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multimedia-kdcibiru@upi.edu
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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 80 Documents
The Effectiveness Factors of Student Learning through TikTok Media with the Application of the TAM Model Florencia Elaine; Ikhsan Fuady
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.52882

Abstract

This study aims to examine the factors that have an impact on the learning effectiveness of students who use social media TikTok for learning and gaining knowledge. Extended Technology Acceptance Model (TAM) theory is the main framework used to analyze, with the constructs of perceived ease of use, perceived usefulness, attitude towards TikTok Use, Behavioral intention to use, and learning effectiveness. Questionnaire data collection was carried out by hosting an online Google Form which was distributed to active students on the island of Java using nonprobability method and involving 181 samples. The data obtained was analyzed using LISREL with SEM and confirmatory factor analysis (CFA) to test the validity, reliability, hypothesis testing, and models. The results of the study show that the model has been able to explain the factors of learning effectiveness and the acquisition of new knowledge using TikTok media for university students in Java. In addition, the relationship between behavioral intention to use and learning effectiveness is a prominent and significant construct of this research.
Influence of Locus of Control on Internet Addiction among Kwara State Colleges of Education Students Jamiu Babatunde Bello; Habibat Bolanle Abdulkareem; Abdulhafis Adeyinka Hassan; Ameenat Arinola Ogo-oluwa; Abdulkareem Olalekan Abubakar
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.59691

Abstract

The study investigated the influence of locus of control on internet addiction among undergraduate students in Kwara State. A descriptive survey design with one research question guided the study. Two hypotheses were formulated and tested in the study. The population comprises all full-time undergraduate students at Kwara State College of Education, Ilorin. The samples consist of 500 full-time undergraduates. The researcher randomly selected 200 males and 300 females undergraduate students. Data were collected using the adopted locus of control scale and internet addiction scale to measure the level of internet addiction among undergraduate students at Kwara State College of Education. The collected data were analyzed using frequency, mean, percentage, standard deviation and t-test. It was revealed that there is a significant difference in the locus of control and internet addiction among Kwara State College of Education students. The result further shows that gender does not affect the internal and external locus of control of the male and female respondents. It was concluded that there is gender influence on the locus of control and internet addiction while there is no gender influence in the way both internal and external locus of control students are addicted to the internet. It was recommended that strategies and activities that would build students’ locus of control and reduce internet addiction be put in place to assist students generally.
English Spelling Game Design as Learning Media Ikhwan Baidlowi Sumafta; Ardhitya Septian Gilang Ardhana; Moch Rangga Dizzy Pringgayuda; Muhammad Alfandi Nurcahyono
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.53999

Abstract

In this digital era, the ability to use technology is a must that everyone must own, especially educators or teachers, so that they can provide teaching or material by utilizing technology. Understanding various foreign languages in the era of globalization in the 21st century is needed by all groups. So it is necessary to teach from an early age about learning and understanding foreign languages for children, especially learning English, an international language. Based on the background and previous research, it is necessary to have a learning media in the form of a game for learning English, especially in understanding spelling, so that students both at an early age and in elementary school students can be more motivated and enthusiastic in remembering the good and correct spelling of English.
Application of 360-Degree Virtual Tour as a Website-Based Media for Introduction to Pucak Meru Pura I Gusti Ngurah Agung Bagus Yudistya Mahesatama; Ketut Gus Oka Ciptahadi; I Made Arya Budhi Saputra
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.56840

Abstract

Pucak Meru Temple is one of the temples belonging to the Kahyangan Jagat Temple, which is located in Banjar Kasianan, Pangsan Village, Petang District, Badung Regency, Bali. Pucak Meru Temple has a cave called Goa Meru which is a historical witness to the establishment of this temple. Pucak Meru Temple has several uniqueness, namely, in Goa Meru flowing 5 sources of water, inside the cave there are also guards in the form of snakes and there are also many ancient kepeng coins, and during piodalan in this temple it always rains even during the dry season. when pujawali does not rain, it is certain that the drought will be long. Pucak Meru Temple is a temple that recently has the status of Kahyangan Jagat Temple, so the name of this temple as Kahyangan Jagat Temple is still foreign to the public. With the current development of information technology, the author built a Website-Based Virtual Tour 360 Degree application which aims to provide effective information and the impression as if you had been at Pucak Meru Temple. This application was built using the MDLC (Multimedia Development Life Cycle) method. Based on the test results using the heuristic evaluation method, the results were quite good and through the system usability scale testing, an average SUS score of 80 was obtained, thus concluding that each function is running well and can be used easily by users.
Introduction of Cut Nyak Dien's Figure in 2D Animation-Based Mobile Applications Sabrina Az Zahrah; Syifa Hadiarti Aulia; Syifa Hanifa Wardani; Intan Permata Sari
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.47939

Abstract

The introduction of National Indonesian heroes at this time is still a little using existing technology, where technology is currently developing rapidly. Making prototypes about Indonesian heroes is a form of appreciating, remembering and remembering the existing heroes. Thus, the design of the "Leaftory" Cut Nyak Dien application is expected to make target users with the target of elementary school children ages 7-12 years able to know and remember Indonesian heroes by utilizing online mobile-based technology. The design of this application also pays attention to UI/UX by presenting an attractive appearance in the form of text, graphics and 2D animation to positively impact users. Developers also make trials to target users so that there is feedback from developers to users and vice versa.
Design and Build an Application for Introduction to Endemic Indonesian Flora and Fauna Based on Virtual Reality Aditiya Riyadhi; Ayung Candra Padmasari; Maya Purnama Sari
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.57154

Abstract

Virtual Reality is a technology used in today's application development. Virtual Reality allows users to fully engage in a 3D visual environment and perform various activities. Indonesia has approximately 515 species that are threatened with extinction based on data on the IUCN website. The purpose of this research is to introduce rare biodiversity in Indonesia through a Virtual Reality-based application to reduce extinction rates. In the process of making applications, the authors use the SDLC (Software Development Life Cycle) Waterfall model, which is a software development model with organized and structured stages. SDLC Waterfall stages include needs analysis, planning or design, implementation, and testing, including 3D creation and integration with Unity3D. Testing is applied to the black box testing method. From the trials conducted, this application can run smoothly on computers and laptops with minimal specifications. The results of testing the application involving several respondents with an average percentage value of 87.67% are feasible and effective in making this application an educative media. This application is expected to increase public awareness about Indonesia's natural wealth as well as become an interesting and innovative educational tool.
Future of Multimedia: Mixed Reality in Virtual 3D Exhibitions and Digital Products Padmasari, Ayung Candra; Bin Azizan, Ahamad Tarmizi; Fadli, Muhammad Nur; Salsabila, Rifda Falsa
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.70395

Abstract

Creative digital application products are currently expanding rapidly and become the base of many countries to compete in the global market, including in Indonesia, which is preparing the creative economy of the digital application development subsector as a new force in the post-Covid 19 national economic recovery, especially in the focus of achieving the Sustainable Development Goals (SDGs). In the 2020 Game Industry Ecosystem Map report, it is known that 57% of the 80 surveyed digital application development companies said that productivity has declined since the pandemic, with the emergence of a new variation of Covid 19 type Omicron appearing at the beginning of 2022, making the impact of the epidemic on the industry huge. Therefore, the government has made a policy to carry out the recovery jointly through the Programme Strategy (RPJMN) of the National Medium-term Development Plan 2020-2024 (SDGs, Objective 4 Quality Education), on the Development Programme of innovative study programmes adapted to the needs of development and industry, with a partnership strategy of universities and industry for curriculum alignment, development of curricula, research and development activities. The method used in the research is MDLC (Multimedia Development Life Cycle). In this study, 1 virtual 3D exhibition building was produced with 6 rooms consisting of a game and application media room, a digital illustration room, an industrial partnership room accompanied by an interactive navigation design based on Mixed Reality.
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.
Forecasting Demand for Motorbikes at Astra Motor Balikpapan Using Support Vector Regressor Rizki, Rifaldho Muhammad; Mujahidin, Syamsul; Paninggalih, Ramadhan
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.65882

Abstract

Forecasting requests for motorbikes is a critical aspect of Astra Motor Balikpapan's operations. The Support Vector Regression (SVR) model, a method commonly used in forecasting, is particularly useful when dealing with complex data that may contain outliers and when the data is limited. This research evaluates the performance of the SVR model in estimating requested motorbikes at Astra Motor Balikpapan for 3, 6, 9, and 12 months, and analyzes the impact of parameter changes in the model evaluation. The request data for Astra Motor Balikpapan motorbikes used for five years or 60 months, which are divided into two parts: training and test data. The SVR model was built with three Kernel types: linear, polynomial, and RBF kernels. The evaluation results demonstrate the SVR model's ability to predict request motorbike with Sufficient accuracy, with minor mark errors, including an average MAE of about 0.49, RMSE of about 0.58, and R² score of about 0.99. Parameter changes also affect model evaluation, as in the case of ADV motorbike with RBF kernel; adjustment of parameter C from 0.01 to 10 results in significant accuracy, decreasing MAE from 0.36 to 0.004. This study concludes that the SVR model is an effective method for predicting motorcycle requests, with practical implications for Astra Motor Balikpapan's operations.