Implementasi Media Pembelajaran Interaktif Berbasis Animasi Dua Dimensi untuk Pogram Studi Desain Komunikasi Visual di SMK Bhakti Praja Margasari

Authors

  • Atiek Nurindriani Politeknik Baja Tegal
  • Aziz Azindani Politeknik Baja Tegal
  • Lailatul Fitri Politeknik Baja Tegal

DOI:

https://doi.org/10.55606/lencana.v4i2.6019

Keywords:

Animation Software, Interactive Learning Media, Student Engagement, Two-Dimensional Animation, Visual Communication Design

Abstract

Innovation is needed to make education more interesting and effective in the current era of computers and the internet. One of the efforts is to develop interactive learning media applications based on two-dimensional animation. This research aims to create and implement an interactive learning application based on 2D animation for the Visual Communication Desian study program at Bhakti Praja Margasari Vocational School, in order to increase student understanding and involvement. This study involves needs analysis, Desian, development and evaluation. A needs analysis is carried out to determine the learning materials and interactive features required. Applications were developed using animation and programming software, and evaluated to assess engagement and effectiveness. The research results showed that interactive learning media based on two-dimensional animation increased student interest and understanding. Students show higher motivation and are more engaged in learning. This application also helps teachers deliver lessons in a more interesting and interactive way. It is hoped that this application can help Bhakti Praja Margasari Vocational School students in learning Visual Communication Desian and can be used in other schools. This research also suggests further development, such as adding interactive features and improving animation.

Downloads

Download data is not yet available.

References

Arnada, E. Z., & Putra, R. W. (2018). “Implementasi Multimedia Interaktif Pada Paud Nurul Hikmah Sebagai Media Pembelajaran”. IDEALIS: InDonEsiA journaL Information System, 1(5), 393-400.

Aisyah, S., Ramadhan, M. H., & Syahputri, D. (2021). “Pembangunan media pembelajaran interaktif berbasis animasi dalam meningkatkan minat belajar siswa masa pandemi.” Jurnal Pendidikan Multimedia (Edsence), 3(2), 65-74. https://doi.org/10.17509/edsence.v3i2.39729

Desriyeni. (2020). Perpustakaan Sekolah Berbasis Teknologi Informasi melalui Aplikasi SLiMS di Kabupaten Pasaman. Jurnal Ilmu Perpustakaan dan Informasi, 5(1), 45–52.

Dzakwan, N. (2020). Konsep, desain, perbandingan kelebihan dan kekurangan, implikasi dari media pembelajaran animasi. Researchgate, May, 8-11.

Galih Pranowo, Monograf Pengelolaan Pembelajaran Mata Pelajaran Produktif Kelas Nautika (Jawa Tengah: Lakeisha, 2021). https://www.bmc.com/blogs/rest-vscrud-whats-the-difference/ [Diakses 5 Februari 2025].

Hasriadi, H. (2022). Metode pembelajaran inovatif di era digitalisasi. Jurnal Sinestesia, 12(1), 136-151.

Jagad Tahari, F. (2020). “Pengembangan Media Pembelajaran Visual Novel Berbasis Android Untuk Mengetahui Hasil Belajar Siswa Pada Mata Pelajaran Pengolahan Hasil Hewani Kelas Xii Tphp Smk Negeri 2 Cilaku Cianjur” (Doctoral dissertation, Universitas Pendidikan Indonesia).

Jogiyanto Hartono, M. (Ed.). (2018). “Metoda pengumpulan dan teknik analisis data. Penerbit Andi”.

Nadya, N., & Sari, Y. P. (2020). “Analisis Visual Penerapan 12 Prinsip Animasi Dalam Film Grey & Jingga: the Twilight Animated Series Episode 1. Titik Imaji, 2(2).”

Priyatmoko, W. (2017).” Pembuatan Video Animasi 2D Penyuluhan Tertib Berlalu Lintas di Polres Magelang Kota dengan Motion Graphic”. Journal Transformasi (Informasi dan Pengembangan Iptek), 13(1), 19-25.

Ponidi, P., Nagara, E. S., & Sinthiya, I. (2024). “Increasing Achievement In Pkn Learning Through Adobe Flash Based Learning.”" Al-Ibda: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 4(01), 32-38. https://doi.org/10.54892/jpgmi.v4i01.404

Purwaningsih, E. (2018). “Mengenal warna, angka, huruf dan bentuk pada anak usia dini melalui animasi interaktif.” JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer), 3(2), 203-210.

Purnasiwi, R. G., & Kurniawan, M. P. (2013). “Perancangan Dan Pembuatan Animasi 2d Kerusakan Lingkungan” Dengan Teknik Masking. Data Manajemen dan Teknologi Informasi (DASI), 14(3), 54.

Putra, Katon Aditya (2019) Komparasi Bahasa Pemrograman Kotlin Dengan Java Untuk Mengembangkan Aplikasi Berbasis Android (Studi Kasus: Aplikasi Movie Catalogue). Skripsi Thesis, Stmik Akakom Yogyakarta.

Ramadhan, M. F. (2021). “Penerapan Teknik Digital Painting Frame by Frame Dalam Film Animasi 2D" Empty Picture Frames" (Doctoral dissertation, Institut Seni Indonesia).

Downloads

Published

2026-04-30

How to Cite

Atiek Nurindriani, Aziz Azindani, & Lailatul Fitri. (2026). Implementasi Media Pembelajaran Interaktif Berbasis Animasi Dua Dimensi untuk Pogram Studi Desain Komunikasi Visual di SMK Bhakti Praja Margasari. Lencana: Jurnal Inovasi Ilmu Pendidikan, 4(2), 101–116. https://doi.org/10.55606/lencana.v4i2.6019

Similar Articles

<< < 4 5 6 7 8 9 10 11 12 13 > >> 

You may also start an advanced similarity search for this article.