PEMBELAJARAN SENI MELALUI PENGEMBANGAN BAHAN AJAR BERBASIS ANIMASI DIGITAL

  • Dinda Putri STMIK Indonesia Banda Aceh
Keywords: Learning Arts; Teaching Materials; Digital Animation.

Abstract

The development of information technology led to a paradigm shift and the culture of society towards learning. Theoretically, the learning process is an activity of interaction between teacher and student and reciprocal communication that takes place in educational situation to achieve learning objectives. Various inhibiting factors in achieving the learning objectives should be eliminated and anticipated by the teacher as a learning designer. Given that a teacher must respond to changes that occur in the community and more creative in designing learning. The design of learning should consider the characteristics of learners and their development. In urban society, students' enthusiasm for digital technology is so high. computers, gadgets, tablets and mobile phones are not luxury goods and have become a culture and everyday needs. it is necessary to be accommodated by a teacher in designing teaching materials that will be used in learning. So it is necessary to present instructional materials, especially art lessons in the form of digital animation as an effort to align the objectives of the curriculum with the development of the characteristics of learners in order to achieve the purpose of learning.

References

Amir, N., & Saifuddin. (2017). Developing a measurement tool of the effectiveness of the physical education teachers’ teaching and learning process. Journal of Physical Education and Sport, 17(1), 127-134. Retrieved from http://efsupit.ro/images/stories/01feb2017/art%2020.pdf

Maulana, R., Irwan, I., Hanum, M. C., Mujiburrahman, M., & Lidiana, L. (2022). The effectiveness of TOEFL app for final-year students of Marine and Fisheries Faculty Universitas Syiah Kuala, Indonesia. E3S Web of Conferences, 339, 1-4. Retrieved from https://www.e3s-conferences.org/articles/e3sconf/abs/2022/06/e3sconf_10icmr-2insaef2022_06005/e3sconf_10icmr-2insaef2022_06005.html

Amir, N., Saifuddin, S., Muhammad, M., & Maulana, R. (2022). An analysis of lighting design in a football stadium. E3S Web of Conferences, 339, 1-5. Retrieved from https://www.e3s-conferences.org/articles/e3sconf/abs/2022/06/e3sconf_10icmr-2insaef2022_06008/e3sconf_10icmr-2insaef2022_06008.html

Maulana, R., Ismi, R. Z., & Lidiana, L. (2020). Rancangan animasi media pembelajaran bahasa Inggris ke Indonesia untuk anak usia dini berbasis Adobe Flash. Jurnal Sains Komputer & Informatika, 4(2), 379-385. Retrieved from https://tunasbangsa.ac.id/ejurnal/index.php/jsakti/article/view/229/211

Amir, N., Saifuddin, S., & Maulana, R. (2021). Modifying the regulations in Geudeu-Geudeu martial art. Annual International Conference on Social Sciences, 11, 270-274. Retrieved from https://jurnal.usk.ac.id/AICS-Social/article/view/24358/15290

Maulana, R., Ma'ruf, D., & Tarmizi. (2020). Model media pembelajaran menggunakan aplikasi blended learning berbasis mobile. Journal Informatic, Education and Management, 2(2), 54-62. Retrieved from https://jurnal.stmikiba.ac.id/index.php/jiem/article/view/27/25

Amir, N., & Saifuddin. (2018). Analysis of body position, angle and force in lawn tennis service accuracy. Journal of Physical Education and Sport, 18(3), 1692-1698. Retrieved from https://efsupit.ro/images/stories/september2018/Art%20247.pdf

Maulana, R., & Bahruni, B. (2020). An Android-based vocabulary model for autism. International Journal of Information System and Technology, 3(2), 221-226. Retrieved from https://ijistech.org/ijistech/index.php/ijistech/article/view/53/53

Amir, N., & Saifuddin. (2017). Developing a measurement tool of the effectiveness of the physical education teachers’ teaching and learning process. Journal of Physical Education and Sport, 17(1), 127-134. Retrieved from http://efsupit.ro/images/stories/01feb2017/art%2020.pdf

Published
2024-09-06