cover
Contact Name
Fahmi Candra Permana
Contact Email
multimedia-kdcibiru@upi.edu
Phone
-
Journal Mail Official
multimedia-kdcibiru@upi.edu
Editorial Address
-
Location
Kota bandung,
Jawa barat
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 6 No 2 (December 2024)" : 8 Documents clear
Design and Evaluation of an Augmented Reality Application for Learning Workshop Tool Recognition Pramudita, Resa; Rohendi, Dedi; Pawinanto, Roer Eka; Rizqulloh, Muhammad Adli; Fauzan, Mochamad Rizal; Suryadi, Dedy; Kuntadi, Iwa
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.74815

Abstract

This study aims to design and evaluate an Augmented Reality (AR) application for workshop tool recognition, with a focus on enhancing interactivity and student engagement in technical education. Developed using the ADDIE methodology—Analysis, Design, Development, Implementation, and Evaluation—the application integrates Blender for 3D modelling, Unity for development, and Vuforia for AR tracking. Usability was assessed through the System Usability Scale (SUS), involving 48 students from workshop practicum and Occupational Health and Safety (OHS) courses. The application achieved a SUS score of 50.5, classified as Fair according to the classification by Bangor et al. (2009). Key usability aspects were rated positively, including comfort (4.2), ease of use (4.0), functional integration (3.9), stability (4.1), and ease of learning (4.3). While the study highlights the application's potential as an effective learning tool, limitations include a small, institution-specific sample size. Future research should examine its adaptability in broader educational contexts and assess its impact on student learning outcomes. This study supports the integration of AR in technical education, fostering more interactive, efficient, and Industry 4.0-aligned learning environments.
Dinosaurs in 2D Animation: An Innovative Learning Strategy to Improve Natural History Comprehension Skills in Indonesia Pratama, Jimmy; Adnas, Diny Anggriani; Pratama, Carlos Pingsen
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.76339

Abstract

This research aims to develop 2D animation-based learning media about dinosaurs to enrich students' understanding of natural history. The development method used is MDLC (Multimedia Development Life Cycle) which includes six stages, namely concept, design, material collection, creation, testing, and distribution. The testing process involved alpha and beta tests to assess the quality of the animation in terms of visual and audio, as well as the accuracy of the information. The response from the audience was overall positive, with 85% stating that the animation made it easier to understand the material and added to their knowledge about dinosaurs. In addition, 90% of respondents rated the information conveyed in this animated video as accurate and reliable. The results show that 2D animation is not only able to attract attention, but also be an effective medium in conveying complex learning materials in a simple manner. Recommendations for further research are to add interactive elements and explore the use of 3D animation or augmented reality (AR) technology for a more immersive learning experience.
Flutter Framework Implementation for Over Current Relay and Ground Fault Relay Setting Applications in 20 kV Distribution Systems Sartika, Nike; Maulidan, Muhammad Akmal; Mulyana, Edi
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.76176

Abstract

In the distribution system, there are several faults such as blackouts due to errors in the coordination of the protection relay. To minimize excessive damage to the electrical system, components such as over current relays (OCR) are needed to overcome inter-phase faults and ground fault relays (GFR) to overcome phase-to-ground faults. The setting process that has been carried out so far is still ineffective, so a system is needed to simplify the setting process. Flutter is a development framework from Google that can release applications in the form of Android or iOS. This study aims to simplify the OCR and GFR setting process using a mobile application. Application development uses the waterfall method. The test results consisting of blackbox alpha, beta and manual calculations show that this application is running according to the expected functionality. In addition, the results of the settings that have been done are the OCR setting current of 400 A in zone 1 and 300 A in zone 2 with a Time Multiplier Setting (TMS) value of 0.2 in zone 1 and 0.05 in zone 2. While the GFR setting current is 80 A in zone 1 and 60 A in zone 2 with a TMS value of 0.175 in zone 1 and 0.05 in zone 2. From these setting values, the OCR time difference (Δt) value is then obtained around 0.6 seconds and 0.8 seconds for GFR. This shows that the OCR and GFR are in good condition.
Developing 2D Animation with a Lateral Thinking Theme Using Facial Motion Capture Yahya, Saiful; Eliansah, Ivan; Adisusilo, Anang Kukuh; Kusumasari, Adita Ayu
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.75582

Abstract

Lateral thinking is the ability to think critically using unconventional thought patterns, crucial for problem-solving. This study explores the use of 2D animation as a visual communication medium to convey lateral thinking concepts. By employing facial motion capture technology, the animation production process was accelerated and simplified. A 2D animation prototype was developed and evaluated with 25 undergraduate students in the field of design through a comprehension test and survey. Results showed that 90% of respondents understood the lateral thinking concept after viewing the animation. These findings demonstrate that facial motion capture is proved effective in optimizing the production process of 2D Animations by reducing manual effort in facial animation. This research contributes to the field of visual communication by integrating innovative animation technologies for educational purposes. Future studies should further explore the application of facial motion capture in creating educational 2D animations on STEM (Science, Technology, Engineering and Mathematics ) and other interdisciplinary themes.
Transcription of Informatics Final Project Seminar Recordings via Speech-to-Text Gelar, Trisna; Sari, Aprianti Nanda; Lieharyani, Djoko Cahyo Utomo; Naylassana, Fauza; Hamdani, Nisrina Wafa Zakiya
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.74660

Abstract

Bandung State Polytechnic has implemented project-oriented problem-based learning as its new educational approach. Project 6, or Final Project, is a course that communicates student learning results. Documenting seminar events is crucial as it provides valuable resources for students to analyze seminar outcomes and address any inquiries from teachers. However, not all students are inherently proactive in documenting or recording these activities. The task of transcribing learning outcomes becomes distinct when the emphasis is placed on students. This study aims to develop and evaluate a speech-to-text model utilizing DeepSpeech for transcribing seminar presentations related to final year projects, tackling the difficulties presented by spontaneous speech patterns and specialized technical terminology in software engineering. The model is trained and assessed utilizing Word Error Rate (WER) and Character Error Rate (CER) measures. The results of this study are the development of speech-to-text systems for educational purposes, especially within project-based student-centered learning. These resulting transcriptions could benefit both students and educators by offering a searchable and analyzable account of seminar presentations and improving feedback.
Virtual Platforms Skills Required by College of Education Lecturers for Instructional Delivery in Kogi State, Nigeria Olorunleke, Adesanya Emmanuel; Olumuyiwa, Ayeni Bayonle; Bature, Shuaib Suleiman
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.75844

Abstract

The shift in the mode of instructional delivery has necessitated the need for teachers at every level to acquire the skills and competencies needed to use virtual learning platforms and classrooms for their teaching activities. This is more important as colleges of education lecturers are responsible for producing the next generation of teachers. This study appraised the skills required by college of education lecturers in Kogi State, Nigeria for instructional delivery with virtual learning platforms and classrooms. The study was survey research. Four research questions and one hypothesis guided the study. The instrument for the study was a questionnaire. Lectures in colleges of education in Kogi State, Nigeria constituted the population for the study. The sample of the study was 100 Science Education lecturers, sampled from two colleges of education. Data was analysed using percentages, mean, standard deviation, t-tests, and ANOVA statistics. The study found that lecturers required skills in planning, engaging in social interactions, presentation, technical, and assessment for virtual; learning classrooms. Also, no significant difference in virtual learning platform skills needed by college of education lecturers based on school type, gender, and qualifications. However, lectures differed significantly based on years of teaching experience.  The study has improvements in awakening Lecturers to apprise their virtual platforms usage skills thereby prompting them to seek for improvement translating to production of teachers with twenty-first century teaching skills.
Exploring Research Approaches and Methodologies in Multimedia: Digital Media, Game Development, Visual Communication Design, Broadcasting, and Animation Juhana, Agus; Anggelika, Laura; Azis, Farhan Abdul
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.76393

Abstract

Research methods are structured procedures designed to address research problems and provide effective solutions. In the multimedia field, researchers often rely on standardized methods, regardless of the specific sub-discipline under investigation. For example, the Multimedia Development Life Cycle (MDLC) is among the most commonly used methodologies. However, the diversity of research areas within multimedia—spanning Digital Media, Game Development, Visual Communication Design, Broadcasting, and Animation—requires tailored and specialized approaches to ensure that research outcomes are precise, impactful, and contextually relevant. This study systematically reviews various research methodologies in the multimedia field by analyzing relevant articles and literature. The results present a comprehensive mapping of diverse approaches and methodologies, categorized according to specific subfields within multimedia. This analysis aims to assist academics, researchers, and professionals in selecting methodologies that align with their research objectives, thereby enhancing the quality and specificity of research outputs.
Development and Evaluation of a Visual Novel Game “Happiness” to Introduce the 5 Stages of Grief Lumombo, Liony; Pertiwi, Annisa
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.76598

Abstract

Grieving is a feeling intimately associated with sadness and loss, and as a fundamental aspect of the human experience, it is an inevitable component of life. In the context of bereavement, individuals typically traverse the five stages of grief before achieving a state of equilibrium. However, the societal under-appreciation of these stages often engenders a prolonged and unresolved grief response, underscoring the necessity for educational initiatives that promote awareness of these stages. Visual game novels, a medium that employs narrative and visual elements to illustrate the stages of grief, offer a valuable avenue for conveying these concepts. These novels utilize Ren'py, a software application designed for creating visual novels, to present image illustrations alongside a narrative. In addressing this gap in understanding, the researcher developed a visual game novel titled "Happiness," which serves as an introduction to the five stages of grief. To gather data for this study, the researcher employed qualitative methods, conducting in-depth interviews using judgmental sampling techniques. The findings of this study contribute to the development of innovative educational media, particularly in the context of understanding the grieving process. Subsequent research can be conducted to generalize the findings to a broader population and explore the potential for cultural adaptation in game design.

Page 1 of 1 | Total Record : 8