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Animasi Edukasi Moral Tentang Palestina Bagi Anak Usia Sekolah : Studi Kasus Siswa SDN Cikoneng Fu'adah, Putri Wardatul; Sari, Intan Permata; Juhana, Agus
JoMMiT Vol 9 No 1 (2025): Artikel Jurnal Volume 9 Issue 1, June 2025
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v9i1.1576

Abstract

Isu-isu global seperti krisis kemanusiaan di Palestina menjadi perhatian dunia. Nilai kemanusiaan, sebagai salah satu aspek moral penting, perlu diajarkan kepada generasi muda. Penelitian ini bertujuan merancang video animasi berjudul “Para Pejuang Palestina” sebagai media edukasi moral untuk anak usia sekolah, dengan fokus pada nilai-nilai kemanusiaan terkait krisis di Palestina. Perancangan animasi ini menggunakan metode Multimedia Development Life Cycle (MDLC), yang mencakup tahap konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi . Validasi dilakukan oleh ahli materi, media, dan bahasa, serta diujikan kepada 70 siswa SDN Cikoneng, Kabupaten Bandung, berusia 6-12 tahun. Hasil validasi menunjukkan animasi sangat layak digunakan, dengan persentase kelayakan 97% pada aspek materi, serta 98% pada aspek media dan bahasa. Uji coba menghasilkan skor persentase yaitu 91%. Secara keseluruhan, animasi “Para Pejuang Palestina' dinilai dan dinilai “sangat layak” sebagai media edukasi yang sesuai untuk mendidik anak usia sekolah mengenai nilai-nilai moral, terutama nilai kemanusiaan.
The Role of Animation in Developing Interactive Learning for Early Childhood Arsi, Nabila Afifah; Juhana, Agus
BUHUTS AL ATHFAL: Jurnal Pendidikan dan Anak Usia Dini Vol 5, No 1 (2025)
Publisher : UIN Syekh Ali Hasan Ahmad Addary Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/alathfal.v5i1.14243

Abstract

This study aims to explore the role of animation in improving interactive learning in early childhood. In today's digital era, animation is one of the effective media in delivering learning materials in a fun and easy-to-understand way for children. The method used in this study is a qualitative approach with literature studies and participatory observations in several early childhood education institutions. The results of the study indicate that the use of animation in the learning process can improve children's attention, memory, and involvement in learning activities. In addition, interactive animation is also able to stimulate children's cognitive, language, and social development more effectively than conventional methods. The conclusion of this study suggests that the integration of animation in the early childhood learning curriculum can be the right strategy to create a more interesting and meaningful learning experience. And the impact of animation technology on cognitive development, literacy, engagement, and motivation in early childhood. Furthermore, animation-based learning environments have been shown to be effective in developing critical thinking skills, problem-solving abilities, and social skills through collaborative activities. This reinforces the view that the judicious use of animation can bridge digital learning with children's life experiences. Animation has been shown to be a valuable educational tool in modern learning, helping to deepen understanding, improve memory retention, and encourage active participation in the learning process.
LITERATURE REVIEW: The Effectiveness of Educational Media in Building Positive Character among Students Astri Amelia; Juhana, Agus
SUKMA: Jurnal Pendidikan Vol. 9 No. 1 (2025)
Publisher : Yayasan Sukma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32533/09101.2025

Abstract

Character education in the digital era is essential for shaping students' personalities. Through educational media, character teaching can be more creative and interactive. This study aims to explore effective types of educational media for fostering positive character in students and to evaluate implementation challenges. Using a Systematic Literature Review (SLR) and data mining with the Publish or Perish software, 30 articles met the inclusion criteria for analysis with keywords: (effectiveness) AND ("character education" OR "positive character development") AND ("educational media" OR "technology in education") AND (student). Findings identify types of media supporting character education, assess their effectiveness, and outline challenges in application. Study limitations include a focus on English articles, certain media types, and limited field studies. Future research should explore further integration of technology in character education and conduct field studies to understand implementation.
The Role of Animation in Developing Interactive Learning for Early Childhood Arsi, Nabila Afifah; Juhana, Agus
BUHUTS AL ATHFAL: Jurnal Pendidikan dan Anak Usia Dini Vol 5, No 1 (2025)
Publisher : UIN Syekh Ali Hasan Ahmad Addary Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/alathfal.v5i1.14243

Abstract

This study aims to explore the role of animation in improving interactive learning in early childhood. In today's digital era, animation is one of the effective media in delivering learning materials in a fun and easy-to-understand way for children. The method used in this study is a qualitative approach with literature studies and participatory observations in several early childhood education institutions. The results of the study indicate that the use of animation in the learning process can improve children's attention, memory, and involvement in learning activities. In addition, interactive animation is also able to stimulate children's cognitive, language, and social development more effectively than conventional methods. The conclusion of this study suggests that the integration of animation in the early childhood learning curriculum can be the right strategy to create a more interesting and meaningful learning experience. And the impact of animation technology on cognitive development, literacy, engagement, and motivation in early childhood. Furthermore, animation-based learning environments have been shown to be effective in developing critical thinking skills, problem-solving abilities, and social skills through collaborative activities. This reinforces the view that the judicious use of animation can bridge digital learning with children's life experiences. Animation has been shown to be a valuable educational tool in modern learning, helping to deepen understanding, improve memory retention, and encourage active participation in the learning process.
MSMEs go digital: Motion graphic promotional video training for sales improvement Sari, Intan Permata; Juhana, Agus; Prana, Irvan Satrya; Permana, Fahmi Candra
Community Empowerment Vol 10 No 4 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/ce.12670

Abstract

Micro, Small, and Medium Enterprises (MSMEs) play a crucial role in inclusive and sustainable economic development. Despite the significant potential of the digital economy to enhance market access for MSMEs, the optimal utilization of technology among these businesses remains limited. Motion graphics, as a popular animation technology in digital promotion, offer a solution that is relatively easy for MSMEs to learn and implement. This program is designed to enhance the application of appropriate technology in empowering MSMEs through the utilization of motion graphic-based promotional videos, with the ultimate goal of increasing sales. The implementation method of this PkM program employs a participatory approach encompassing needs identification, intensive training, and continuous mentoring stages. Evaluation results indicate a significant increase in the understanding and skills of MSME participants, with an average score increase of 4.82. Thus, motion graphic-based promotional video training proves effective in improving the digital capacity of MSME actors, potentially serving as a strategic solution to address the limited utilization of digital promotion technology and drive their economic growth.
Role of Game-Based Learning in Improving Financial Literacy and Investment Skills Among the Young Generation Kosasih, Wahid Hasyim; Agus Juhana
Jurnal Pendidikan Ekonomi Undiksha Vol. 17 No. 1 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v17i1.86749

Abstract

Nowadays, investment skills and financial literacy are very important, especially for the younger generation who realize the value of good financial planning. Investment in stocks and cryptocurrencies can also be a barrier to making wise financial decisions due to their complexity. Game-based Learning can be one of the effective ways to provide interaction and improve investment skills in a safe manner. Relevant studies on the use of financial education games have been reviewed using the Systematic Literature Review method guided by PRISMA. The studies show that simulation-based games can improve analytical, reflective, and decision-making skills. This is implemented with elements of real decision-making simulations, packaged in an interesting story, and played in flexible time. This kind of simulation fosters intrinsic motivation in students while helping to reduce behavioral biases such as overconfidence and disposition effect, and hone financial skills holistically. These types of educational games put students in conditions that are close to reality. Therefore, educational games are very practical in teaching financial education and can significantly improve students' skills, allowing them to face investment challenges with confidence and high competence in a realistic environment.
Integrating Board Games in Primary Classrooms to Build Dynamic Learning Environments: A Systematic Review Yuliani, Aulia; Juhana, Agus
Lentera: Jurnal Ilmiah Kependidikan Vol. 18 No. 1 (2025): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v18i1.1579

Abstract

In recent years, the development of educational technology has provided various tools to create more interactive and engaging learning methods. One increasingly popular approach is gamification, which has proven effective in enhancing student engagement and motivation. Learning media such as board games hold significant potential to strengthen active student participation, provide enjoyable learning experiences, and foster the development of their social and cognitive skills. Based on this premise, this study aims to analyze the effectiveness of board games as an educational tool to enhance the engagement of elementary school students. The authors employed a Systematic Literature Review to examine research on the effectiveness of board games as an educational medium for improving student engagement in elementary schools. Data mining was conducted using Publish or Perish with relevant keywords such as "board game," "student engagement," and "elementary school." The research process involved selecting articles based on strict inclusion and exclusion criteria. After collecting initial data, the articles were filtered using the PRISMA framework. The study's findings indicate that students who learn using board games exhibit higher levels of engagement and motivation compared to those taught through conventional methods, primarily due to the more interactive and enjoyable learning environment. Gamification elements such as challenges, scores, and rewards effectively enhance students' social and cognitive skills while deepening their understanding of the subject matter. These findings suggest that integrating board games into the elementary school curriculum can be an effective approach to creating a dynamic learning environment that supports students' holistic development.
Pengaruh Promosi Menggunakan Foto Produk pada Kegiatan Wirausaha: Systematic Literature Review Lutfiyana, Sayyidah Hikma; Juhana, Agus
Rekam Vol 20, No 1 (2024): April 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v20i1.11134

Abstract

Lanskap dunia wirausaha telat dipengaruhi era digital secara signifikan. Peralihan dari teknik promosi tradisional ke promosi digital telah membawa dampak pada kegiatan wirausaha. Tidak dapat dipungkiri, estetika visual pada proosi menggunakan teknologi digital berpengaruh penting terhadapa penjualan. Tujuan dari penelitian ini adalah untuk menilai dampak dari strategi promosi menggunakan visual produk terhadap perilaku konsumen. Metodologi penelitian yang digunakan dalam penelitian kali ini berasal dari pendekatan ilmiah yang dikenal sebagai Systematic Literature Review (SLR). Berdasarkan materi yang ditinjau, terbukti bahwa foto produk memberikan dampak yag signifikan dalam membangkitkan minat dan memfasilitasi keputusan pembelian konsumen dalam pasar sasaran. 
Effectiveness of Projection Mapping Technology Development for Education Adha, Abdillah Hanif Aulia Zulfikar; Juhana, Agus
Jurnal Rekayasa Teknologi Informasi (JURTI) Vol 9, No 3 (2025): Jurnal Rekayasa Teknologi Informasi (JURTI)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jurti.v9i3.17654

Abstract

One of the main challenges that education will always face in the future is the change in teaching methods. Conventional teaching approaches and strategies are increasingly seen as less able to adapt to the digital society.The development of projection mapping in education opens up opportunities to create interactive learning experiences by transforming classrooms into visual media that support conceptual understanding. The purpose of this study is to find out how education uses projection mapping, the effectiveness of projection mapping in educating and find out what technologies are used. The research method used in this study is a systematic literature review (SLR) with a prism approach (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). The Prisma method provides a standard framework that improves quality in the process of systematic review and research replication. This shows that projection mapping is a very effective and innovative tool in creating immersive educational experiences in various contexts, including festivals, museums, and education, where video mapping has been shown to be able to convey messages in an interesting and easy-to-understand way through the combination of narrative, visual, and audio elements. Overall, projection mapping not only expands the boundaries of visual experience, but also offers a more effective and enjoyable educational method, and shows great potential to increase engagement, understanding, and appreciation of art, culture, and education.
Development of Digital Comics Containing Legends as a Media for Intangible Cultural Heritage for Generation Alpha Prihantini Prihantini; Ranu Sudarmansyah; Agus Juhana; Agus Mulyana; Nurul Hidayah
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6226

Abstract

This research aims to develop a digital comic that raises the legend of 'Curug Awang' as an intangible cultural heritage medium for the Alpha generation. The alpha generation is the target user of research products because they are very visual tech-savvy, and familiar with smartphones and digital media. The research method applies the Multimedia Development Life Cycle (MDLC) model. The respondents consisted of two media experts, two linguists, 31 Alpha generations, and 27 teachers. Product testing showed that digital comics met the validation criteria, achieving an average score of 3.55 from media experts and 3.45 from linguists. At the user acceptance testing stage, Generation Alpha rated it at 83.46%, while teachers rated it at 84.6%. These results show that digital comic products are a valuable educational medium. Qualitative data revealed that these comics positively influenced the Alpha generation's understanding of the important values in the legend, namely perseverance and strong determination needed in the pursuit of knowledge, as well as the importance of environmental conservation. Teachers recognize the potential of digital comics to enrich the learning experience and convey meaningful moral messages to the younger generation. The results of this research not only succeeded in documenting and revitalizing the legend of Curug Awang but also contributed to the preservation of intangible culture, as well as overcoming the gap that has not been widely developed digital comics as a transformation medium to increase the awareness of the younger generation about local cultural heritage through interesting and easily accessible media.