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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.    

Eko Nor Cholis; Riyan Abdul Aziz

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The multimedia development process involves character design, animation, and interactive scenarios using Adobe Animate. This multimedia is designed to be easily accessible to various user levels, taking into consideration the aspects of user experience design.Evaluation results indicate that interactive multimedia created with Adobe Animate is effective in improving the biological concepts understanding of the human body. The interactive interface provides a more engaging learning experience, motivating users to explore further information and enhancing the retention of the concepts taught.This research contributes to the utilization of Adobe Animate as an effective tool for creating educational multimedia. With this approach, it is expected that the teaching of the human body can become more interesting and accessible to various learner groups. Additionally, the findings of this research may pave the way for the development of interactive multimedia based on Adobe Animate in the context of science education.

Shodik Permana; Muhammad Sulthon Abdillah; Ina Sholihah Widiati

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

In the fast-paced modern era, competition in the food and beverage industry has intensified. Consumers are often confused to choose because of the many brands available. Promotional media is important to convey product information effectively. 2D animation emerges as a great choice because it is able to attract attention with creative and memorable visuals. By using dynamic characters and bright colours, 2D animated ads can target a wide range of audiences and demonstrate the use of products in everyday life. The main goal is to build brand awareness and encourage consumers to try the product. This research will create a 2D animated advertisement for an isotonic drink using Adobe Animate, designed to be persuasive and leave a deep impression on the audience. The flow of making this animated advertisement starts from the Pre-production stage, the Production stage and the Post-production stage, by making this advertisement, the delivery of information from a product will become more creative and not monotonous, so that it can be watched by consumers who can get information.

Muhammad Mufti Huwaidi; Eko Purnomo

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

After the pandemic, there has been many cases where a students acted rudely towards their teachers and seniors because of a low morals. With this reason, the designer is interested in teaching the old proverb from Minangkabau, “kato nan ampek”. Kato nan ampek taught us on how to communicate better to someone older, younger, and the same age as you. Designer obtained data through surveys, interviews, and literature data. Then designer analyze the data with a problem solving method 5W + 1H and the design method 4D model. The results will be an informative animation entitled “Pepatah Minang ‘Kato Nan Ampek’ Melalui Animasi 2D”.

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.

Diyah Citraning Kasih; Noor Aziz; Pamungkas Stiya Mulyani

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

This research evaluates the effectiveness of using Animaker-based animation learning media to enhance the understanding of eighth-grade students in Islamic Education at SMP Al-Madina Wonosobo. The study employs a quantitative approach with a quasi-experimental design. Findings indicate that the use of Animaker significantly improves students' understanding, as evidenced by notable improvements between pretests and posttests, supported by statistical analyses. Recommendations include school leadership support in fostering a conducive learning environment, teachers' enhanced creativity in selecting appropriate teaching models, and active student engagement in the learning process. The research aims to provide practical guidance for educators to improve Animaker-based Islamic Education teaching methods at SMP Al-Madina Wonosobo and contribute to the development of more effective teaching methodologies overall.  

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.

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

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.

Sulikah Sulikah; Heri Pratikto; Wening Patmi Rahayu

This research aims to develop a product in the form of a digital module with the Canva platform and flipbook maker to improve student learning outcomes in cost accounting courses on the topic of cost of orders. Digital modules make it easy for students to access and increase students' interest in learning. This development research uses the ADDIE research design and development model. The research results found that the feasibility level in terms of media was very good with a score of 94%, while in terms of feasibility the digital module material developed received a score of 95% with very feasible criteria. The effectiveness results show that the digital module is able to improve student learning outcomes on the topic of cost of goods ordered. Educators are required to be creative in developing teaching materials, so digital modules are a form of creativity in teaching materials by presenting audio, visuals, animation and flexibility in use.      

Noer Fitri; Zakirman Zakirman

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

The purpose of this study is to improve students' understanding of concepts on DC electrical circuit material by using Vascak Physic Animation media. This type of research is quasi-experimentation with before after design. The subjects of this study were 32 students of class XII MIPA 1 SMA Widya Nusantara Kota Bekasi for the 2023-2024 academic year, consisting of 13 students and 19 students. The research data collection instrument uses a description test prepared based on five indicators of understanding concepts. Data analysis using paired sample t-test based on pretest and posttest data shows that there is a significant difference between before using Vascak Physics Animation and after using Vascak Physics Animation and the results of the Gain (N-Gain) test of 78% so that it is concluded that there is an influence of the use of online media vascak physics animation on students' understanding of concepts and the use of physics learning media Vascak Physics Animation shows effective improve students' understanding of concepts on DC electrical circuit material in class XII MIPA 1 SMA Widya Nusantara Bekasi City.

Wulan Dari; Dian Maya Sari; Jamil Azhari Matondang

Jurnal Pengabdian Sosial 2024 Lembaga Pengembangan Kinerja Dosen

This introduction to the Macromedia Flash 8 application aims to provide students with understanding and skills in using Macromedia Flash 8 for design and understanding the use of Flash 8. Introduction to the Macromedia Flash 8 application is often needed in creating animations and designs for student learning. The Macromedia Flash 8 application allows its introduction to be personal and efficient, by using image and sound designs from separate sources into one Macromedia Flash 8 application. During the introduction to the Macromedia Flash 8 Application, participants will be taught about the concept of designing the use of Macromedia Flash 8, steps -design preparation steps, creating animations using Macromedia Flsah 8, and merging data into the application. This introduction to the Macromedia Flash 8 application will also discuss the benefits of using Macromedia Flash 8, including time efficiency and accuracy in the student learning that will be created. Through a combination of theory and practical exercises, participants.It is hoped that they will be able to master the steps in the application development process that will be presented using Macromedia Flash 8. The results of this training are expected to provide participants with the ability to create personal and efficient student animations, including for education and other organizations. Thus, the introduction of this application contributes to increasing the effectiveness of communication in various activities involving the student learning process.

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.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Apriadi, Apriadi; Mitha, Mitha; Noferianto Sitompul; Salahuddin, Salahuddin

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2D-based animated film can become a medium of information about Mr.Saloi Folklore “Hunting the Deer”.

Stevan Deyo Febrian; Bayu Setiawan

Student Research Journal 2023 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

This research aims to develop an explanatory video discussing the Trans Jawa Timur transportation system using Power Point software. The design approach includes combining visual, text and animation elements in Power Point to convey clear and interesting information about the East Java Trans. The author hopes that this explanatory video can be an effective communication tool to present and understand to the public the advantages and benefits of the Trans Jatim transportation system. It is hoped that the results of this research will provide guidelines for developing interactive and informative PowerPoint presentations for similar projects in the future.

Rini Marlina Masumba; Utin Desy Susiaty; Hartono Hartono

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The research methodology used by researchers in this research is a research and development approach. The researchers in this study used a research plan that combines a three-dimensional model consisting of four different development stages: Define, Design, and Develop. The participants involved in this research were class VIII students of SMP Negeri 1 Teriak. The method used in selecting the sample used a purposive sampling technique. Purposive sampling is a sampling technique that involves deliberate selection based on certain reasons. Researchers use many data collection strategies, including indirect communication tactics and measurement techniques. The data collection methods used in this research include the use of validation sheets, questionnaires, and assessment of mathematical understanding abilities. Based on the results of the discussion in this research, it can be concluded that the level of validity of interactive video learning media in the form of animated videos on relationship and function material based on direct instruction can be classified as valid with a percentage of 85.27%, the level of practicality obtained is 90.58% with very practical and high level criteria. The effectiveness obtained was 80.76% with effective criteria.