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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.

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.