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INDONESIA
Edsence: Jurnal Pendidikan Multimedia
ISSN : 26852489     EISSN : 26852535     DOI : -
Core Subject : Science, Education,
Jurnal Pendidikan Multimedia (Edsense) is a national journal intended as a communication forum for Multimedia and other scientists from many practitioners who use Multimedia in research. Edsense received a manuscript in areas of study Multimedia widely, and multidisciplinary based on Multimedia studies derived from problems of eduaction, Learning and Science.
Arjuna Subject : -
Articles 8 Documents
Search results for , issue "Volume 5 No 2 (December 2023)" : 8 Documents clear
Design and Development of the “PETUALANGAN AKSA” Game as Javanese Alphabet Introduction Media Rozan, Hanan Syafial; Padmasari, Ayung Candra; Nurhidayatulloh, Nurhidayatulloh
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65067

Abstract

Javanese script is one of the materials in Javanese language subjects that begin to be studied at the elementary school level. In SDIT Bina Insan Kamil Sidareja there are still many students who do not understand and have difficulty in learning Javanese characters.  Factors that influence students' difficulties in learning Javanese characters are because students very rarely intersect with Javanese characters in everyday life. Teachers have not used learning media that can attract the attention of students. Overcoming these problems, researchers used the Luther-Sutopo version of the Multimedia Life Development Cycle (MDLC) development model in making the Aksa Adventure game as a medium for introducing Javanese script in Grade 4 SDIT Bina Insan Kamil Sidareja. The purpose of this study was to design the game "Petualangan Aksa" and test the feasibility of the game "Petulangan Aksa" as a medium for introducing Javanese script for grade 4 students at SDIT Bina Insan Kamil Sidareja. The benefits of research are to know the stages of making games and to know the feasibility of media as an introduction to Javanese script at SDIT Bina Insan Kamil Sidareja. After alpha and beta testing, the results of the "Petualangan Aksa" game research obtained a score of 97.14% for the material validation test, 88.77% for the media validation test and 88.54% for the beta test so that it was very feasible to use. The conclusion of the study is that researchers have successfully designed the game "Petualangan Aksa" as a media for introducing Javanese characters at SDIT Bina Insan Kamil Sidareja.
Implementation of TVUPI'S VCDLN Super-App for Teachers Darmawan, Deni; Wahyudin, Dinn; Suherman, Yuyus; Risda, Dianni
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65053

Abstract

This research aims to evaluate a research product in the form of TVUPI'S VCDLN Ecosystem Multiplatform Super-App Based on Artificial Intelligence (AI), which was developed using the ADDIE Method. The research results obtained need analysis data from 18 Districts in Indonesia. The Design and Development stages are carried out based on seven frameworks from AI. At the product implementation stage, educators from South Korea, Japan, and Indonesia produced: (1) Deep learning with scores of 142, 135, 142; (2) NLP with a score of 133, 145, 140; (3) Robotic with a score of 145,148, 130, and (4) Experts system with a score of 135,135,140. From the results of analysis and experts from Bordeaux University, it is recommended that Deep Learning and Robotics frameworks are of great interest to educators. In conclusion, research products can be used in Indonesia and Asia.
Development of Object Detection System on Non-Helmed Riders Using YOLOv8 Prihasto, Bima; Fadhliana, Nisa Rizqiya; Hariyani, Agustina; Alwafi, Fauzan M.; Askarin, Tsaqila B.
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65910

Abstract

Motorcycle accidents are a severe problem, with the number of incidents reaching 66,602 in 2023. Helmets as head protection are mandatory, but awareness of their use is still low. This research utilises Deep Learning, specifically YOLOv8, to detect helmet use violations among motorbike riders. The research results show high accuracy with a Precision of 89.5%, Recall at 78.4%, and mAP50 at 85.7%. YOLOv8 effectively detects violations and provides a solid basis for increasing motorist awareness. Through this innovative approach, it is hoped that a safer driving culture and collective awareness of responsibility in traffic safety will be created.
Science Teachers’ Perceptions of Factors Influencing Senior School Students’ Performance in STEAM Luwoye, Akindeyi; Adeoye, Moses Adeleke; Afolabi, Ojo Kayode; Suleiman, Bilkisu Aliyu
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.60767

Abstract

The perspectives maintained by scientific educators concerning the factors that influence the academic performance of senior high school students in the domains of STEAM have a significant impact on shaping the educational landscape in Kwara State, Nigeria. By addressing the existing limitations in research and comprehending the intricacies that affect students' accomplishments in STEAM subjects, educational practitioners and policymakers possess the potential to implement focused interventions aimed at augmenting the calibre of instruction and fostering a workforce that is well-prepared for the future. This study investigated science teachers’ perceptions of factors influencing senior school students’ performance in STEAM in Kwara State, Nigeria.  This study was descriptive research of a survey type. A purposive sampling technique was used to select 81 science teachers from Kwara State. Four research questions were generated and answered using frequency count and percentage while three hypotheses formulated were tested using Chi-square at 0.05 level of significance. The instrument used was the researcher-designed titled Teachers Perception Factors Affecting Students’ Performance Questionnaire (TPFASPQ). Findings revealed that there was a significant difference between science teachers’ perceptions of factors influencing students’ performance in STEAM based on academic qualification, teaching experience and school location. The study concluded that language barriers and occasional pregnancy among female students are some of the social and cultural issues influencing their performance in STEAM. The study recommended that the government should make available standard laboratories and adequate equipment to enable effective teaching of STEAM and also school administrators should employ qualified science teachers and organize in-service training for the teachers.
Comparative Analysis of K-Means and K-Medoids Clustering Methods on Weather Data of Denpasar City Prihasto, Bima; Darmansyah, Darmansyah; Yuda, Dastin Pranata; Alwafi, Fauzan Maftuh; Ekawati, Herliana Nur; Sari, Yustika Perwita
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65925

Abstract

By applying data mining methods, particularly clustering techniques, the weather data of Denpasar city can be grouped based on similar characteristics. This provides deep insight into weather patterns, useful for more optimised travel planning. This research positively impacts tourism, helping stakeholders understand weather patterns in more detail. Furthermore, in-depth knowledge of weather conditions improves preparedness for potential global climate change. The clustering results can be visualised in a three-dimensional cartesian diagram, providing a clear picture of the various weather conditions using attributes such as temperature, precipitation, and humidity. Through Kaggle's Denpasar Weather Data dataset, with 264,924 data and 32 columns, this study illustrates that cloudy weather dominates in the K-Means and K-Medoids clustering process on rain data within one hour. At three hours, K-Means shows the dominance of cloudy weather and the possibility of rain, while K-means dominates all clusters. At six hours, K-Means dominate in sunny and rainy weather, while K-Medoids dominate evenly in all clusters.
Face Recognition Based Attendance System Using Haar Cascade Algorithm with Histogram Equalization and Median Blur Filter Nurmalasari, Rin Rin; Nurhadhi, Rizky; Ramadhan, Rizky Mahesa; Katresnawati, Shabrina; Salsabila, Zalfa Humaira
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65907

Abstract

The attendance system is one of the mandatory activities in teaching and learning activities in an educational environment. Unfortunately, many still use a manual attendance system, which is inefficient, and fraud often occurs by manipulating attendance data. In this research, a face recognition-based attendance system was created. The face detection and recognition system use the haar cascade method with image preprocessing, namely histogram equalization and median blur filter. This system can provide output in the form of CSV documents containing attendance data that has been done in real time so that attendance data recording becomes more efficient than before. There is a significant difference in face recognition without and with image preprocessing. Without image preprocessing, the average face recognition accuracy rate is 71.2%. In face recognition with image preprocessing, the face recognition accuracy rate is 91.5%. Therefore, the use of image preprocessing can improve image quality and significantly increase the accuracy of face recognition. In addition, the CSV document is successfully generated automatically after the attendance process is carried out, which is equipped with user data, attendance date, and time when the user makes attendance to avoid fraud in the form of manipulation of attendance data by users.
Designing Interactive Multimedia Role Playing Game with Discovery Learning Method for Vocational High School Students Shalih, Puji Rahmah; Rahman, Eka Fitrajaya; Fitriasari, Novi Sofia
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.58095

Abstract

This research aims to produce learning multimedia based on role playing game with Discovery Learning method in Multimedia Design subject. The making of this multimedia is motivated by the difficulty of improving learning outcomes in Multimedia Design subjects and the need for media assistance to help improve learning outcomes in these subjects. Based on this, a way of learning and media that can help students in learning Multimedia Design subjects are needed, one method that can be used is called the Discovery Learning method. Discovery Learning is a method where learning theory is defined as a learning process that occurs when the learner is not presented with the lesson in its final form, but is expected to organize it himself. This research used the Research and Development (RD) method. The results of this study are: 1) the multimedia built is declared feasible to use with a percentage of 84.32% media experts and 82.00% material experts, 2) student assessment of multimedia gets a percentage of 86.95%, 3) this multimedia can improve the learning outcomes, there’s an increase from the average from 45.8 to 67.3.
Design Numbers-Recognizing Game with Interactive Projection for Young Children Nurindiyani, Artiarini Kusuma; Muhammad, Farhan; Annisa, Fardani; Basukli, Achmad; Fadhliana, Nisa Rizqiya
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65987

Abstract

Early Childhood Education (PAUD) requires an interactive and attractive learning system. The PAUD learning method is also capable of stimulating the knowledge development of the students, especially in the cognitive aspect. Such an aspect enters into an educational game where there is an element of education obtained from something that exists and is inherent as well as being part of the game itself. The activities that have these educational elements can stimulate and train the development of the child's brain and stimulate the creativity of children's thinking. The use of technology has a strong influence on the development of education in children of PAUD age. Interactive Projection is one of the learning media for students to understand numbers easily and fun. Target kids are there at the age of three to five, with introductions starting from physical numbers, how to write numbers, counting some objects and matching numbers. Numberpedia uses blackbox method as a testing method. From the blackbox method, some several questions were carried out to support functional testing, a percentage value of 90% was obtained.

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