PEMBERDAYAAN GURU MELALUI DESAIN KARAKTER ANIMASI BERMUATAN KEARIFAN LOKAL DAN E-MODUL PEMBELAJARAN DIGITAL
Abstract
Abstrak: Latar belakang kegiatan ini adalah keterbatasan kompetensi guru animasi di Kabupaten Bireuen yang sebagian besar berlatar belakang Teknik Komputer dan Jaringan, serta keterbatasan fasilitas digital. Dengan kondisi tersebut, artikel ini bertujuan untuk memberdayakan guru Sekolah Menengah Kejuruan (SMK) melalui pelatihan desain karakter animasi berbasis kearifan lokal dan pendampingan penyusunan e-modul pembelajaran digital. Metode pelaksanaan meliputi sosialisasi, pengadaan sarana pendukung, pelatihan desain karakter animasi menggunakan Clip Studio Paint Pro, pendampingan penyusunan e-modul dengan Affinity Publisher, serta evaluasi melalui pretest dan posttest yang masing-masing terdiri dari 20 butir soal dan dianalisis secara deskriptif. Hasil kegiatan menunjukkan adanya peningkatan kemampuan guru, dengan rata-rata skor meningkat dari 8,29 menjadi 11,73. Guru juga berhasil menghasilkan e-modul digital yang memuat panduan teknis serta integrasi nilai budaya lokal. Program ini berkontribusi pada peningkatan kompetensi pedagogik dan teknis guru SMK sekaligus memperkuat identitas budaya dalam pembelajaran digital.
Abstract: The background of this activity lies in the limited competencies of animation teachers in Bireuen Regency, most of whom come from Computer and Network Engineering backgrounds, as well as the limited availability of digital facilities. In response to these conditions, this article aims to empower vocational school (SMK) teachers through training in local-wisdom-based animation character design and assistance in developing digital learning e-modules. The implementation methods include socialization, provision of supporting facilities, animation character design training using Clip Studio Paint Pro, assistance in e-module development with Affinity Publisher, and evaluation through pretests and posttests consisting of 20 items each and analyzed descriptively. The results show an improvement in teachers’ abilities, with the average score increasing from 8.29 to 11.73. Teachers also successfully produced digital e-modules containing technical guidelines and integration of local cultural values. This program contributes to enhancing the pedagogical and technical competencies of SMK teachers while strengthening cultural identity in digital learning.
Keywords
Full Text:
DOWNLOAD [PDF]References
Abidin, D., Mayasari, N., Muamar, A., Satria, E., & Aziz, F. (2023). Development Of Android-Based Interactive Mobile Learning To Learn 2d Animation Practice. Jurnal Scientia, 12(01), 138–142. https://doi.org/10.58471/scientia.v12i01.1058
Fauziah, S. I., Rahayu, Y. S., & Asri, M. T. (2023). The Validity E-modules of Riau Local Wisdom Based to Enhance Students’ Creative Thinking through Research. International Journal of Social Science and Human Research, 06(02). https://doi.org/10.47191/ijsshr/v6-i2-47
Fransiska, L., Mayar, F., Rakimahwati, R., & Eliza, D. (2025). Development Of A Flipbook E-Module On Project-Based Pancasila Incorporating Local Wisdom To Strengthen The Values Of Mutual Cooperation And Creativity In Kindergarten. Prima Magistra: Jurnal Ilmiah Kependidikan, 6(2), 71–80. https://doi.org/10.37478/jpm.v6i2.4096
Hanipah, S., & Ginting, S. B. (2025). Pelatihan Peningkatan Keterampilan Berbasis Proyek yang Menyenangkan untuk Guru dalam Merdeka Belajar di SDN Wasur 2 Kabupaten Merauke. Jurnal Pengabdian UNDIKMA, 6(1), 158. https://doi.org/10.33394/jpu.v6i1.13850
Hapsari, A. S., Hanif, M., Gunarhadi, G., & Roemintoyo, R. (2019). Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students. European Journal of Educational Research, volume-8-2019(volume8-issue4.html), 1245–1255. https://doi.org/10.12973/eu-jer.8.4.1245
Hendriyanto, N., & Rokhman, N. (2021). Development of Android-Based Digital Drawing Learning Media Using Online Applications. Edukasi, 15(2), 110–119. https://doi.org/10.15294/edukasi.v15i2.31077
Herman, R., Mukhlis, M., Parlindungan, F., Lisyati, L., & Nuthihar, R. (2020). Character Education in an Acehnese Cultural Saga: Hikayat Prang Sabi. Lingua Cultura, 14(2), 179–186. https://doi.org/10.21512/lc.v14i2.6623
Jatmoko, D., Suyitno, S., Rasul, M. S., Nurtanto, M., Kholifah, N., Masek, A., & Nur, H. R. (2023). The Factors Influencing Digital Literacy Practice in Vocational Education: A Structural Equation Modeling Approach. European Journal of Educational Research, volume-12-2023(volume-12-issue-2-april-2023), 1109–1121. https://doi.org/10.12973/eu-jer.12.2.1109
Kharisma, V. (2020). Design a Screencast Video for Software Learning in Higher Education (Case Study: Tutorial Video for Digital Illustration Course). JISA(Jurnal Informatika Dan Sains), 3(1), 15–20. https://doi.org/10.31326/jisa.v3i1.638
Kleftodimos, A. (2024). Computer-Animated Videos in Education: A Comprehensive Review and Teacher Experiences from Animation Creation. Digital, 4(3), 613–647. https://doi.org/10.3390/digital4030031
Komariyah, L., Sulaeman, N. F., & Nuryadin, A. (2024). Strengthening Teacher Competencies in the Era of Independent Curriculum through the Implementation of Change Management. Bubungan Tinggi: Jurnal Pengabdian Masyarakat, 6(2), 366. https://doi.org/10.20527/btjpm.v6i2.11295
Mattesi, M. (2017). FORCE: Drawing Human Anatomy. CRC Press. https://doi.org/10.1201/9781315295534
Maulida, E., Faslah, R., Eryanto, H., Kartikowati, S., Nur Rahman, A., Pramuditha, C., & Abd. Raub, N. A. (2025). Enhancing Educators’ Capacity in Bantul: AI-Driven Learning Media for Innovative Teaching in Achieving SDG 4 Quality Education. Jurnal Pemberdayaan Masyarakat Madani (JPMM), 9(1), 22–33. https://doi.org/10.21009/JPMM.009.1.03
Min, Z. (2021). The Integration and Innovation of Shandong Folktales in Animation Teaching in Higher Education. E3S Web of Conferences, 275, 03063. https://doi.org/10.1051/e3sconf/202127503063
Munishi, E. (2016). Factors Contributing to Lack of Employable Skills Among Technical and Vocational Education (TVET) Graduates in Tanzania. Business Education Journal, 2(1), 1–19. https://doi.org/10.54156/cbe.bej.2.1.90
Mursyidah, Indrawati, & Ramadhona. (2019). Augmented Reality Application for Introduction Traditional House and Objects of Aceh. IOP Conference Series: Materials Science and Engineering, 536(1), 012152. https://doi.org/10.1088/1757-899X/536/1/012152
Nurseto, T. (2012). Membuat Media Pembelajaran yang Menarik. Jurnal Ekonomi Dan Pendidikan, 8(1). https://doi.org/10.21831/jep.v8i1.706
Prilosadoso, B., Dwi Atmaja, N., Murwanti, S., Dharsono, D., Guntur, G., & Setyawan, B. (2019). Cartoon Character in Animation Media for Preserving Folklore Traditional Art in Surakarta. Proceedings of the Proceedings of the 1st Seminar and Workshop on Research Design, for Education, Social Science, Arts, and Humanities, SEWORD FRESSH 2019, April 27 2019, Surakarta, Central Java, Indonesia. https://doi.org/10.4108/eai.27-4-2019.2286814
Ridlo, A., Jumintono, J., & Achsan, B. N. (2018). The Teacher’s Role in Increasing Employability Skills of The Drawing Building Engineering Vocational High School Students. Journal of Vocational Education Studies, 1(1), 13. https://doi.org/10.12928/joves.v1i1.591
Rizkasari, E., Huda, M. K., Marini, A., & Sumantri, M. S. (2021). Development of digital animation as a learning media in primary schools. IOP Conference Series: Materials Science and Engineering, 1098(3), 032068. https://doi.org/10.1088/1757-899X/1098/3/032068
Rukmi, D. A., Nisa, A. F., & Zulfiati, H. M. (2025). Innovation of a Project Module Based on the Ajak Temani Mandiri Learning Model Integrated with Local Wisdom to Improve the Creative Dimension of Elementary School Students. Jurnal Prima Edukasia, 13(1), 181–190. https://doi.org/10.21831/jpe.v13i1.78206
Sakti, S. A., Endraswara, S., & Rohman, A. (2024). Revitalizing local wisdom within character education through ethnopedagogy apporach: A case study on a preschool in Yogyakarta. Heliyon, 10(10), e31370. https://doi.org/10.1016/j.heliyon.2024.e31370
Saorín Pérez, J. L., Torre Cantero, J. de la, Martín Dorta, N. N., Carbonell Carrera, C., & Contero González, M. (2011). Tabletas digitales para la docencia del dibujo, diseño y artes plásticas. Education in the Knowledge Society (EKS), 12(2), 259–279. https://doi.org/10.14201/eks.8281
Sasongko, H. (2022). Indonesia animation IP Industry Life Cycle barriers and expectations to grow national economic development. Technium Social Sciences Journal, 29, 241–258. https://doi.org/10.47577/tssj.v29i1.5984
Tapas Kumar Chattopadhyay. (2025). Animation as a Digital Tool for Teaching and Learning. International Journal For Multidisciplinary Research, 7(1). https://doi.org/10.36948/ijfmr.2025.v07i01.36852
Umam, M. C., Indrawati, D. S., Ninghardjanti, P., Subarno, A., & Winarno, W. (2022). Teacher Skill Improvement Training in Conducting Information Technology System-Based Learning and Communication in Vocational High Schools. FALASIFA : Jurnal Studi Keislaman, 13(2), 177–182. https://doi.org/10.62097/falasifa.v13i2.1087
Wang, J. (2022). Research on the Construction and Application of Digital Education Resources from the Perspective of Motion Graphic Animation. 2022 Eleventh International Conference of Educational Innovation through Technology (EITT), 43–48. https://doi.org/10.1109/EITT57407.2022.00013
DOI: https://doi.org/10.31764/jmm.v9i6.35418
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 T. Rafli Abdillah, Dedy Armiady, Rambang Muharramsyah, Novianti

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
________________________________________________________________
JMM (Jurnal Masyarakat Mandiri) p-ISSN 2598-8158 & e-ISSN 2614-5758
Email: [email protected]
________________________________________________________________
JMM (Jurnal Masyarakat Mandiri) already indexing:
________________________________________________________________
JMM (Jurnal Masyarakat Mandiri) OFFICE:






