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Inggita Senosa Ginting; Abdul Hairuddin Angkat; Sudana Fatahillah Pasaribu; Wanda Lestari

Jurnal Ilmu Kesehatan dan Gizi 2023 Pusat Riset dan Inovasi Nasional

Obesity is a result of excessive energy consumption, this excess energy is stored in the body as fat, so that over time the body becomes heavier. This condition can be experienced by everyone, regardless of gender group or group of teenagers to adults. The aim of the research is to determine the effect of nutritional education about obesity using animation media on knowledge and attitudes in obese adolescents. This research was conducted at SMP Negeri 1 Lubuk Pakam. The research was conducted in May 2023 with quantitative methods using a Group Pre and Post Test design. Intervention in the form of counseling using animation media was given 3 times. The population in this study was class VIII, 319 students. The sample in this study was 32 obese students who met the criteria for being a sample. Data were collected using a knowledge and attitude questionnaire using a statistical test, namely the T-dependent test. The research results showed that the average knowledge of teenagers about obesity before counseling was 10.09, after being given counseling was 13.25 with a significant value of p=0.000. The average attitude score before being given counseling was 39.53, after being given counseling was 51.19 with a significant value of p=0.000. The conclusion of this research is that there is an influence of nutrition education about obesity using animation media on the knowledge and attitudes of teenagers at SMP Negeri 1 Lubuk Pakam. It is hoped that the school can play an active and creative role in providing health education about nutrition, especially about obesity in teenagers.    

Beni Chandra; Heldi Heldi

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

The low interest in reading has hampered intellectual abilities in society, especially students, so that libraries are required to be able to keep up with the pace of development of the times with services and infrastructure that meet the needs of space users, but the FBS UNP library has not been optimal in terms of interior design standards. Student complaints such as unstable air circulation, lack of reading space, and incomplete facilities have caused inconvenience, so an interior design of the FBS UNP Library was held with a minimalist concept. The purpose of interior design is to design a library layout that is representative and in accordance with interior design standards in order to create a sense of security and comfort for visitors while in the room. The interior design of the FBS UNP Library refers to the application of library interior design standards in the form of space, variety, hierarchy, lighting, personal areas, and comfort. The design method uses the 4D design method, namely Define (Defining) Design (Design), Develop (Development) and Dissaminate (Dissemination). Data collection is done by way of interviews, observation and documentation. Works are presented in the form of an Artwork Report with the main works being Presentation Mockups, Animation Videos and Presentation Posters.

Rama Duwina Harianja; Ani Minarni

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

Abstract. This study aims to determine whether there is an influence of the problem based learning model integrated with video animation on the mathematical problem solving abilities of class VIII students. This research was conducted at SMP Negeri 6 Percut Sei Tuan, TA 2022/2023. The research method used is a quasi-experimental design method. The sample in this study consisted of two classes namelyclass VIII-3 as the experimental class and class VIII-4 as the control class. The experimental class uses a problem-based learning model integrated with video animation and a control class with conventional learning. Obtaining the average score of the final test (posttest) of the experimental class students is equal to 89.22, whereas in the control class the average result of the student's final test score was 72.55, in the hypothesis test, the results obtained from the average difference test (t-test) with statistical values t_hitung>t_tabel(10.56 > 1,671 ) which means there is an influence from the usea problem-based learning model integrated with video animation that is applied to the experimental class. This indicates that the mathematical problem solving abilities of the experimental class students are better than the control class.

Sitti Zahra Amalia Faisal; Hilmi Hambali; Irmawanty Irmawanty

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

Sitti Zahra Amalia Faisal. 2023. The Effect of Using Audio-Visual Animation Media on Class IV Science Learning Results at SD Inpres Lasepang, Bantaeng Regency. Thesis. Department of Elementary School Teacher Education. Faculty of Teacher Training and Education. Muhammadiyah Makassar University. Supervisor I Hilmi Hambali and Supervisor II Irmawanty.This study aims to (1) To find out student learning outcomes after using audio-visual animation media in Class IV SD Inpres Lasepang, Bantaeng Regency; (2) To determine the effect of using audio-visual animation media in class IV of the Lasepang Presidential Instruction, Bantaeng Regency. This research is a quantitative research with a quasi-experimental research approach with a research design using an experimental method that also uses two groups, namely the experimental group and the control group. Then the sample is class IV with a total of 40 students. With a purposive sampling technique. Data collection techniques use descriptive statistical analysis and inferential statistical analysis. The results show that there are science learning outcomes with material on force and motion of objects. This can be seen in the average posttest score for the experimental class which reached 85.35, while the average posttest for the control class only reached 65.70. Based on hypothesis testing using the independent sample t test, the t count value = 6.231, while the t table value = 2.024. Based on the results obtained t count < t tabel (t count=6.231< t tabel=2.024. Thus Ho is rejected and H1 is accepted.

Misfi Laili Rohmi; Rista Meilia; Trio Fajri; Husna Nur Pujianto; Carmidah Carmidah

Jurnal Nusantara Berbakti 2023 Universitas Kristen Indonesia Toraja

Tourism that carries the theme of nature is currently showing a stretch of development. Tourist attractions are starting to move to present green open spaces designed in such a way as to attract visitors. One of the eco-based tourist attractions in Metro City is Riverside Camp. Riverside Camp is an ecological-based educational vehicle in Metro City with the concept of ecological tourism as well as education-based tourism that has economic potential. However, since the Covid-19 pandemic container, Riverside Camp has seemed to be in “suspended animation” so it needs a touch to make it come back to life. Thus, the purpose of this service is to reintroduce Riverside Camp to the community through various activities which will later be shared on social media. The method of implementing the service begins with a discussion with the service team consisting of two lecturers and three accompanying students with 40 student service participants. Next is coordination with the manager to plan a schedule of activities. This service was carried out for four days with the result that the participants had the opportunity to learn about digital marketing in the open space of the Riverside Camp; implementation of activities to introduce trigona honey bee cultivation and planting several types of plants with polygonal media; as well as participants and the service team were able to make Riverside Camp promotional media through the Instagram page.

Riski Ananda; Tita Mulyati; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

 This study was motivated by the lack of use of digital-based learning media in the learning process, the absence of counseling and guidance on the dangers of drugs in SDN Kalibaru 07 morning, as well as environmental factors around the school, namely Kalibaru Barat village, which is an area prone to drug abuse. To overcome these problems, efforts are needed to develop stop-motion animation video media that aim to produce stop-motion animation videos that are practical and effective. This research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The analysis phase includes an analysis of Learning media development needs and the characteristics of learners. The design phase includes the design of the GBPM and storyboard as a reference in developing stop-motion animation video media. The development phase includes product development and validity tests by experts, namely material experts with an average percentage score of 96.42% in the category "Very Decent", media experts with an average percentage score of 100% in the category "Very Decent", and linguists with an average percentage score of 96.87% in the category "Very Decent". The evaluation phase was conducted by providing a user response questionnaire, namely for teachers with an average score percentage of 95% in the category "Very Good", and learners with an average score percentage of 92.73% in the category "Very Good". The results showed that stop-motion animation videos are very good at instilling anti-drug attitudes in elementary schools.

Iqbal Gilang Permana; Riyan Abdul Aziz; Febrianta Surya Nugraha

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

Call center 110 is the right solution to deal with community emergency problems, but people don't know about it. By providing clear information, using attractive advertisements, and understanding the target audience, you can increase awareness in using call center 110 services. The research method used in this study is a qualitative method using data collection techniques: observation, interviews, literature study Video design 2D motion graphics for call center services, which will be made in mp4 format with a duration of 3–5 minutes and discuss the functions, usability and how these services work. These 110 videos consist of several police characters, as well as several designs such as trees, cities, and highways. Making 2D motion graphic videos for call center services 110 to convey news in an interesting and informative way. Through the use of elements of animation, character movement and visual effects, as well as means of communication, to inform the public about the importance of the emergency services provided by the police.

Arrel Betha Anarsya; Dwi Mutia Sari

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

"Tujuh Kelana" is a local novel by Nellaneva with the genre fantasy fiction. This novel was published on August 05, 2020. This novel was published in Jakarta by Elex Media Komputindo. The purpose of designing concept art adaptations of the novel "Tujuh Kelana" by Nellaneva is to visualize a written work into the form of concept art so that it can be glimpsed by creative industry players or entertainment developers to be used as works of adaptation of entertainment products such as films, animations, and video games. In the design of the concept art adaptation of the novel "Tujuh Kelana" by Nellaneva is a 4d development method consisting of Define, Design, Develop, and Disseminate. The data analysis method used in this design is SWOT analysis. The final result of this design is the main media in the form of artbooks and supporting media in the form of merchandise and informative print media.

Rifqy Malvian Hamzah; Dini Faisal

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

Sate Manangkabau is a brand engaged in the culinary field in the city of Padang, West Sumatra. This brand was created in August 2018. In the current era of global competition, rapidly growing market increases, increasing technology, as well as the challenges of competition for each brand require each brand to innovate and be creative in developing appropriate promotional strategies. The purpose of this work is to present a 2d animated promotional advertisement for the Sate Manangkabau brand in order to maintain the existence of the brand that has been formed and as a unique and innovative promotional medium that can attract the attention of consumers. The design method for the 2D Animation Brand "Sate Manangkabau" in Padang City uses the define, design, development, and dissemenate method. The data analysis method uses the SWOT method, namely strength, weakness, opportunity, threats. The resulting design is a 2D Animation Brand "Sate Manangkabau" in Padang City. It also produces supporting media such as posters, Instagram ads, x banners, key chains, motion menus, stickers and sate frozen.

Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho +3 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..

Asep Suryadi; Andi Romansyah

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

Information technology is growing rapidly from year to year. In the field of education, learning processes based on information technology are no longer unavoidable. Online learning is a scheme called e-learning that has the effect of transforming traditional education into a digital system. In this study, the data collection method used was interviews, observation and documentation to obtain information or data related to the research focus. The design of this application system uses an approach with the waterfall method which consists of the requirements analysis, design, implementation, testing/verification, and maintenance stages, with a web-based programming language including HTML for display design, PHP for creating dynamic websites and SQL as a data storage container. . The results of this research are that this e-learning application can optimize students' understanding of learning, images, animation, audio and video and the teaching and learning process continues when students or teachers are unable to attend..    

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Raffida Zakki H

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Drugs have become a serious problem in Indonesia. Because in every region in Indonesia there is no area free of drug abuse. One of the causes of drug abuse is mistakes in association and shortcuts to escape from the burden of thoughts. However, they do not realize the impact of drug abuse, which can be addictive and have an effect on health. Therefore, each of us has an obligation to disseminate information about the dangers of drug abuse. So that our family, friends and loved ones don't fall into the trap of using drugs. This study aims to: (1). Design and create 2D animation of the dangers of drug abuse (2). Design and create 2D animations in the form of animated videos using the PTP method that are attractive and understandable to the public. The research method used in this study is a Research and Development (RnD) product. The effectiveness and communicativeness of animated videos can be seen from the results of calculating the questionnaire from 35 respondents who gave very positive responses, namely valid and reliable

Shelly Ayu Andesty; Dety Mulyanti

Manajemen Kreatif Jurnal (MAKREJU) 2023 Pusat Riset dan Inovasi Nasional

In the current era of modernization, many things have begun to use technological developments, including the delivery and dissemination of information. This development is marked by changes in methods in various fields, leaving manual methods and replacing them with the use of modern technology. With the rapid advancement of information technology, it makes it easier for business people to develop creativity and market a product, including the digital invitation business. This type of digital invitation is gaining popularity not only because it is considered easier to distribute, low production costs, and a variety of designs. Digital invitations are visually more attractive because media such as photos, text, animation and audio can be added. This study aims to analyze several articles related to public interest in digital invitation business opportunities. The design used is literature review, articles are collected using search engines such as neti.com, google scholar, and Sciencedirect. With the criteria for articles published in 2019-2021. Based on the articles collected, the results of the analysis show that digital invitations have considerable business potential for business people and make it easier for users to convey information.

Daniel Rudjiono; Setyo Adi Nugroho; Kharolina Arifianti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Mathematics is an applicable science and very close to human life, so mathematics is very important to learn from elementary school. However, the mathematics competence of elementary school students in Indonesia is relatively low. One of them is SD IT Cahaya Ummat which is located in Karangjati, Kecamatan Bergas, Kabupaten Semarang, the grade 6 students' average mathematics score is lower than other subjects. So far, learning is still conventional in nature with learning resources in the form of printed books, thus it is necessary to have learning innovations to increase students' interest in learning mathematics.The design of interactive media as a learning aid can be a solution to attract students' attention to be more focused when the teacher explains math material in class. When students feel interested and focused on learning, learning will be more effective so that students' understanding of the material presented by the teacher will also increase.Interactive learning media made with Adobe Flash CS5.5 to combine text, images, sound, and animation will make the application more attractive, so that students are more interested in learning mathematics with statistics material. The results of the validation score obtained from media experts are 34, material experts 39, and users 35, so this learning media product is classified as a very good category, so it is valid to be used.  

Sugiarto, Sugiarto; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Main Objective: The objective of this research is to complete the exciting and fictive effects of each color and lighting type when practiced in 3D animation setting. In addition, this research also proposes several lighting design recommendations in 3D animation. Background problem: The main sense for the advance of animated films is cinematic lighting effects. Various techniques and approaches have been planned to create lighting effects, but how these effects affect the viewer’s sentimental sense and especially the storytelling practice is not understood. Novelty: The results of the emotional effects of lighting styles show that these effects are not shown in an imposing aspect, which means, not all lighting style affects the feelings on each scale. In this study, several differences were found in several color scales with different cinematic meanings. Research Method: The research method used is quantitative and subjective data analysis adopting a qualitative grounded theory coding with several animated video scenes developed with various colors and low and high-key statistical lighting designs to analyze and measure the effects of different lighting designs. Finding/Result: The finding of this study indicate that cinematic lighting influences the emotional impact of scenes and stories in plan. Conclusion: This study also confirms the current lighting approach, according to the result of this study, it brings guidance on how certain lighting and color techniques can be adopted to influence the audience in 3D animation about feelings and story perception Keywords: Cinematic Lighting, 3D animation, Emotional Storytelling