DESIGNING LEARNING ANIMATION ASSETS FOR GENIORA SAYABISA JUNIOR HIGH SCHOOL LEVEL

The development of information technology in the era of the Industrial Revolution 4.0 has transformed learning systems into more digital ones, especially since the COVID-19 pandemic hit, leading to the implementation of distance learning. However, the lack of interaction and engaging visualizations has resulted in a decline in students understanding and interest in learning. As one of the companies operating in the education sector, Geniora offers a solution through its product SayaBisa, which is now being developed for junior high school students. This study aims to design effective animated assets as visual learning media to support educational content. The method used is practice-based research, supplemented with literature reviews and visual studies, culminating in the creation of the final work. The results indicate that animated assets not only serve an aesthetic purpose but also function as communicative and educational message-delivery tools. Thus, the designed educational animations provide an enjoyable solution in the era of digital learning.

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Publication Details

Journal
Abdi Dosen Jurnal Pengabdian Pada Masyarakat
Published
2025-09-04
DOI
https://doi.org/10.32832/abdidos.v9i3.2889
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
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article

DESIGNING LEARNING ANIMATION ASSETS FOR GENIORA SAYABISA JUNIOR HIGH SCHOOL LEVEL

Eko Sugiarto, Talitha Aurellia
Abdi Dosen Jurnal Pengabdian Pada Masyarakat
Sports and Physical Education Research
article

DESIGNING LEARNING ANIMATION ASSETS FOR GENIORA SAYABISA JUNIOR HIGH SCHOOL LEVEL

Eko Sugiarto, Talitha Aurellia
article en

Abstract

The development of information technology in the era of the Industrial Revolution 4.0 has transformed learning systems into more digital ones, especially since the COVID-19 pandemic hit, leading to the implementation of distance learning. However, the lack of interaction and engaging visualizations has resulted in a decline in students understanding and interest in learning. As one of the companies operating in the education sector, Geniora offers a solution through its product SayaBisa, which is now being developed for junior high school students. This study aims to design effective animated assets as visual learning media to support educational content. The method used is practice-based research, supplemented with literature reviews and visual studies, culminating in the creation of the final work. The results indicate that animated assets not only serve an aesthetic purpose but also function as communicative and educational message-delivery tools. Thus, the designed educational animations provide an enjoyable solution in the era of digital learning.

Abdi Dosen Jurnal Pengabdian Pada MasyarakatVol. 9(3)
State University of Semarang (ID)
Openalex Percentile: Top 56%
Sports and Physical Education Research
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