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Khusnul Fatonah; Ahmad Muzaki

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to optimize the use of interactive flipbooks as a literacy learning media in elementary schools. Interactive flipbook media offers an innovative approach in the learning process, combining engaging visualization, interactivity, and digital accessibility that meets the needs of 21st-century students. The method used in this research is a literature review involving the collection, analysis, and synthesis of various literature related to the use of interactive flipbooks in the context of primary education. The results indicate that interactive flipbooks can enhance reading interest, literacy skills, and student comprehension through a combination of text, images, audio, and animation. This media also allows students to learn independently and collaboratively by utilizing interactive features. In addition, interactive flipbooks have proven effective in supporting thematic and integrative learning, which is often implemented in elementary schools. This study recommends the development of curriculum-based interactive flipbooks, teacher training in their use, and the integration of this media into teaching strategies. With proper optimization, interactive flipbooks can become an innovative solution to improve the literacy quality of elementary school students.

Khusnul Fatonah; Ahmad Muzaki

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to optimize the use of interactive flipbooks as a literacy learning media in elementary schools. Interactive flipbook media offers an innovative approach in the learning process, combining engaging visualization, interactivity, and digital accessibility that meets the needs of 21st-century students. The method used in this research is a literature review involving the collection, analysis, and synthesis of various literature related to the use of interactive flipbooks in the context of primary education. The results indicate that interactive flipbooks can enhance reading interest, literacy skills, and student comprehension through a combination of text, images, audio, and animation. This media also allows students to learn independently and collaboratively by utilizing interactive features. In addition, interactive flipbooks have proven effective in supporting thematic and integrative learning, which is often implemented in elementary schools. This study recommends the development of curriculum-based interactive flipbooks, teacher training in their use, and the integration of this media into teaching strategies. With proper optimization, interactive flipbooks can become an innovative solution to improve the literacy quality of elementary school students.

Ayouvi Poerna Wardhanie; Endra Rahmawati

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

SMA Dr. Soetomo Surabaya is one of the private high schools in Surabaya that has a vision to create a school with a religious, nationalistic, independent, high-achieving and global perspective. SMA Dr. Soetomo Surabaya has around 50 teachers and education personnel and 654 active students in the odd semester of 2024/2025. To improve the quality of teachers and the learning process at school, SMA Dr. Soetomo sent 33 teachers to learn about creating learning media using the Canva application. This application is a platform for creativity in managing learning content in various forms, such as power points. There are many templates from power points that have been provided in the Canva application that can be selected by teachers to support the creation of learning media. Teachers can innovate in arranging power point components, inserting supporting components such as images/audio/video/ animation to attract students' attention. The results of participant feedback at the end of the training showed that 97,8% Teachers can understand the material given and trainers can provide innovative learning media solutions according to the current needs of students.

Sari, Rani Nor Yunika; Sari, Rani Nor Yunika; Setyanto, Daniar Wikan

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Adolescence is a transition phase towards adulthood which is marked by physical, behavioral, cognitive, biological and emotional changes. WHO defines adolescence as the period between the emergence of secondary sexual signs to sexual maturation and the transition to independence. The concept of toxic masculinity is a problem, reinforced by the culture of smoking which is seen as a symbol of masculinity. The increase in the number of teenage smokers in Indonesia is related to the transmission of smoking culture from generation to generation. Efforts to increase awareness about the dangers of smoking are carried out through social media such as Instagram. The use of visual animation video and strong messages on Instagram can be effective in increasing teenagers' awareness about the dangers of smoking and changing their perception of cigarettes as a symbol of masculinity. This research uses qualitative methodology. To collect data using interview, observation, literature and documentation methods. The aim of this research is to produce an effective Public Service Advertisement to raise awareness of the dangers of normalizing cigarette consumption due to Intergenerational Toxic Masculinity among adolescent boys in Semarang City which is disseminated via Instagram.

Nurmana, Ayyub; Florencia Irene Yuliani

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Anime, a form of Japanese animation, is commonly recognized for its vibrant visuals that showcase characters in diverse settings and narratives. This unique style often emphasizes dynamic artwork and creative storytelling, distinguishing it from other forms of animation. Additionally, anime has become a cultural symbol of Japan, appealing to a wide audience both domestically and internationally due to its broad range of genres and themes. This anime is watched by various groups from children to adults based on different genres. Research on the influence of Japanese anime / cartoon on behavior aims to see the effect of Japanese anime / cartoon on violent behavior. Increased cases of violence and oppression based on cases of violence. There are those who think that exposure to violence by teenagers with shows such as anime is the cause. However, violent anime does not present scenes of events but inserts positive values that someone needs to imitate.

Rusyda Nazhirah Yunus; Luki Aswar

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

Research using Charles Sanders Peirce's semiotics in animated films is based on his triadic approach, namely icons, indexes, and symbols, which are used to understand the hidden meaning in every visual and narrative sign. In the context of film analysis, semiotics functions as a tool to dismantle and understand the structure and meaning contained in visual and narrative elements. This analysis can be done using Peirce's icon, index, and symbol approach. Researchers see how these signs play a role in forming the film's main theme or message. Researchers interpret the meaning of these signs in the social, cultural, or ideological context represented by the animated film. This approach is important for understanding how animated films reflect or influence social views on the themes discussed, such as the role of mothers or families. This interpretation also involves analyzing whether these signs contain social criticism or certain moral messages. Based on the results of the analysis, the audience not only sees the mother as a character but also as a symbol of inspiring strength, which can ultimately shape the audience's perception of the importance of the role of mothers in everyday life. Indirectly, the peace that occurs because there is a strong mother figure in carrying out the rebellion, the strength that was born within her because of the sad circumstances of life, the heartbreaking loss, the circumstances full of suffering. From the film it can be seen that the strength and sacrifice of a mother is extraordinary.

Novalita Novalita; Hamim Hamim; Rizka Rizka

Jurnal Ventilator: Jurnal riset ilmu kesehatan dan Keperawatan 2024 Stikes Kesdam IV/Diponegoro Semarang, Indonesia

Hand hygiene is an important aspect in maintaining individual health and preventing the spread of disease, an effective practice for maintaining hand hygiene is washing hands regularly. Health education is an application of educational concepts in a learning process, namely health education using animated videos. This research aims to determine the effect of health education using animated videos on hand and nail hygiene in elementary school children at SDN Sekarputih 01 Bondowoso. The method in this research used a pre-experimental design with a one-group pre-post test approach. The population was 90 student respondents at SDN Sekarputih 01 Bondowoso, 73 samples studied were taken using purposive sampling. Data collection includes editing, coding, scoring, and tabulating. The instruments used are Animation Videos, SOPs, and Modules. The data obtained from this research was analyzed using the Wilcoxon Test. The results of this research showed that the cleanliness of hands and nails before being given health education using animated videos was mostly poor 31 (42.5%), after health education using animated videos was mostly very good 52 (71.2%), from the test results The Wilcoxon Signed Rank Test shows a value of p = 0.000 with ? = <0.05 (p = 0.000 with ? = <0.05) p is smaller than ?, then H0 is rejected and H1 is accepted, it can be concluded that there is an influence of health education using animated videos on hand hygiene and nails. It is hoped that respondents who has lack knowledge about washing hands and cutting nails can apply health education using animated videos very effective because animated videos have interesting advantages and can make respondents focus on their interest in the images displayed.

M. Fakhri Sholahuddin; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

In the animation industry, the effectiveness of user interface (UI) and user experience (UX) design in image processing software is crucial for enhancing user comfort and productivity. This study aims to evaluate the UI/UX design in software belonging to the Adobe family, such as Photoshop, Illustrator, and After Effects. The employed methodology is Design Thinking, which includes the steps of Empathize, Define, Ideate, Prototype, and Test, to analyze each aspect of UI/UX design. Data were gathered through surveys and interviews with industry professionals to understand their experiences and perspectives. Preliminary results indicate that while Adobe applications are generally satisfactory, some software like After Effects and Illustrator require specific adjustments to the workspace menu to better meet user needs. These findings highlight areas needing improvement in image processing software to enhance user comfort and work efficiency. This research is expected to contribute to the development of more user-centered software, thereby improving user experience quality in the animation.

Muhammad Iqbal Erfand; Syafei Syafei

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

CV. Matiinu Offset is a printing company located in the city of Pekanbaru, on Jalan Nenas which has a lot of competition. When the Covid-19 pandemic occurred, many companies, business people, take-out shops, entrepreneurs and others experienced a decline in turnover, including printing companies. Therefore, the author wants to help CV printing companies a little. Matiinu Offset to start rising again, one of which is by making 2D animation as a commercial advertisement to help the development of CV. Offset Matiinu. The manufacturing method is frame by frame, which is a method for creating the illusion of movement using an arrangement of several different images in each frame. Frame animation is a very simple form of animation that displays a sequence of images that alternate quickly.

Ahmad Hawary; Dian Ardyanti; Emelia Tonapa

Jurnal Riset Ilmu Farmasi dan Kesehatan 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

According to WHO, 13 million toddlers in the world die every year and most of these deaths occur in developing countries. Riskesdas data (2018), the prevalence of ARI in Indonesia ranks first as a disease with the highest number of cases of 60,126 people. ARI prevention efforts can be done by providing health education about ARI to mothers who have toddlers at the integrated health post. Uses a one group pre-test post-test design. The intervention of this study was through health education with animated video media. This study was conducted at the integrated health post in Melur Loa Janan Ilir. Respondents in this study were 30 mothers who had toddlers who were confused with the total sampling technique. Data collection was done by filling out questionnaires. Data analysis using the Wilcoxon test. This study shows that there is an effect of knowledge after being given the Wilcoxon test intervention p-value 0.000. and attitudes after being given test intervention p-value 0.001. There is a significant effect on the knowledge and attitudes of respondents between before and after being given the research intervention using animated video media.

Annisa Fatihatul Ikhsan; Aida Ramadhani; Muhammad Haikal Fikri; Rendi Rendi

jurnal Riset Rumpun Agama dan Filsafat 2024 Pusat Riset dan Inovasi Nasional

In this modern era, preaching is not only done on the pulpit, but also through print and electronic media, especially social media such as Instagram. Many people are involved in spreading the preaching through these platforms. One form of interesting preaching content is motion graphic video, a combination of 2D animation representing moving infographics. Motion graphics combine elements of illustration, typography, photography, and videography with animation to strengthen the delivery of the message. This study aims to determine the preaching messages in the motion graphic videos uploaded by Ustadz Muhammad Nuzul Dzikri through the Instagram account @muhammadnuzuldzikri, which include the themes of faith, morals, and Islamic law. The method used is descriptive qualitative with content analysis techniques and observation of 9 motion graphic videos uploaded from December 2024 to January 2025.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

Fiona Puspitasari Mulyadi; Ratini Setyowati; Rahmaditya Khadifa Abdul Rozzaqwijaya

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study examines the use of impoliteness strategies and their relationship with gender in the animated series "Family Guy," with a specific focus on the 20th season. The objective is to determine whether the creators differentiate the use of impolite language between male and female characters and which gender employs these strategies more frequently. Using Jonathan Culpeper's 1996 frameworks, impoliteness strategies were categorized into five types: bald on record, positive impoliteness, negative impoliteness, sarcasm, and withhold politeness. A qualitative descriptive method was employed to analyse dialogues transcribed from the animations. The findings reveal six instances of impoliteness from Lois Griffin, including three bald on record utterances, two positive incivility utterances, and one withhold politeness utterance. In contrast, Peter Griffin exhibited 11 instances of impoliteness, consisting of one bald on record utterance, six positive impoliteness utterances, one negative impoliteness utterance, and three sarcastic utterances, with no examples of withhold politeness. The analysis indicates that female characters' impoliteness utterances are fewer than male characters, potentially due to limited screen time. However, the nature of Lois Griffin's impoliteness was similar to Peter's, suggesting that the creators did not design female characters to be more polite. This challenges traditional gender stereotypes regarding language use.

Ghina Fitriyana; Agus Hermanto

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research explores how the features of Apple's Keynote presentation influence the brand experience for the iPhone 15. The primary focus is on how the visual, narrative, and design elements in Keynote play a role in shaping consumers' sensations, feelings, thoughts, actions, and relationships with the brand. Using a qualitative approach, the study analyzes how sensory elements presented through animations and graphics enrich the consumer experience, and how touching narratives create a deep emotional connection. Additionally, the research evaluates how clear and engaging information delivery shapes consumer perceptions of the product, driving purchasing decisions and product recommendations. Interviews with key informants and consumers reveal that Keynote is effective in reinforcing brand loyalty and deepening emotional connections with consumers. A well-integrated presentation not only enhances consumer engagement but also strengthens their personal bond with the iPhone 15 brand. These findings offer valuable insights into how presentation features can be leveraged to create a positive and lasting brand experience.

Rizal Arya Hafidz; Riyan Abdul Aziz; Hadis Turmudi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

This research involves steps in creating promotional media that follows the ADDIE approach, with a focus on a case study conducted at MA Wahid Hasyim, Bangsri, Jepara. The video produced from this research aims to be the main promotional tool in the school environment, using a testing method using a Likert scale. Made in the form of motion graphic animation, the video was conceptualized creatively to provide an interesting introduction about the school, with the hope of attracting the interest of prospective students and other related parties in an innovative and interesting way.

Wisnu Aji; Lilik Sugiarto; Hadis Turmudi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

Learning videos are a medium or tool used in the educational process to convey information, concepts or learning materials to students using visual and audio elements. The purpose of this design is to create a teaching and learning activity that is fun and effective. Making this learning media uses Adobe Illustrator software as an asset maker, and Adobe After Effects to create the animation. This learning video design uses the ADDIE method. Then to collect data using a questionnaire with 6 question indicators, from the 6 question indicators the score was 90.9%, it can be concluded that this learning video can be said to be successful and capable of being an alternative in teaching and learning activities at Pertiwi Mundu Kindergarten, Klaten, Central Java. This learning video contains 10 names of fruit, 10 names of animals taken from the surrounding environment, this design aims to enable children to fish and know English in everyday life.    

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.    

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”.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

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

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