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Yulia Sukmiyanti; Suryani Suryani; Yuliasari Yuliasari; Wiwi Rodiana; Aisyah Nursyifa +1 more

This study aims to examine the strategic role of teachers in instilling anti-corruption educational values in elementary school (SD/MI) students in the digital era. Employing a descriptive qualitative approach, data were collected through in-depth interviews with five SD/MI teachers in Karawang Regency conducted in May 2026. Findings reveal that all informants possess adequate conceptual understanding of anti-corruption education as a character-building process rather than mere knowledge transmission. Teachers perform three principal functions: as behavioral role models, value-based learning facilitators, and collaborative partners with families. Implemented strategies include exemplary conduct, habituation, cross-subject value integration, and utilization of digital media such as educational videos, animations, and interactive quizzes. However, implementation faces significant obstacles, including social media normalizing dishonest behavior, instant-gratification tendencies among students, and weak synergy between schools and family environments. This research affirms that successful internalization of anti-corruption values requires consistent teacher exemplarity, a conducive school ecosystem, robust digital literacy, and sustainable tri-center educational collaboration. Practical implications include the necessity of strengthening teachers' pedagogical competencies in designing character-based learning that is adaptive to the dynamics of the digital era.

Didit Darmawan; Putri, Daffa Nayla Oktavia Hermawan; Muhammad Zajuli Yusuf

The use of digital learning media and discussion methods is increasingly important to support junior high school students' learning outcomes. Digital media, such as videos, animations, and interactive platforms, facilitate understanding of material and increase learning motivation, while discussion methods encourage active participation, critical thinking, and student reflection. This study examines the influence of the use of digital learning media and discussion methods on junior high school students to obtain a comprehensive picture of the effectiveness of both variables in improving student learning outcomes. A qualitative method with a literature review approach was used as the research method. Sources were obtained from relevant journals, articles, and books, and analyzed descriptively and qualitatively. The results found that the use of digital media and discussion methods had a positive effect on student learning outcomes. Implications emphasize the importance of adequate technological facilities and teacher training to utilize digital media and discussion methods to create enjoyable and interactive learning.

Aisyah Putri Sitorus; Wariyati Wariyati; Eisya Dalila; Risnawaty Risnawaty

This study aimed to improve students’ speaking skills through animation-based learning in a first-grade EFL classroom at SMP Darul Amin. The study employed Classroom Action Research (CAR) consisting of two cycles, with each cycle including planning, action, observation, and reflection stages. The participants were 30 first-grade junior high school students. The instruments used in this study were observation sheets, speaking performance tests, and documentation. The findings revealed that animation-based learning successfully improved students’ speaking skills, classroom participation, confidence, and motivation during the learning process. The students’ average speaking score increased from 48.13 in the pre-action stage to 76.53 in Cycle I and further improved to 87.56 in Cycle II. In addition, the percentage of students achieving the Minimum Mastery Criterion (KKM) increased from 10% in the pre-action stage to 90% in Cycle II. Therefore, animation-based learning can be considered an effective learning media to improve students’ speaking skills in EFL classrooms.

Defianti Fitrotin Nisa’; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop Matif (Interactive Mathematics) video media on the topic of equivalent fractions for fourth-grade elementary school students and to determine its validity, effectiveness, and student responses. The research employed a Research and Development (R&D) method using the ADDIE model. It was conducted at SD Muhammadiyah Gresik during the first semester, involving 19 fourth-grade students. Data collection techniques included interviews, expert validation sheets for content and media, learning effectiveness tests, and student response questionnaires. The development process followed five ADDIE stages. (1) Analysis involved curriculum analysis, needs analysis, and student characteristics analysis. (2) Design focused on creating the learning flow and storyboard. (3) Development produced the video media, which was validated by experts. The material expert validation score reached 97.5%, and the media expert validation score was 91.6%, both categorized as very valid. These results indicate that the material is highly appropriate, clear, and easy to understand, while the media demonstrates excellent quality in visual, audio, typography, language, and usability aspects. (4) Implementation involved testing the media on students, with an N-Gain score of 0.8405, categorized as high, indicating that the media effectively improves students’ understanding. (5) Evaluation was conducted through student response questionnaires, resulting in a score of 95.5%, categorized as very good, showing that students found the media engaging, easy to use, and helpful. Overall, the Matif video media meets the criteria of validity and effectiveness, making it suitable as an innovative learning alternative, with potential for further development through enhanced animations and varied exercises.

Alifia Syahnina Rizqi; Iriaji Iriaji

This study aims to analyze the implementation of the Project Based Learning (PjBL) model in art education as an effort to enhance the creativity and artistic understanding of Animation Department students at SMK Negeri 2 Palu. The study employed a descriptive qualitative approach involving animation students and supervising teachers as research subjects. Data were collected through observation, documentation, and reflective analysis during the teaching assistance program. The learning implementation was carried out through the introduction of traditional, modern, and contemporary art concepts integrated with practice-based creative project activities. The findings indicate that the application of PjBL significantly increased students’ active engagement in the learning process, strengthened their conceptual understanding of visual arts, and improved their ability to express creative ideas through visual works. Furthermore, the establishment of the “Kreasi Animasi Seni Budaya” community provided a collaborative space that supported the sustainable development of students’ creativity and artistic reflection. These findings demonstrate that project-based art learning is effective in optimizing the artistic competencies.

Giovannesandesva Hendri; Rizka Auliya Jufri; Hasnah Faizah

International Journal of Studies in International Education 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the structure, meaning, and values ​​of Malay culture in the animated film Upin & Ipin episode "Pesta Pantun", and its implications in learning for junior high school students in Riau. The method used is qualitative with a content analysis approach. The research data in the form of 19 pantuns were collected through listening and note-taking techniques, then analyzed based on the structure (sampiran and content), meaning, and cultural values. The results show that advice pantuns have a complete structure and function to convey moral values, humorous pantuns are flexible as a medium of entertainment, and riddle pantuns are relatively consistent and function to develop critical thinking skills. In terms of meaning, pantuns contain explicit and implicit messages that reflect the values ​​of politeness, togetherness, intelligence, and respect for Malay traditions. The implications of this study indicate that the use of animation media in pantun learning can increase student engagement and understanding contextually, so it is relevant to be applied to junior high school students in Riau.

Ganiyah Rahma

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2026 International Forum of Researchers and Lecturers

This project is motivated by the increasing rate of deforestation in Indonesia, which has led to ecosystem degradation and the threat of extinction for endemic species, as well as the relatively low environmental awareness among young people due to the abstract and systematic presentation of data. The main objective of this work is to produce a 5-minute 2D animation that effectively raises awareness among adolescents aged 14–24 about the threat of environmental extinction caused by deforestation in Indonesia. This is achieved through a three-act narrative approach using a first-person perspective of the Javan surili, positioned as a narrative “lens” and a representation of a victim of a damaged ecosystem, allowing abstract issues to be understood in a more personal, emotional, and empathetic way. The method includes pre-production (research, concept development, and scriptwriting), production (development of dialogue, monologue, and visual direction based on a three-act structure), and post-production (narrative evaluation and script refinement). The result is an educational animation script titled “Jaga Alam, Cegah Kepunahan,” which integrates scientific data, visual storytelling techniques, and multimedia learning principles to deliver messages in an informative and emotional manner. The three-act structure successfully constructs a systematic storyline from introduction, conflict, to resolution with a call to action. The conclusion shows that 2D animation with a personal narrative approach is effective in transforming environmental issues into accessible messages, increasing empathy, and encouraging audience awareness and participation in environmental conservation.

Febrian Rohmat Tiansyah

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2026 International Forum of Researchers and Lecturers

The issue of forest degradation caused by illegal logging in Indonesia poses a serious threat to ecosystem balance and the survival of wildlife. This condition highlights the need for effective visual communication media to deliver environmental education messages in a communicative and easily understandable manner. This study aims to design a 2D educational animation that illustrates the impact of illegal logging on forest ecosystems from the perspective of an endemic animal, the surili. The method used is a qualitative approach with animation production stages consisting of pre-production, production, and post-production. The pre-production stage includes idea development, research, scriptwriting, storyboard creation, and visual design. The production stage involves the creation of visual assets, backgrounds, and animation processes to construct the storyline. The post-production stage includes visual editing, audio integration, and rendering as the final output. The result of this study is a 2D animation entitled “Jaga Lingkungan Hindari Kepunahan Alam,” which presents a structured narrative to effectively convey educational messages. The implications of this work indicate that animation as an educational medium can enhance public awareness of the impacts of illegal logging and emphasize that forest destruction affects not only wildlife but also humans as part of the ecosystem.

Nadia Kumari; Melyana Pinem; Riscitta Ogilvie Hubertus Sinaga; Jessica Hotnida Nainggolan; Meisuri Meisuri

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes visual signs in the Charlie Chaplin animations Safari at The Park and The King in The Ring using Charles Sanders Peirce’s semiotic framework, focusing on icons, indexes, and symbols. Film and animation communicate meaning through visual elements such as gestures, facial expressions, movements, and character interactions, making them rich for semiotic analysis. Using a descriptive qualitative method, the research identified and categorized visual signs in both animations. Results show that icons, which resemble real-world objects, dominate by establishing story settings natural safari environments in one animation and competitive boxing arenas in the other. Indexes reveal cause-and-effect relationships, demonstrating how gestures, expressions, and actions convey danger, fatigue, or emotional shifts. Symbols convey conventional or cultural meanings, such as Charlie Chaplin’s bowler hat and cane representing his comedic identity, a championship belt symbolizing victory, or a rose indicating affection. While both animations use the same types of signs, the intensity and focus vary with the narrative context: Safari at The Park emphasizes situational and natural elements, whereas The King in The Ring highlights competition and emotional reactions. This study confirms that Peirce’s triadic model effectively explains how meaning is constructed in animation through dynamic visual communication.

Azmi Maharani; Encang Saepudin; Heru Ryanto Budiana

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2026 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The number of cases of sexual violence against children in Indonesia remains alarming, particularly among elementary school-aged children. One factor contributing to children's high vulnerability is a lack of understanding of body boundaries and self-protection. Furthermore, education about the body and self-protection is often considered taboo, resulting in inadequate communication with children. This article discusses the application of a positive narrative approach in writing an educational animation script entitled "Aku Jaga Tubuhku" (I Take Care of My Body) as a self-protection literacy medium for children aged 6–9 years. The research used a descriptive method, outlining the script design process through pre-production, production, and post-production stages. The positive narrative approach was implemented through the development of story, dialogue, characters, and conflict that emphasize child empowerment without creating excessive fear. The results indicate that this approach can help children understand the concepts of body boundaries, safe touch, and unsafe touch in a more concrete and emotionally secure manner. The integration of song elements as memory aids also strengthens children's understanding and retention of the message. Thus, writing an animation script based on a positive narrative can be an effective educational communication strategy for conveying self-protection literacy to elementary school-aged children.

Siti Waaqiah Khofidhotur Rofiah; Anas Tasya Dwi Qobayesi; Widya Duta Aulia; M. Ilmil Zawawi

Jurnal Manajemen dan Pendidikan Agama Islam 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research is motivated by the low interest of students in learning the Qur'an and Hadith due to the dominance of conventional teaching methods that are considered less engaging. The study aims to examine the role of interactive learning media in increasing students’ learning motivation at Madrasah Ibtidaiyah. The research employs a qualitative literature study approach by collecting credible sources, including journal articles, textbooks, and previous research findings. Content analysis techniques were used to identify patterns, relationships, and important insights from the collected data. The findings indicate that interactive media such as educational videos, interactive animations, dynamic PowerPoint presentations, and digital quizzes significantly enhance students’ interest and motivation in learning. This improvement is reflected in higher levels of attention, curiosity, participation, and engagement during the learning process. In addition, the use of interactive media helps present Qur'an and Hadith concepts in a more concrete, attractive, and enjoyable way, thereby improving students’ understanding of the material. The study implies that integrating technology-based learning media can become an innovative strategy to optimize the teaching and learning process in Islamic elementary education institutions.

Isman Ahadi Lebu Raya; Muhammad Fattah

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

There are various characters that can be drawn from the One Piece animation that need to be studied and explored further so that the large number of fans can emulate the relevance of Quranic characters in their favorite animation. This research stems from the phenomenon of discovering the representation of character relevance to the teachings of the Qur'an in an animation called One Piece, focusing on the research to determine how the Quranic character traits are depicted in the One Piece Arabasta Arc, and how the visualizations of these Quranic characters are presented in the One Piece Arabasta Arc. This research uses a qualitative approach. The research results illustrate that there are 18 findings in episodes 97, 99, 103, and 108 that indicate values in line with the character traits or moral teachings of the Qur'an. In episode 97, there are 4 character values: stop complaining, avoid greed and wastefulness, don't lie, and help others. In episode 99, there are 6 character values: love for the homeland, helping others, fighting for a cause, feeding the hungry, and consulting others. Meanwhile, in episode 103, there are 4 character values: obedience, fighting for a cause, friendliness, and avoiding bad assumptions. Additionally, in episode 108, there are 4 character values: helping others, fighting for a cause, and avoiding bad assumptions. Furthermore, the visualization of Quranic characters in the One Piece animation can be seen through the elements of film production, using narrative elements by observing the characters and the message of the story.

Suryo Sudiro; Christian Damar Satria; Agung Nugroho; Muhammad Nurfauzi Sahono

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of multimedia-based interactive games requires a system capable of effectively managing game logic, character behavior, and the integration of visual and animation elements. This study aims to implement GDScript in the development of a 2D RPG game using the Godot Engine. The research method was carried out through the design of scene and node structures, the implementation of game logic using GDScript, and the application of Finite State Machine (FSM) to regulate enemy behavior. GDScript is used to control character movement, animation systems, and interactions between players and objects in the game. The implementation of FSM allows enemies to have dynamic behavior through state settings such as idle and wander. Functional testing results show that the game system can run according to the design and is capable of producing responsive interactions. In addition, the use of modular architecture in the Godot Engine facilitates system development and maintenance. Based on the research results, the Godot Engine and GDScript are considered effective for developing multimedia-based interactive games.

Isrowiyah Isrowiyah; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Iqlima Zahari; Mutiara Anggraini Ritma Tanti; Galuh Wilujeng Saraswati; An’nisa Yulia Nur; Wildan Mahmud +3 more

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The advancement of digital technology has made computer literacy and language comprehension increasingly important. Playing games has become a daily habit for young children. Scratch is an innovative and child-friendly platform. This community service program aims to introduce basic programming concepts to sixth-grade students of Bulupasar Elementary School, Kediri, using the Scratch platform. This program adopts the Direct Instruction method, also known as hands-on learning. This one-day session involved 43 students who underwent a structured process consisting of a pre-test, material delivery, hands-on practice, such as using code blocks, introducing sprites, and creating a simple game, which was explained clearly and structured. During the project implementation phase, each student successfully created a simple animation project with the theme "Catch the Apple" and then conducted practical exercises to try it out on their own with direct guidance. This community service activity was successful, according to the analysis of the pre-test and post-test results. The resources used to create the simple game showed positive results and confirmed the importance of introducing children to the digital world from an early age. Qualitative evaluations revealed positive responses from all participants. Student comments reflected high enthusiasm for learning to code, with the majority expressing a desire to continue exploring Scratch independently. Several students expressed interest in creating future projects, suggesting the program has potential for implementation in other schools to encourage early introduction to programming and help prepare them for the future in an era of ever-evolving technology.

Arief Rahman Hakim; Khairul Fadhli Margolang; Yuni Franciska Br. Tarigan; Lathifah Tsamratul Ain; Nahdah Salsabiil Damanik +1 more

Sevaka : Hasil Kegiatan Layanan Masyarakat 2026 STIKES Columbia Asia Medan

The gap between vocational students’ competencies and the needs of the digital creative industry requires efforts to enhance students’ technological and creative skills. This community service program aimed to improve the digital competence and creativity of vocational students through Canva-based motion graphics training. The program was conducted at SMK Swasta Nur Azizi Tanjung Morawa using lectures, demonstrations, hands-on practice, and mentoring methods. The results showed that participants were able to understand bassic motion graphics concepts and produce simple animated works using Canva. Evaluation results indicated that more than 80% of participants were able to operate Canva’s basic animation features, and all participants successfully produced at least one motion graphics project, with an average competency improvement of approximately 30% compared to pre-training levels. Overall, the training proved effective in enhancing students’ creative skills, confidence, and readiness to meet the demands of the digital creative industry.

Oktaviyanti Oktaviyanti; Supriyadi Supriyadi; Nuramila Nuramila

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of Powtoon media in increasing student learning motivation in narrative text learning. The location of this research took place on grade X students of SMK Negeri 1 Bokat in the 2024/2025 Academic Year. Data were obtained through observation, questionnaires, and documentation, then analyzed descriptively qualitatively. The results of the study indicate that the use of Powtoon media can be applied as a means to significantly increase student learning motivation. Attractive visual displays, dynamic animations, and audio support make the learning process more interactive, fun, and easy to understand. Students appear more focused, active, and enthusiastic in participating in learning activities. Before the use of Powtoon, learning narrative text tended to be monotonous and less interesting. However, after the application of this media, students showed increased interest, involvement, and understanding of the material. Thus, the use of Powtoon can be an alternative learning media that is effective in increasing student learning motivation in learning narrative text.

Sri Wahyuni; Martin Kustati; Gusmirawati, Gusmirawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The learning process that engages students greatly influences their interest in learning. The integration of technology in education can enhance students’ interest and motivation to learn, and technological advancements provide significant support in delivering education on Islamic religious knowledge. Various social media platforms can serve as learning resources. With technological assistance, it becomes easier to spread religious knowledge in innovative and creative ways. This technology can also capture students’ attention, as it enables the creation of animated videos to enhance students’ comprehension of religious knowledge. An example of such a platform that can serve as an educational resource is YouTube Kabi. YouTube Kabi is an interactive medium that offers engaging audio-visual content with animations that capture students’ interest. The delivery of Sirah Nabawiyah material can be accomplished easily because this application can be accessed on laptops or smartphones. The purpose of this study is to examine the utilization of YouTube Kabi in teaching Sirah Nabawiyah material. The method employed in this study is qualitative with a descriptive approach. This research is field-based, and the data collection process involves observation, interviews, and documentation. The findings of this study demonstrate that YouTube Kabi serves as an example of an Islamic educational resource that can enhance students’ motivation to learn, especially in learning Sirah Nabawiyah material, because during the learning process, students demonstrate enthusiasm and engagement.

Pria Wahyu Romadhon Girianto

International Journal of Health and Medicine 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Choking is a dangerous thing for children, especially children with special needs who require proper handling, and parents as the closest people to the child must have first aid skills for choking. The purpose of this study is to determine the effect of ANSIVI (Animation and Simulation Video) Choking Management on parents' ability in first aid for choking. The research design was a pre-experimental design with a one-group pretest-posttest approach without control. The purposive sampling technique obtained 36 respondents. The research instrument used an observation sheet for first aid for choking. The statistical test was the Wilcoxon Signed Rank Test with α 0.05. The results of the study before being given the ANSIVI (Animation and Simulation Video) Choking Management intervention showed that all (100%) respondents had insufficient ability, and after the intervention the majority (52.8%) of respondents had sufficient ability. The results of the statistical analysis obtained a p-value of 0.013 < α 0.05, so there is an effect of ANSIVI (Animation and Simulation Video) choking management on parents' ability in first aid for choking. The ANSIVI method (Video Animation and Simulation) combines two methods so that it is more interesting, interactive, and effective because the video is captured by the eyes and ears and then will be detected and converted into signals to the optic nerve and auditory nerve and forwarded to the brain, program area, and frontal area to be associated so that it will affect the respondent's ability. The ANSIVI method can be used in education for all parents and school residents as a first aid effort for choking, especially for children with special needs.

Syabila Aprila Zakaria; Deden Mauli Darajat

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

. Public understanding of discourse embedded in children’s animated film scripts and their underlying purposes remains limited, resulting in low audience awareness of the implicit messages conveyed in meaning-laden children’s animations. The Loud House, broadcast by the children’s television network Nickelodeon, presents a relatively controversial theme by incorporating homosexual discourse, which is perceived as deviant behavior by certain segments of society. Based on this premise, this study examines the process through which homosexual behavior discourse is conveyed in The Loud House, addressing the research question: How is the discourse of homosexual behavior in The Loud House constructed in terms of textual messages, social cognition, and social context based on Teun A. Van Dijk’s discourse analysis framework?* This research adopts a qualitative approach using Van Dijk’s critical discourse analysis, which encompasses three analytical dimensions: text, social cognition, and social context. The findings indicate that homosexual discourse is represented through two supporting characters, Harold and Howard, depicted as a same-sex couple who adopt a young boy. These homosexual characters are deliberately framed with a positive image as caring and affectionate parents, comparable to the portrayal of heterosexual parents.