Development and Validation of a Motion Graphic Animation Video on Cyberbullying for Grade VII Informatics Using 4D Model
DOI:
https://doi.org/10.61255/itej.v4i1.1335Keywords:
4D Development Model, Animation Video, Cyberbullying, Informatics Learning, Motion GraphicAbstract
This study aims to develop a motion graphic animation learning video on Digital Bullying (Cyberbullying) material for Grade VII Informatics at SMP Negeri 29 Padang using the 4D development model (Define, Design, Develop, Disseminate), addressing the scarcity of effective learning media for this topic in junior high school Informatics. Data were collected through expert validation questionnaires, student practicality questionnaires, and pretest-posttest instruments, with 32 students participating in practicality testing and 22 students in effectiveness testing. Findings: The validity results showed a percentage of 98.00% (Very Valid) for both material and media aspects. The practicality test yielded an average score of 4.48 (89.55%), categorized as Very Practical. The effectiveness test using N-Gain Score produced a mean of 0.733 (73.34%), indicating a High improvement category. These findings confirm that the developed motion graphic animation learning video is valid, practical, and effective for Grade VII Informatics learning. The study demonstrates that AI-assisted production tools (Google Labs Flow/Veo 3, Google AI Studio, CapCut) can produce pedagogically valid and practically effective instructional animation, providing a replicable development model for resource-constrained Indonesian schools. Qualitative field observations suggest the media may also support affective development, including student empathy toward cyberbullying victims, an area not formally measured in this study but warranting future validated assessment. This study provides transparent documentation of an AI-assisted motion graphic production and iterative expert validation process within the Merdeka Curriculum framework, an approach not previously reported in the Indonesian Informatics education literature.
Abstract views: 6
,
PDF downloads: 8
Downloads
References
Bandura, A. (1977). Social learning theory. Prentice Hall.
Dale, E. (1969). Audio-visual methods in teaching (3rd ed.). Holt, Rinehart & Winston.
Eccles, J. S., Midgley, C., Wigfield, A., Buchanan, C. M., Reuman, D., Flanagan, C., & Mac Iver, D. (1993). Development during adolescence: The impact of stage-environment fit on young adolescents' experiences in schools and in families. American Psychologist, 48(2), 90–101. https://doi.org/10.1037/0003-066X.48.2.90
Ertmer, P. A., Ottenbreit-Leftwich, A. T., Sadik, O., Sendurur, E., & Sendurur, P. (2012). Teacher beliefs and technology integration practices: A critical relationship. Computers & Education, 59(2), 423-435. https://doi.org/10.1016/j.compedu.2012.02.001
Fadhlurrahman, R. N., & Zahar, I. (2024). Video Pembelajaran Menarik Menggunakan Penataan Cahaya, Motion Graphics, dan Animasi Kartun pada Mata Pelajaran Bahasa Indonesia Kelas IV Sekolah Dasar. Jurnal Pendidikan Tambusai, 8(2 SE-Articles of Research), 35037–35045. https://jptam.org/index.php/jptam/article/view/19116
Hapsari, G. P. P., & Zulherman, Z. (2021). Pengembangan media video animasi berbasis aplikasi Canva untuk meningkatkan motivasi dan prestasi belajar siswa. Jurnal Basicedu, 5(4), 2384-2394. https://doi.org/10.31004/basicedu.v5i4.1237
Hibbert, M. (2014). What makes an online instructional video compelling? EDUCAUSE Review Online. https://er.educause.edu/articles/2014/4/what-makes-an-online-instructional-video-compelling
Hinduja, S., & Patchin, J. W. (2018). Connecting adolescent suicide to the severity of bullying and cyberbullying. Journal of School Violence, 18(3), 333-346. https://doi.org/10.1080/15388220.2018.1492417
Hwang, G. J., Tsai, C. C., Chu, H. C., Kinshuk, & Chen, C. Y. (2012). A context-aware ubiquitous learning approach to conducting scientific inquiry activities in a science park. Australasian Journal of Educational Technology, 28(5), 931-947. https://doi.org/10.14742/ajet.795
Iztiqa Mud’haz Pratiwi, & I Nyoman Jampel. (2022). Konten Digital Berbasis Pendekatan Saintifik Pada Mata Pelajaran IPA Siswa Kelas IV. Jurnal Edutech Undiksha, 10(2), 385–394. https://doi.org/10.23887/jeu.v10i2.48173
Kärnä, A., Voeten, M., Little, T. D., Poskiparta, E., Kaljonen, A., & Salmivalli, C. (2011). A large-scale evaluation of the KiVa antibullying program: Grades 4-6. Child Development, 82(1), 311-330. https://doi.org/10.1111/j.1467-8624.2010.01557.x
Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of Instructional Development, 10(3), 2-10. https://doi.org/10.1007/BF02905780
Kemendikbudristek. (2022). Capaian pembelajaran mata pelajaran informatika fase D. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia. https://kurikulum.kemdikbud.go.id
Kementerian Komunikasi dan Informatika Republik Indonesia. (2025). 48 persen anak jadi korban cyberbullying. Kompas. https://nasional.kompas.com/read/2025/07/04/17292961/48-persen-anak-jadi-korban-cyberbullying-menkomdigi-sulit-terdeteksi
Khairunnisa, K., & Darmansyah, D. (2022). Pengembangan Media Video Animasi pada Metode Inkuiri untuk Pembelajaran IPS Kelas IX SMP. FONDATIA, 6(4), 972–986. https://doi.org/10.36088/fondatia.v6i4.2332
Kowalski, R. M., Giumetti, G. W., Schroeder, A. N., & Lattanner, M. R. (2014). Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. Psychological Bulletin, 140(4), 1073-1137. https://doi.org/10.1037/a0035618
Malikah, S., & Wafroturrohmah, W. (2022). Konsep pendidikan abad 21 untuk pengembangan sumber daya manusia. JIIP: Jurnal Ilmiah Ilmu Pendidikan, 5(1), 162-169. https://doi.org/10.54371/jiip.v5i1.730
Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9780511811678
Muhasim, M. (2017). Pengaruh teknologi digital terhadap motivasi belajar peserta didik. Palapa: Jurnal Studi Keislaman dan Ilmu Pendidikan, 5(2), 53-77. https://doi.org/10.36088/palapa.v5i2.45
Rahayu, R., Iskandar, S., & Abidin, Y. (2022). Inovasi pembelajaran abad 21 dan penerapannya di Indonesia. Jurnal Basicedu, 6(2), 2099-2104. https://doi.org/10.31004/basicedu.v6i2.2082
Salmivalli, C. (2010). Bullying and the peer group: A review. Aggression and Violent Behavior, 15(2), 112-120. https://doi.org/10.1016/j.avb.2009.08.007
Sirait, M. T., Aritonang, S., & Manalu, L. T. S. B. (2025). Pengaruh pemanfaatan media pembelajaran berbasis teknologi terhadap hasil belajar siswa di SMKN 4 Medan. Harmoni Pendidikan, 2(3), 269-278. https://doi.org/10.62383/hardik.v2i3.1827
Sugiyono. (2019). Metode penelitian kuantitatif, kualitatif, dan R&D (2nd ed.). Alfabeta
Sung, Y. T., Chang, K. E., & Liu, T. C. (2016). The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis. Computers & Education, 94, 252-275. https://doi.org/10.1016/j.compedu.2015.11.008
Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1974). Instructional development for training teachers of exceptional children. Indiana University. https://eric.ed.gov/?id=ED090725
Voogt, J., & Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competences: Implications for national curriculum policies. Journal of Curriculum Studies, 44(3), 299-321. https://doi.org/10.1080/00220272.2012.668938
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Muhammad Teguh Hidayatullah, Zelhendri Zen, Ulfia Rahmi, Mutiara Felicita Amsal

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
