Designing AI-Based 3D Animation to Inspire Young Entrepreneurs at Bina Bangsa
DOI:
https://doi.org/10.47709/brilliance.v5i2.5227Keywords:
3D Animation, Artificial Intelligence, Educational Film, Youth Entrepreneurship, Multimedia ProductionAbstract
Digital transformation presents significant opportunities to develop young entrepreneurship. However, many university students and novice MSME (Micro, Small, and Medium Enterprises) actors still face barriers such as limited digital literacy and access to relevant information. This study aims to design and produce an AI-based 3D animated educational film as a medium to inspire and foster the entrepreneurial spirit among students. The development process follows the Multimedia Development Life Cycle (MDLC) method, which includes six stages: concept, design, material collecting, assembly, testing, and distribution. Several Artificial Intelligence (AI) technologies were utilized throughout the production, including ChatGPT for scriptwriting, Sora and LTX Studio for scene visualization, ElevenLabs for text-to-speech synthesis, Hedra for automatic lipsyncing, Suno AI for background music generation, and CapCut for final video editing. The final product is an 18-minute animated film titled "Langkah Pertama" (The First Step), which narrates a fictional story of university students who support local MSMEs through digital innovations. Initial evaluations involving targeted student audiences suggest that the film is effective as both an educational and motivational tool. It visually conveys key entrepreneurial values while emotionally engaging viewers. The results of this study demonstrate that AI can be practically applied in multimedia-based learning content development, even within limited production environments. This approach provides a scalable, innovative way to enhance entrepreneurship education in the digital age.
References
Abootorabi, A., Liu, M., Habibie, I., Bogo, F., & Pons-Moll, G. (2025). A survey on AI techniques untuk character animation. arXiv preprint.
Anantrasirichai, N., & Bull, D. (2020). Artificial intelligence in the creative industries: A review. arXiv preprint arXiv:2007.12391.
Fidiyah, E., Wulandari, I., & Nurmala, I. (2022). Development of 3D animation interactive media to improve cognitive learning outcomes and student self-efficacy. International Journal of Basic and Applied Research, 12(6), 122–130.
Fitriyah, F., Fitriah, L., & Rakhmat, A. (2024). Efektivitas media animasi interaktif berbasis Canva untuk meningkatkan minat belajar. Adzka: Jurnal Pendidikan Dasar dan Humaniora, 4(1), 22–31.
Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology, 79(5), 701–721.
Gu, J., Zeng, M., Zhou, L., Chen, W., Chen, M. X., Chen, Y. C., ... & Zhang, X. (2023). A survey of storytelling techniques in artificial intelligence generated content (AIGC). arXiv preprint arXiv:2309.14329.
Hadi, S., & Gunawan, I. (2021). Pengaruh media film animasi terhadap minat wirausaha mahasiswa. Jurnal Ekonomi dan Pendidikan, 18(2), 135–144.
Handayani, S. R. (2023). Strategi literasi digital UMKM dalam meningkatkan kesiapan menuju era industri 4.0. Jurnal Signal, Universitas Swadaya Gunung Jati.
Herlina, T., Suparman, A., & Ramadhan, D. (2025). Analisis digitalisasi UMKM di Indonesia dalam perspektif ekonomi kreatif. Jurnal Musytari: Ekonomi dan Bisnis Islam.
Leiker, M., Zhang, R., Hashimoto, T., & Goodman, N. D. (2023). Do generative AI videos work for learning? Evaluating audio-visual synthetic content. arXiv preprint.
Marbun, H. C. P., & Rosyid, A. (2023). The effectiveness of 3D animation video media on science learning interests of class III students. Formosa Journal of Science and Research, 2(9), 2064–2072.
Maulidi, M. R., Hidayat, A., & Yuliana, E. (2024). The utilization of 3D animation as a learning medium for the effectiveness of students' learning: A literature review. Journal of English Language Education, 9(1), 55–62.
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
Muazzomi, M., Wahyuni, D., & Putri, R. P. (2023). Pengembangan media digital berbasis Lumen AI untuk meningkatkan literasi guru. JINOP (Jurnal Inovasi Pembelajaran), 9(2), 145–153.
Pratiwi, A. R., & Saskara, I. A. N. (2022). Digitalisasi UMKM di era pandemi Covid-19: Strategi dan tantangan. Jurnal Ekonomi dan Bisnis Universitas Udayana.
Rassyi, M., Sholehah, M., & Arifin, R. (2023). Development of the interactive learning media based on augmented reality 3D on the petroleum concept. Indonesian Journal of Chemical Education Research, 8(1), 12–20.
Santoso, A. B., Mahendra, R., & Lestari, N. P. (2025). Model literasi digital untuk UMKM dalam menyongsong transformasi digital. Jurnal Bisnis Digital (JUBISDIGI), Universitas Teknologi Mataram.
Suryaningsih, D. (2025). Peran transformasi digital dalam meningkatkan daya saing UMKM Kota Bogor. Jurnal Ilmu Bisnis dan Manajemen Nusantara.
Tang, S., Wei, Y., Lin, M., & Zhou, K. (2025). How generative AI transforms the traditional animation pipeline. arXiv preprint.
Tewari, A., Thies, J., Zollhöfer, M., Stamminger, M., & Theobalt, C. (2021). State of the art on neural rendering. Computer Graphics Forum, 39(2), 701–727.
Yowono, E., & Harjanto, N. (2021). Rancang bangun animasi 3D edukasi interaktif sebagai media pembelajaran. Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK), 8(5), 1003–1010.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Wahyudin, Nurhasan Nugroho, Ahmad Munawir

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














