledge category increased from 10 students (20.0%) to 22 students (44.0%) after the intervention, while those in the “good” self-awareness category increased from 30 students (60.0%) to 34 students (68.0%). Animated video education is effective in increasing students' knowledge about the prevention of sexual harassment; however, it is not yet sufficient to significantly improve self-awareness. This indicates that enhancing self-awareness requires more in-depth, repeated, and interactive educational methods.

Mifta Huljanah; Erwin Krisman Zai

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to evaluate the effectiveness of digital learning media in enhancing elementary school students’ learning interest within the context of technological advancement in education. Digital media such as interactive videos, educational animations, and learning applications are increasingly integrated into teaching processes as a response to the demand for more innovative and adaptive education. This research discusses how digital learning media can stimulate students’ intrinsic motivation, strengthen engagement, and create a more enjoyable and contextual learning experience. The findings indicate that digital media holds significant potential to improve the quality of primary education by presenting content in an engaging and easily comprehensible manner. Despite technical challenges such as limited device availability and internet access, conceptually, digital learning media can serve as a strategic solution in reforming teaching methods in the digital age.  

Pria Wahyu Romadhon Girianto

International Journal of Health and Medicine 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

A landslide disaster is a life-threatening event that can result in loss of life, environmental damage, and property loss, so it is necessary to have self-evacuation capabilities. Self-evacuation capabilities can be improved with the DEMASI method (Video Animation and Simulation). The aim of this research is to determine the effect of DEMASI (Video Animation and Simulation) on the ability to self-evacuate landslides in class X students at SMA Negeri 1 Dongko. Pre-experimental design research design with a one-group pretest-posttest approach without control. The purposive sampling technique obtained 34 respondents from 170 populations. The research instrument used an observation sheet on self-evacuation capabilities for landslide disasters. Wilcoxon Signed Rank Test statistical test with α 0.05. The results of the research before being given DEMASI intervention (Video Animation and Simulation) were that all (100%) respondents had poor abilities, and after the intervention almost all (85.3%) respondents had good abilities. Results: The statistical analysis showed that the p-value was 0.000 < α 0.05, so there was an influence of DEMASI (Video Animation and Simulation) on students' self-evacuation ability for landslide disasters. The DEMASI method (Video Animation and Simulation) combines two methods that are more interesting, effective, and interactive because audiovisuals recorded by optic and auditory nerves are sent to the occipital lobe and temporal lobe to be described and processed, which involves many brain regions and the frontal lobe so that they can influence the respondent's abilities. The DEMASI method can be used as an educational medium for students and other school residents in an effort to improve their ability to self-evacuate in landslide disasters.

Muhammad Isla; Gobel, Citra Yustitya; Zahrannisa, Adea

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The development of digital technology has driven substantial transformation in communication patterns and access to information, especially among the younger generation. However, the relatively low level of digital literacy is still a problem that requires strategic handling. This study aims to examine the effectiveness of using motion graphics a social campaign medium in increasing awareness of digital literacy among the younger generation. research methodology applied uses a quantitative approach, utilizing interview, analysis, and survey techniques. Research respondents were exposed to the campaign through motion graphic media, and their level of understanding was measured through a comparative evaluation between conditions before and after the intervention. results the study show that the use of motion graphics as a social campaign medium significantly increases the understanding and awareness of the younger generation towards digital literacy. Attractive visualization factors, concise message delivery, and a combination of audio and animation elements have been shown to strengthen the appeal and effectiveness of the campaign. These findings indicate motion graphics can be an effective communication strategy in conveying social messages, especially in digital literacy issues. Therefore, motion graphic based social campaigns can be optimized as educational tools for the younger generation in facing challenges digital era. 

Najwa Kayla A; Ibnu Muthi

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to examine the application of interactive multimedia in improving students' understanding of the concept of science and natural sciences on living things in grade III of elementary school. The method used is a literature study by analyzing various scientific journals, articles, and related documents. Data analysis was carried out using the Miles and Huberman model which includes data reduction, data presentation, and drawing conclusions. The results of the study indicate that interactive multimedia makes a significant contribution in helping students understand abstract living things. This media presents information visually and verbally through images, sound, video, and animation, thereby increasing student involvement both cognitively and emotionally. The use of interactive multimedia also encourages active and scientific learning approaches such as observing, asking, and trying, which are in accordance with the cognitive development stage of elementary school students. Various studies have shown that the use of interactive multimedia improves learning outcomes by up to 25% compared to conventional methods. The main obstacle in its implementation is the limited facilities and ability of teachers to operate technology, but this can be overcome with training and support from various parties. In conclusion, interactive multimedia is effective as a learning aid to strengthen the understanding of science and natural sciences concepts, and is very relevant to the demands of 21st century learning which requires innovation, collaboration, and optimal use of technology in the classroom.

Meilani Kusumastuti; Asep Purwo Yudi Utomo

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The film Meraih Mimpi is one of the animated films that is the pride of the Indonesian film industry. This film is the first three-dimensional (30) wide-screen animated film in Indonesia by local children produced by Infinite Frameworks (IFW), an animation studio based in Batam. This study examines illocutionary speech acts. The researcher used the animated film “Meraih Mimpi” as a data source. In this film, the implied message to be conveyed is not to rush into believing information obtained and not to be easily provoked by other people's words that are not necessarily true. The theory of speech acts is considered very important in communicating, both directly and indirectly. From the discussion above, it was found that speech acts in the animated dialogue film Meraih Mimpi, the types of illocutionary speech acts in the animated dialogue film Meraih Mimpi found in this study include: Assertive speech acts, Directive speech acts, Commissive speech acts, Expressive acts, and Declarative speech acts. Based on data analysis, there are assertive, directive and expressive speech acts that are most often found in the speech of the animated dialogue film Meraih Mimpi. This is in accordance with the theme raised in the film Meraih Mimpi which is educational. Inviting and wanting the audience to follow the moral message contained in the story of the film. The functions of illocutionary speech acts in the animated dialogue film Meraih Mimpi were found in this study, including: Competitive function, Fun function, Cooperation function, and Differentiating function. Based on data analysis, there are competitive functions and fun functions that are most often found in the speech of the animated dialogue film Meraih Mimpi. This is in accordance with the genre raised in the film Meraih Mimpi, namely animation that provides an interesting nuance and an entertaining impression. The theme raised in the film is appropriate because it is able to provide education for those who watch it.

Nimal Ranjith Perera; Chamari Nadeesha Gunasekara

Proceeding of the International Conference on Art, Design, and Visual Communication 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study explores the potential of animation as a visual medium for reconstructing local myths and preserving cultural heritage in contemporary society. Amid rapid globalization and digitalization, many local myths are at risk of fading from public consciousness. The objective of this research is to analyze how animation can serve as an effective storytelling tool to revitalize and transmit traditional narratives to younger generations. Using a qualitative method with a case study approach, the study examines selected animated works that reinterpret local myths from various regions in Indonesia. The findings indicate that animation provides a dynamic platform to reintroduce mythological elements through engaging visuals and narratives while maintaining cultural authenticity. Moreover, the integration of modern visual techniques helps bridge the generational gap, making traditional stories more relatable and accessible. This study highlights the role of visual communication in cultural sustainability and encourages further interdisciplinary collaboration in the fields of design, folklore, and education.