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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.

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.

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.

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.

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.

Aleks Effendi; Partono Nyanasuryanadi

Jurnal Budi Pekerti Agama Buddha 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze and synthesize research findings related to the integration of Buddhist values in the development of interactive learning media. The research employed a qualitative approach using a systematic literature review method on fifty selected articles published between 2018 and 2025. Data were collected through a structured process of identification, screening, and extraction from primary sources consisting of accredited national journals and reputable international journals. The data were analyzed using thematic and comparative synthesis techniques to identify patterns, effectiveness, and research gaps. The results show that interactive learning media based on Buddhist values can enhance students’ motivation, moral understanding, and engagement through the use of technologies such as gamification, educational animation, augmented reality, and mobile applications. The effectiveness of these media is strongly influenced by the alignment between Buddhist ethical principles, instructional design, and the cultural context of learning. Furthermore, the study reveals that the successful integration of spiritual values into digital media depends on educators’ readiness, digital literacy, and technological infrastructure support.

Krisna Fatichal Septiandra; Krisna Fatichal Septiandra; Diana Aqidatun Nisa; Aileena Solicitor.C.R.E.C

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Abstract. This study originates from the low awareness among early childhood learners regarding the importance of consuming nutritious and minimally processed Real Food. The purpose of this design project is to create an engaging educational medium in the form of a 2D animation titled “Kebun Imajinasi: Teman Realfoodku” to introduce the concept of Real Food to five-year-old children. A mixed-method approach (qualitative and quantitative) was applied through observation, interviews, and questionnaires involving children, parents, and professional animators. The collected data served as the foundation for designing characters, storylines, illustration styles, colors, and audio suitable for young audiences. The results show that 2D animation featuring bright visuals, playful characters, and educational narration effectively increases children’s interest and understanding of healthy food. The implication of this study highlights the potential of animation as an effective visual communication tool to promote nutritional education and healthy lifestyle habits from an early age.

Rahma Aulia; Rindu Bunga Kasih Firdauzy; Wiwin Luqna Hunaida

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

This article explores the application of the Deep Learning approach in inclusive Islamic Religious Education (PAI) for children with special needs (ABK), with a focus on improving the understanding of abstract concepts such as monotheism and morals. The main problems faced by ABK in PAI learning include difficulties in understanding religious concepts due to cognitive, emotional, and sensory challenges. The purpose of this study is to analyze the urgency of Deep Learning in improving the spiritual understanding, motivation, and well-being of ABK through more personalized and reflective learning. The methods used include reflective strategies such as journals and discussions, adaptive media in the form of animation and audio, and collaborative learning with peers. The findings show that the application of Deep Learning improves ABK's in-depth understanding of religious values, as well as spiritual motivation and the ability to apply ethics in everyday life. The conclusion of this study is that Deep Learning can be an effective solution in inclusive PAI learning, supporting teachers in developing more humanistic learning designs and focusing on the character building of ABK.

Yonatan Novelius; Yusawinur Barella; M Zainul Hafizi; Hadi Wiyono

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the effectiveness of the Problem-Based Learning (PBL) model assisted by Doratoon animation videos on students’ conceptual understanding in Social Studies for eighth-grade students of SMP Negeri 6 Sengah Temila. This research employed a quantitative approach using a quasi-experimental method with a Pretest-Posttest Control Group Design. The population in this study consisted of all eighth-grade students, with two classes selected as samples using a purposive sampling technique. The experimental class was taught using the PBL model assisted by Doratoon animation videos, while the control class used Canva media. The research instrument was a multiple-choice test consisting of 20 questions administered before and after the treatment to measure students’ conceptual understanding. The data analysis results showed that the average N-Gain score of the experimental class was 21.6% (low category), while the control class scored 22.6% (low category). The independent sample t-test yielded a significance value of 0.000 < 0.05, indicating a significant difference between the experimental and control classes. Therefore, the Problem-Based Learning model assisted by Doratoon animation videos was proven to be more effective than Canva media in improving students’ conceptual understanding in Social Studies. The results of this study are expected to serve as a reference for teachers in applying innovative learning media to support more interactive and meaningful learning.

Rudjiono Rudjiono; Nining Fitriani; Muhammad Faiz Amrillah; Ahi Ritma Prianahatin

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Bullying is one of the most common forms of violence still occurring in schools, causing serious impacts on students’ psychological conditions and social development. Various efforts have been made to reduce bullying cases, yet communicative campaign media that match the characteristics of the digital generation remain limited. This study aims to develop educational media based on interactive motion graphics designed with Visual Communication Design principles to support anti-bullying digital campaigns in schools. The research stages include designing the main characters using Adobe Illustrator and Adobe Photoshop, separating body parts in vector format for easier animation, importing the files into Adobe Character Animator, and synchronizing movements, facial expressions, and voices through dubbing processes. The final product is an interactive animation entitled “Berani Bicara, Berani Membela” (Dare to Speak, Dare to Defend), which features three main scenes: bullying in a school corridor, peer support in the classroom, and reporting the case to the guidance counselor. The findings indicate that this media provides a more engaging and interactive learning experience while effectively delivering moral messages. The animation not only emphasizes the importance of victims’ courage to report bullying but also highlights peer support and the school’s role in providing protection. Therefore, interactive motion graphics can serve as an alternative digital campaign strategy that is relevant, easily accepted by young generations, and has the potential to foster safe, inclusive, and friendly school environments for all students.

Widya Puspita Sari

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

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

Aura Amelia Ridlwan; Muhammad Fauzi

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

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

Saor Maruli Hasibuan; Endang Mulyani

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

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

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

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

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

Farah Fadira

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

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

Evi Ni’matuzzakiyah; Aryani Rahma Wulandari

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

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

Pria Wahyu Romadhon Girianto

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

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

Nimal Ranjith Perera; Chamari Nadeesha Gunasekara

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

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

Wulan Dari; Dian Maya Sari; Muhairoh Indah Cahyani

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

This Mail Merge Learning Training aims to create letters to staff and teachers, understanding the use of Microsoft Access in creating letters. This Mail Merge learning is often needed in creating correspondence and for daily work at school. Microsoft Access software allows training for staff and teachers who must be personal and efficient, by using image and sound designs from separate sources into one Microsoft Access software. During this Mail Merge learning training, participants will be trained and taught about the concept of using Microsoft Access Software, preparation steps for creating Mail Merge using Microsoft Access Software in making letters using Microsoft Access Software, and merging data into Microsoft Access Software. This Microsoft Access Software learning training will also discuss the benefits of using Microsoft Access Software, including time efficiency and accuracy in training staff and teachers that will be created. Through a combination of theory and practical exercises, participants are expected to be able to master the steps in the letter-making learning training process that will be explained using Microsoft Access Software. The results of this training are expected to provide participants with the ability to create personal and efficient student animations, including education and other organizations. Thus, the introduction of this application contributes to increasing the effectiveness of communication in various activities involving the learning process.