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PENGARUH SENSORY MARKETING TERHADAP REVISIT INTENTION MELALUI CUSTOMER SATISFACTION
Penelitian ini bertujuan untuk mengetahui pengaruh sensory marketing atau pemasaran sensorik terhadap revisit intention atau niat kunjungan ulang wisatawan dengan mempertimbangkan peran customer satisfaction sebagai variabel mediator. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian yaitu deskriptif dan verifikatif melalui metode explanatory survey. Data yang digunakan merupakan data primer yang diperoleh dari 125 responden wisatawan yang pernah mengunjungi Taman Wisata Alam Mangrove Angke Kapuk dengan 9 responden dikeluarkan karena teridentifikasi sebagai outlier hingga total sampel akhir berjumlah 116 wisatawan. Teknik analisis data yang digunakan adalah analisis jalur. Hasil penelitian menunjukkan bahwa secara simultan, sensory marketing berpengaruh signifikan terhadap customer satisfaction, dan baik sensory marketing maupun customer satisfaction secara individu berpengaruh signifikan terhadap revisit intention. Namun, dalam pengujian mediasi, diketahui direct effect tidak signifikan mengindikasikan customer satisfaction memediasi penuh hubungan sensory marketing dan revisit intention.
This study aims to determine the effect of sensory marketing on revisit intention among tourists, with customer satisfaction as a mediating variable. The research employs a quantitative approach with descriptive and verificative research design using the explanatory survey method. Primary data were collected from 125 tourists who had visited Taman Wisata Alam Mangrove Angke Kapuk, with 9 respondents excluded as outliers, resulting in a final sample of 116 tourists. Data was analyzed using path analysis. The findings reveal that, simultaneously, sensory marketing has a significant effect on customer satisfaction, and both sensory marketing and customer satisfaction individually have a significant effect on revisit intention. However, mediation testing indicates that the direct effect is not significant, suggesting that customer satisfaction fully mediates the relationship between sensory marketing and revisit intention
PENGEMBANGAN PEMBELAJARAN BERBASIS KOMPUTER TIPE DRILL AND PRACTICE DENGAN MENGGUNAKAN PLATFORM ARTICULATE STORYLINE TENTANG MATERI REPRODUKSI
Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis komputer tipe drill and practice menggunakan platform articulate storyline pada materi sistem reproduksi, serta mengevaluasi kelayakan, tanggapan pengguna, dan efektivitasnya dalam meningkatkan pemahaman siswa. Penelitian ini menggunakan metode Design and Development (DnD) dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek penelitian adalah siswa kelas XI di SMA Negeri 1 Palimanan, Sampel dipilih menggunakan teknik purposive sampling dengan desain one group pre-test post-test. Media dikembangkan dalam bentuk latihan interaktif dengan soal pilihan ganda, drag and drop, serta fitur umpan balik langsung. Hasil validasi oleh ahli media menunjukkan skor rata-rata 98.2% dan oleh ahli materi sebesar 94.6%, keduanya berada dalam kategori “sangat layak”. Tanggapan siswa terhadap media juga sangat positif, dengan 73.5% siswa memberikan penilaian “sangat layak”. Uji efektivitas dilakukan melalui perbandingan skor pre-test dan post-test selama empat kali pertemuan. Hasil analisis menunjukkan peningkatan nilai rata-rata dari 75.14 menjadi 89.14 dengan nilai N-Gain sebesar 0.5945 yang berada dalam kategori “sedang”. Dengan demikian, media pembelajaran ini dinyatakan valid, layak digunakan, dan efektif dalam meningkatkan pemahaman siswa terhadap materi reproduksi. Media ini juga dinilai menarik, mudah digunakan, dan mendukung pembelajaran mandiri maupun klasikal. Temuan ini merekomendasikan bahwa pengembangan media serupa dapat diterapkan pada materi lain untuk meningkatkan kualitas pembelajaran berbasis teknologi.
This study aims to develop drill and practice computer-based learning media using the articulate storyline platform for reproductive system material, as well as to evaluate its feasibility, user response, and effectiveness in improving student understanding. This study uses the Design and Development (DnD) method with ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The research subjects were grade XI students at SMAN 1 Palimanan. The sample was selected using purposive sampling with a one-group pre-test post-test design. The media was developed in the form of interactive exercises with multiple-choice questions, drag-and-drop tasks, and real-time feedback features. The validation results by media experts showed an average score of 98.2% and by subject matter experts of 94.6%, both falling into the ‘highly suitable’ category. Student responses to the media were also very positive, with 73.5% of students rating it as ‘highly suitable’. Effectiveness testing was conducted through comparison of pre-test and post-test scores over four sessions. The analysis results show an increase in the average score from 75.14 to 89.14 with an N-Gain value of 0.5945, which is in the ‘moderate’ category. Thus, this learning media is declared valid, feasible, and effective in improving students’ understanding of reproduction material. This media is also considered engaging, easy to use, and supportive of both self-directed and classroom-based learning. These findings recommend that the development of similar media can be applied to other subjects to enhance the quality of technology-based learning
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN BLOCK PROGRAMMING PADA MATERI OBJECT-ORIENTED PROGRAMMING UNTUK MENINGKATKAN KEMAMPUAN LOGICAL THINKING
Penelitian ini bertujuan merancang dan mengembangkan multimedia pembelajaran block programming pada materi Object-oriented programming (OOP) untuk meningkatkan kemampuan logical thinking siswa. Permasalahan utama pembelajaran pemrograman adalah kompleksitas materi dan kesulitan siswa memahami konsep, yang berdampak pada rendahnya pemahaman dan minat. Logical thinking krusial untuk memahami struktur algoritmik dan konsep OOP. Pendekatan block programming dipilih karena memungkinkan siswa membangun algoritma tanpa menghafal sintaksis, berfokus pada alur logika program, dan terbukti efektif mengembangkan pola pikir sistematis. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Subjek penelitian adalah siswa kelas X PPLG C di SMK Negeri 1 Cimahi, dengan desain one group pretest-posttest. Instrumen meliputi wawancara guru, angket siswa, tes logical thinking, dan validasi ahli. Hasil studi lapangan menunjukkan 100% siswa menganggap OOP sulit, dan 68.8% menggunakan website sebagai sumber belajar utama, namun masih kesulitan memahami konsep inti OOP. Siswa sangat tertarik pada media belajar OOP berbasis block programming (96.9% tertarik hingga sangat tertarik). Multimedia pembelajaran OOPify dikembangkan sebagai website interaktif dengan pendekatan guided inquiry. Validasi media oleh ahli menunjukkan rata-rata skor 82.5%, mengindikasikan kualitas baik. Analisis N-Gain menunjukkan peningkatan kemampuan logical thinking siswa kategori "Sedang" (skor rata-rata 0.474). Indikator keruntutan berpikir meningkat tertinggi (0.63, sedang), diikuti penarikan kesimpulan (0.51, sedang), sementara kemampuan berargumentasi masih rendah (0.27). Tanggapan siswa terhadap media OOPify mencapai skor SUS 76.28, dikategorikan excellent, menunjukkan media diterima baik oleh pengguna.
This research aims to design and develop a block programming learning multimedia for Object-oriented programming (OOP) material to enhance students' logical thinking abilities. The primary issues in programming instruction are the high complexity of the material and students' difficulties in grasping basic to advanced concepts, which leads to low comprehension and diminished interest. Logical thinking is crucial for understanding algorithmic structures and OOP concepts. The block programming approach was chosen as a solution because it allows students to build algorithms without memorizing syntax, focuses on the program's logical flow, and has proven effective in developing systematic thought patterns. This study employed the Research and Development (R&D) method with the ADDIE model. The research subjects were students from class X PPLG C at SMK Negeri 1 Cimahi, utilizing a one group pretest-posttest design. Instruments included teacher interviews, student questionnaires, logical thinking tests, and expert validation. Field study results indicated that 100% of students considered OOP difficult, and 68.8% used websites as their main learning resource, yet still struggled to understand core OOP concepts. Students showed significant interest in block programming-based OOP learning media (96.9% interested to very interested). The OOPify learning multimedia was developed as an interactive website using a guided inquiry approach. Expert validation of the media showed an average score of 82.5%, indicating good quality and suitability. N-Gain analysis revealed that the improvement in students' logical thinking ability was in the "Medium" category (average score 0.474). The indicator for coherence in reasoning showed the highest increase (0.63, medium), followed by drawing conclusions (0.51, medium), while argumentation skills remained low (0.27). Student responses to the OOPify media yielded a SUS score of 76.28, categorized as excellent, demonstrating that the media was well-received by users
PENGARUH GOOD CORPORATE GOVERNANCE & INTELLECTUAL CAPITAL SEBAGAI VARIABEL MEDIASI TERHADAP KINERJA PERUSAHAAN: Studi Empiris Perusahaan Sektor Transportasi yang terdaftar di BEI Tahun 2019-2022
Penelitian ini bertujuan untuk menguji pengaruh Good Corporate Governance
(GCG) terhadap kinerja perusahaan dengan Intellectual Capital (IC) sebagai
variabel mediasi. Penelitian ini menggunakan pendekatan kuantitatif dengan desain
asosiatif kausal. Populasi Sampel terdiri dari 37 perusahaan sektor transportasi yang
terdaftar di Bursa Efek Indonesia (BEI) selama periode 2019–2022. Penelitian ini
menggunakan teknik purposive sampling menghasilkan 145 data observasi setelah
mengeluarkan data perusahaan yang tidak melaporkan laporan keuangan.
Perolehan data mengambil dari data sekunder yang diperoleh dari BEI dan situs
resmi perusahaan. Pengujian hipotesis dilakukan menggunakan metode Partial
Least Square (PLS) melalui aplikasi SmartPLS 3.0. Hasil penelitian menunjukkan
bahwa (1) Good Corporate Governance berpengaruh positif dan signifikan
terhadap kinerja perusahaan; (2) Good Corporate Governance berpengaruh positif
dan signifikan terhadap Intellectual Capital; (3) Intellectual Capital juga
berpengaruh positif terhadap kinerja perusahaan; (4) Intellectual Capital
berpengaruh positif dan secara signifikan memediasi hubungan antara Good
Corporate Governance terhadap kinerja perusahaan.
Kata Kunci: Good Corporate Governance, Intellectual Capital, Kinerja
Perusahaan
This study aims to examine the effect of Good Corporate Governance (GCG) on
firm performance with Intellectual Capital (IC) as a mediating variable. This
research uses a quantitative approach with an associative-causal research design.
The sample consists of 37 transportation sector companies listed on the Indonesia
Stock Exchange (IDX) during the 2019–2022 period. The purposive sampling
technique yielded 145 observational data after excluding companies that did not
publish their financial statements. The data used are secondary data obtained from
the IDX and each company’s official website. Hypothesis testing was conducted
using the Partial Least Square (PLS) method with the SmartPLS 3.0 software. The
results show that (1) Good Corporate Governance has a positive and significant
effect on firm performance; (2) Good Corporate Governance has a positive and
significant effect on Intellectual Capital; (3) Intellectual Capital has a positive and
significant effect on firm performance; (4) Intellectual Capital significantly
mediates the relationship between Good Corporate Governance and firm
performance.
Keywords: Good Corporate Governance, Intellectual Capital, Firm Performanc
PENGARUH PENERAPAN MODEL PBL DENGAN MEDIA GOOGLE SITES TERHADAP HASIL BELAJAR SISWA PADA MATERI MANAJEMEN KUALITAS AIR DI SMK PPN TANJUNGSARI
Pesatnya perkembangan teknologi digital menuntut dunia pendidikan, terutama di sekolah kejuruan, untuk mengadopsi metode pembelajaran yang lebih interaktif dan mudah diakses. Di SMK PPN Tanjungsari, pembelajaran materi Manajemen Kualitas Air masih menggunakan ceramah dan PowerPoint, yang dinilai kurang efektif dalam meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model Problem Based Learning (PBL) dengan media Google Sites terhadap hasil belajar siswa. Metode yang digunakan adalah kuasi eksperimen dengan desain Pre-test dan Post-test serta kelompok kontrol non-setara. Media Google Sites sebagai pembelajaran berbasis web memberikan kemudahan akses kapan saja dan di mana saja serta mendorong pembelajaran yang lebih mandiri dan menarik. Penerapan PBL dengan media Google Sites di SMK PPN Tanjungsari efektif meningkatkan hasil belajar, dibuktikan nilai t hitung 7,877 > 2,001 dan N-Gain 62,25% yang cukup efektif. Media ini terbukti dapat meningkatkan aspek kognitif dan afektif siswa, serta sesuai dengan kebutuhan belajar di era digital. Penelitian merekomendasikan penggunaan model PBL dengan bantuan Google Sites sebagai alternatif pembelajaran untuk meningkatkan kualitas hasil belajar di SMK PPN Tanjungsari; The rapid development of digital technology demands the education sector, particularly vocational schools, to adopt more interactive and accessible learning methods. At SMK PPN Tanjungsari, the teaching of Water Quality Management material still relies on lectures and PowerPoint presentations, which are considered less effective in improving student learning outcomes. This study aims to determine the effect of implementing the Problem-Based Learning (PBL) model using Google Sites media on student learning outcomes. The method used is a quasi-experimental design with a pre-test and post-test and a non-equivalent control group. Google Sites, as a web-based learning medium, provides ease of access anytime and anywhere, and encourages more independent and engaging learning. The implementation of PBL using Google Sites at SMK PPN Tanjungsari was effective in improving learning outcomes, as evidenced by a t-count of 7.877 > 2.001 and an N-Gain of 62.25%, which is considered moderately effective. This medium has proven to enhance students' cognitive and affective aspects and aligns with learning needs in the digital era. The study recommends the use of the PBL model with the support of Google Sites as an alternative learning approach to improve the quality of learning outcomes at SMK PPN Tanjungsari
PENGEMBANGAN SISTEM DETEKSI KEBOCORAN AIR DENGAN INTEGRASI HUMAN MACHINE INTERFACE (HMI) BERBASIS PROTOKOL RS-485 DI LINGKUNGAN PUSAT DATA
Pusat data merupakan infrastruktur vital yang membutuhkan sistem pendingin berbasis air, yang berpotensi menimbulkan risiko kebocoran dan kerusakan serius pada perangkat server. Untuk menjawab tantangan ini, penelitian ini merancang dan mengembangkan sistem deteksi kebocoran air yang terintegrasi dengan Human Machine Interface (HMI) untuk pemantauan secara real-time. Sistem memanfaatkan sensor kabel tipe multi-wire yang dihubungkan dengan kontroler ATL700 untuk mendeteksi keberadaan dan lokasi kebocoran secara presisi. Data hasil deteksi dikirimkan ke HMI TK-8070 menggunakan protokol komunikasi Modbus RTU berbasis RS-485 yang andal dalam lingkungan industri. Hasil pengujian menunjukkan bahwa sistem mampu mendeteksi genangan air kecil (1–5 mL) dengan waktu respons antara 1,27 hingga 2,43 detik tergantung sensitivitas sensor. Komunikasi RS-485 tetap stabil hingga jarak 30 meter, meskipun terjadi peningkatan delay seiring panjang kabel bertambah. Tampilan visual HMI memberikan peringatan dini dengan delay rata-rata 1,68 detik, menunjukkan bahwa sistem ini efektif, akurat, dan dapat diandalkan untuk mengurangi risiko kerusakan akibat kebocoran air di pusat data.
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Data centers are critical infrastructures that rely on water-based cooling systems, which pose a risk of leakage and potential damage to server equipment. To address this issue, this study developed a water leak detection system integrated with a Human Machine Interface (HMI) for real-time monitoring. The system utilizes multi-wire cable sensors connected to an ATL700 controller to accurately detect the presence and location of water leaks. Detection data is transmitted to the TK-8070 HMI via the Modbus RTU protocol over RS-485, known for its reliability in industrial environments. Test results demonstrate that the system can detect small water puddles (1–5 mL) with a response time ranging from 1.27 to 2.43 seconds, depending on the sensor's sensitivity. RS-485 communication remained stable up to 30 meters, although response delay increased with cable length. The HMI effectively displays system status visually with an average delay of 1.68 seconds, providing early warnings for operators. The developed system proved to be accurate, reliable, and efficient in mitigating water leak risks in data center environments
DAMPAK CITRA DESTINASI TERHADAP KEPUTUSAN WISATAWAN UNTUK BERKUNJUNG KEMBALI KE DESTINASI WISATA WAYANG WINDU PANENJOAN KABUPATEN BANDUNG
Citra destinasi merupakan persepsi yang terbentuk melalui pengalaman, informasi, dan kesan yang diperoleh wisatawan terhadap suatu tempat wisata. Penelitian ini bertujuan untuk mengetahui besarnya dampak citra destinasi terhadap keputusan wisatawan untuk berkunjung kembali ke destinasi wisata Wayang Windu Panenjoan di Kabupaten Bandung. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan pendekatan deskriptif dan verifikatif. Data dikumpulkan melalui kuesioner yang disebarkan kepada 100 responden yang pernah mengunjungi Wayang Windu Panenjoan, dan dianalisis menggunakan teknik analisis regresi linier sederhana serta uji korelasi Pearson. Hasil penelitian menunjukkan bahwa citra destinasi memiliki pengaruh positif dan signifikan terhadap keputusan wisatawan untuk melakukan kunjungan ulang. Faktor-faktor seperti keindahan alam, ketersediaan fasilitas, aksesibilitas, serta pengalaman berwisata yang menyenangkan menjadi elemen penting dalam membentuk citra positif destinasi. Temuan ini memberikan implikasi bahwa pengelola destinasi wisata perlu memperhatikan dan meningkatkan kualitas citra destinasi agar dapat mendorong loyalitas wisatawan dan keberlanjutan kunjungan.
Destination image is a perception formed through experience, information, and impressions obtained by tourists towards a tourist destination. This study aimed to determine the magnitude of the impact of destination image on tourists' decisions to revisit the Wayang Windu Panenjoan tourist destination in Bandung Regency. The method used in this study was a quantitative method with a descriptive and verification approach. Data were collected through questionnaires distributed to 100 respondents who had visited Wayang Windu Panenjoan, and analyzed using simple linear regression analysis techniques and Pearson correlation tests. The results of the study indicated that destination image had a positive and significant influence on tourists' decisions to revisit. Factors such as natural beauty, availability of facilities, accessibility, and a pleasant travel experience are important elements in forming a positive destination image. These findings imply that tourism destination managers need to pay attention to and improve the quality of destination image to encourage tourist loyalty and sustainable visits
PENGEMBANGAN MEDIA BERBASIS DIGITAL MEMBACA PERMULAAN DI SD
Penelitian ini dilatarbelakangi oleh kemampuan membaca peserta didik yang kurang maksimal terutama dalam membaca permulaan. Hal ini terjadi karena strategi yang membosankan serta tidak adanya media yang dapat membantu peserta didik, sehingga membuat peserta didik mudah bosan, kurang aktif, dan suasana menjadi kurang bermakna. Faktanya masih banyak peserta didik yang kesulitan dalam membaca bahkan mengenal huruf demi huruf. Oleh sebab itu, diperlukan pendekatan pembelajaran yang tepat serta media yang menarik untuk mengemas proses membaca permulaan ini menjadi menyenangkan dan tentunya mudah untuk peserta didik gunakan dan temukan. Media digital inilah yang menjadi salah satu solusi yang dapat membantu peserta didik dalam membantu proses membaca permulaan peserta didik. Media berbasis digital ini diuji cobakan kepada peserta didik kelas II SDN Ganeas yang berlokasi di Talaga, kabupaten Majalengka, jawa Barat. Metode penelitian yang digunakan yaitu menggunakan metode Design and Development method (D&D) melalui model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Populasinya terdiri dari kelas II yang terdiri dari 23 peserta didik. Penelitian ini menggunakan pengujian ahli validasi media dan materi, angket respon siswa, dan pedoman wawancara sebagai instrumen yang digunakan. Penelitian ini bertujuan guna menguji kelayakan aplikasi berbasis digital yang sudah dikembangkan sebagai alat bantu membaca permulaan.
This research is motivated by students' reading skills that are not optimal, especially in beginning reading. This happens because of boring strategies and the absence of media that can help students, making students easily bored, less active, and the atmosphere less meaningful. In fact, there are still many students who have difficulty in reading and even knowing letter by letter. Therefore, the right learning approach and interesting media are needed to package this initial reading process to be pleasant and of course easy for students to use and discover. This digital media is one of the solutions that can help students in helping the initial reading process of students. This digital-based media was tested on grade II students of SDN Ganeas located in Talaga, Majalengka Regency, West Java. The research method used is using the Design and Development method (D&D) through the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model. The population consists of class II consisting of 23 students. This study uses expert testing of media and material validation, student response questionnaires, and interview guidelines as the instruments used. This research aims to test the feasibility of digital-based applications that have been developed as a starting reading aid
PENGARUH KEMATANGAN BERAGAMA TERHADAP RELIGIUSITAS SUBSTANTIF MAHASISWA CALON GURU PAI
Religious maturity and substantive religiosity are important aspects in shaping the character and noble morals of prospective PAI teachers. PAI teachers who are substantively religious and mature in their religion will have an impact on their attitudes, ways of thinking, and educational actions, which will ultimately enable them to build the religious character of their students. This research aims to examine the level of religious maturity and its influence on the substantive religiosity of prospective PAI teachers using a quantitative approach through correlation analysis. Data was collected through a closed questionnaire distributed to prospective PAI teachers at three universities in West Java (Universitas Pendidikan Indonesia, Universitas Islam Bandung, Universitas Islam Nusantara) with a sample size of 192 people using convenience sampling. Data analysis was conducted using SPSS 26 software to obtain the results of the correlation test. The research findings indicate that prospective PAI teachers have religious maturity at the moderate level with a percentage of 60% and high substantive religiosity with a percentage of 96%. The correlation analysis revealed a coefficient value of 0.631 with a significance level of p < 0.001. This indicates a strong positive relationship between the two variables, and this relationship is statistically significant at a 99% confidence level. The recommendation from this study is the need to develop a more integrative PAI curriculum, emphasizing value-based learning and reflective experiences
ANALISIS PERILAKU TOKOH DALAM VIDEO ANIMASI KABI SEBAGAI MEDIA PENGEMBANGAN MORAL DAN AGAMA AUD
Penanaman nilai moral dan agama merupakan aspek penting dalam pengembangan karakter anak usia dini, terutama pada masa golden age yang sangat responsif terhadap stimulasi lingkungan. Untuk mendukung proses tersebut, diperlukan media pembelajaran yang sesuai dengan karakteristik anak, seperti visual yang menarik, bahasa yang sederhana, dan durasi yang singkat. Video animasi menjadi salah satu alternatif media edukatif yang efektif di era digital. Salah satu konten yang potensial adalah video animasi Kisah Teladan Nabi (KABI). Penelitian ini bertujuan untuk menganalisis perilaku tokoh dalam video animasi KABI sebagai media dalam pengembangan nilai moral dan agama anak usia dini. Penelitian menggunakan pendekatan kualitatif dengan metode analisis isi. Data dikumpulkan melalui dokumentasi dan observasi terhadap episode “Akhlak Baik Teladan Nabi Muhammad SAW” yang mencakup tiga cerita: Mengapa Harus Memakmurkan Masjid?, Tidur Lebih Cepat Bangun Lebih Awal, dan Sedekah Sederhana. Hasil analisis menunjukkan bahwa video KABI menampilkan alur naratif yang runtut, bahasa yang sederhana, serta ilustrasi visual yang menarik dan mudah dipahami anak. Sebanyak delapan adegan mencerminkan aspek perkembangan moral, dan sepuluh adegan mencerminkan aspek perkembangan agama anak usia dini. Video ini juga dinilai sesuai dengan kriteria video animasi edukatif untuk anak usia dini. Hasil ini merekomendasikan video KABI sebagai alternatif tontonan edukatif di rumah bagi orang tua, bahan ajar bagi guru PAUD, serta sebagai dasar pengembangan penelitian lanjutan yang mengkaji efektivitasnya dalam pembelajaran yang lebih luas dan terukur.
The inculcation of moral and religious values is a crucial aspect of character development in early childhood, especially during the golden age, a period when children are highly responsive to environmental stimuli. To support this process, learning media that align with children's characteristics such as engaging visuals, simple language, and short durations are essential. Animated videos have become one of the most effective educational media alternatives in the digital era. One promising example is the animated video series Kisah Teladan Nabi (KABI). This study aims to analyze the behavior of characters in the KABI animated videos as a medium for developing moral and religious values in early childhood. The research employed a qualitative approach using content analysis methods. Data were collected through documentation and observation of the episode “Noble Character of Prophet Muhammad SAW”, which includes three stories: Why Should We Prosper the Mosque?, Sleep Early, Wake Up Early, and Simple Charity. The analysis results show that the KABI videos present a coherent narrative structure, simple language, and visually appealing illustrations that are easy for children to understand. Eight scenes reflect aspects of moral development, while ten scenes reflect aspects of religious development in early childhood. The video is also considered to meet the criteria for educational animation for young children. These findings recommend the KABI animated videos as an alternative educational viewing option at home for parents, as instructional material for early childhood educators, and as a basis for future research exploring the effectiveness of such media in broader and more measurable learning contexts