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Jurnal of Applied Multimedia and Networking
ISSN : -     EISSN : 25486853     DOI : -
Journal of Applied Multimedia and Networking (JAMN) is a journal published by Study Program of Multimedia and Networking, Politeknik Negeri Batam. The JAMN is issued 2 times a year in electronic form. The electronic pdf version is accessible on the internet free of charge. We encourage all interested contributors to submit their work for consideration. e-ISSN: 2548-6853
Articles 11 Documents
Search results for , issue "Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking" : 11 Documents clear
Perancangan Game Visual Novel Sebagai Media Pembelajaran Alternatif Pengenalan Asal Usul Aksara Jawa Pada Gen Z Purwanto, Syaila; Harditama, Marwah Mahayaidha; Prasetya, Miranda Rizky; Ulhaq, Achsanul Khluq Banis Dhiya; Wicaksono, Muhammad Raditya
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

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Abstract

The visual novel "Aji Saka and the Origin of Javanese Script" is designed as a digital-based interactive media to introduce local culture, especially the origin of Javanese script, to the younger generation, especially Generation Z. Generation Z is a group that was born and grew up in the digital era with characteristics that are very familiar with technology, social media, and interactive applications, so they have a more effective learning style through digital and visual media. This game was developed using the Multimedia Development Life Cycle (MDLC) method which consists of six systematic stages, from concept to distribution. The final product is an educational interactive media that presents the legend of Aji Saka in the form of an interesting visual and textual narrative. User evaluation shows a significant increase in understanding with an average of 4.538/5 (90%), as well as a positive user experience in terms of usability.
Pembuatan Animasi Aset 3D dalam Film Pendek Gugu si Gonggong Ajaib sebagai Media Promosi UMKM Menggunakan Blender 3D Aqid, Aizudin; indonesia, indonesia
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

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Abstract

The development of digital technology opens up new opportunities for Micro, Small, and Medium Enterprises (MSMEs) to increase their competitiveness through 3D animation-based promotional media. This study aims to design and animate 3D assets in the short film "Gugu si Gonggong Ajaib" as a promotional media for MSMEs in the Riau Islands using Blender 3D software. The research method used is a qualitative method with a product design approach, which consists of three main stages, namely pre-production, production, and post-production. In the pre-production stage, story idea development, storyboard creation, character design, and environmental design are carried out. The production stage includes modeling, texturing, rigging, animation, lighting, and rendering of 3D assets. While the post-production stage includes compositing and video editing. The result of the study is a 1 minute 13 second animated video with a resolution of 1920 × 1080 pixels (Full HD), which displays local characters with an attractive visual approach to support MSME product promotion. The application of 3D animation has been proven to increase visual appeal, strengthen product image, and expand the reach of digital promotions. This research is expected to be a reference for MSMEs and digital content creators in utilizing 3D animation as an innovative promotional medium.
PENGARUH KURIKULUM PEMODELAN 3D TERINTEGRASI AI PADA PEMAHAMAN ANAK USIA 10-12 TAHUN DI DIGIKIDZ Tulkadar, Nur Laila; Riwinoto, Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

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Abstract

The growing dominance of digital technology presents a significant challenge for the younger generation, who must be well-prepared to face it. Early exposure to digital skills is essential to equip children with the necessary knowledge and capabilities. One such emerging field is 3D modeling, which has seen rapid development in recent years. Through the learning process of 3D modeling, students can enhance their cognitive abilities, creative thinking, and critical problem-solving skills. This study aims to analyze the effectiveness of a 3D modeling curriculum in improving the understanding of children aged 10–12. A comparative approach is used to determine which curriculum demonstrates a higher level of effectiveness. The research employs a mixed-methods approach, combining both qualitative and quantitative data, to obtain more accurate and comprehensive findings.
Media Pembelajaran Interaktif pada Pendidikan Teknik Penerbangan Nurfikri, Aditia; Firmanda, Ardiman
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.10428

Abstract

The advancement of Virtual Reality (VR) technology has significantly contributed to the field of education, particularly in vocational learning environments. This study aims to develop and evaluate FLIGHTECH IMMERSION, an interactive learning application based on VR technology integrated with hand tracking, designed to help students explore aircraft components virtually. The application was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Functional testing was conducted using the black-box testing method, while user evaluation employed a quantitative descriptive approach through a questionnaire distributed to 32 students of the Aircraft Maintenance Engineering Program at Batam State Polytechnic. The results showed an average user satisfaction score of 4.42, classified as "Very Feasible". These findings indicate that FLIGHTECH IMMERSION can serve as an innovative and effective educational medium for immersive learning in the field of aviation technology.
Implementasi Video Company Profile PT. Sanindo Multi Tekno Dengan Gabungan Cinematic Dan Motion Graphics Menggunakan Metode MDLC Nehara, Renetha; Amadia, Rini
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

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Abstract

This study aims to design a company profile video for PT. Sanindo Multi Tekno using the MDLC method with a combination of cinematic and motion graphic techniques. Development was carried out through six stages: Concept, design, material collection, assembly, testing, and distribution. Production involved interviews, storyboarding, material collection, and editing using CapCut Pro and Adobe After Effects. Evaluation was carried out through alpha testing by multimedia experts and validation from the company. Beta testing involved 35 respondents using the AIDA model and brand awareness analysis. The video was distributed through YouTube and Instagram to expand reach and increase the company's brand awareness.
The Analysis of the Effectiveness of SMPIT Tunas Cendekia Profile Videos as Digital Promotion Media: Mixed Method Approach with Epic Model, Qualitative Interviews, and Youtube Analytics Hariadi, Rudi; Yeni
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.10508

Abstract

In the era of digital competition, educational institutions are required to adopt innovative and technology-based promotional strategies. This study aims to evaluate the effectiveness of a school profile video of SMPIT Tunas Cendekia as a digital promotional medium to support student enrollment campaigns. A mixed-method approach was applied by integrating the EPIC Model (Empathy, Persuasion, Impact, Communication), qualitative interviews, and YouTube Analytics. Quantitative data were collected from 66 respondents using a Likert-scale questionnaire based on the EPIC Model, while qualitative insights were gathered through in-depth interviews with prospective parents and school representatives. Additionally, YouTube performance metrics such as view count, watch time, and click-through rate (CTR) were analyzed. The findings show that all four EPIC dimensions scored in the "Highly Effective" category, with an overall EPIC Rate of 4.26. Interview results confirmed strong emotional resonance, increased interest, and a positive perception of the school’s image. YouTube data indicated solid engagement, with a CTR of 4.39% and an average watch duration of 2 minutes and 44 seconds. The integration of audience perception, qualitative insight, and digital metrics provides comprehensive evidence that profile videos serve as an effective communication tool in educational marketing. This study recommends content enhancements based on audience needs to improve future promotional efforts.
Analisis dan Perancangan Antarmuka Pengguna Situs Web PT. ACW Tour dan Travel Menggunakan Metode Design Thinking Bertuah Sikumbang, Rezeki; Suandi, Fadli
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.10679

Abstract

PT. ACW Tour and Travel is a company engaged in the field of tourism services that still uses traditional promotion methods. This study aims to design the UI/UX of the PT. ACW Tour and Travel website using the Design Thinking approach, in order to provide a better user experience and support digital marketing strategies. The design process includes five stages, namely empathize, define, ideate, prototype, and test. Data were collected through interviews and questionnaires to potential users. The final result is a website prototype design that was tested using the System Usability Scale (SUS) method with an average score of 77.3, which is categorized as "very good" and "acceptable". These results indicate that the Design Thinking approach is effective in creating a UI/UX that is in accordance with user needs and expectations.
Penciptaan Video Klip Melayu Menggunakan Teknik Camera Follow Untuk Visualisasi Museum Raja Ali Haji Grace Dea; Kanistren, Aragani Timur
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.10925

Abstract

Music videos are an audiovisual art that enhances multisensory experiences while acting as a medium of cultural information and communication, such as Malay culture. In this creation, cinematographic techniques are employed, particularly the camera follow technique, to create an exploratory and immersive experience. This approach is implemented in the Malay music video “Nurlela” composed by Asbon Madjid and Bing Slamet, arranged in progressive Malay pop. The study aims to determine the effectiveness of creating a Malay music video using the camera follow technique to visualize the Raja Ali Haji Museum in presenting its historical collections and visitor regulations. The production process applies the Multimedia Development Life Cycle (MDLC), consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The testing stage uses the EPIC Model, which includes four dimensions: empathy, persuasion, impact, and communication.
Educational Animation Media on the Effects of Ultra-Processed Foods to Children's Cognitive Function: A Systematic Literature Review Ramadhan Al - Aqil, Muhammad Reyhan; Agus Juhana
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.11817

Abstract

The consumption of ultra-processed food (UPF) poses a serious risk of cognitive impairment to children during their critical brain development phase. Effective educational media is crucial, as animation is a highly engaging and proven medium for children, with 90% of them choosing animation for education in previous research. This study, therefore, aims to systematically review the topic by addressing three key research questions (RQs): (1) To what extent does UPF consumption affect children's cognitive function and health? (2) Why are animations the most effective media for transferring nutritional knowledge? (3) How effective is animation-based educational media in raising children's awareness regarding UPF risks? This study adopts a Systematic Literature Review (SLR) methodology, adhering to the PRISMA guidelines. The systematic literature search gathered scientific articles from reputable world libraries. The results confirm that UPF consumption is a significant factor contributing to cognitive decline and obesity due to its high sugar and low micronutrient content. Conversely, animation is proven effective as it significantly increases children's focus and comprehension. The core conclusion is that educational animation media serves as a strategic and highly effective tool for fostering children's awareness of the dangers of consuming UPF and promoting preventative behavior.
Pembuatan Motion Comic Chibi Sebagai Media Informasi Pendaftaran Pemberangkatan Haji Di Kantor Kementerian Agama Kota Batam rachma, Rachmawati Tsalitsah; Rahmi, Anis
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.12027

Abstract

Penelitian ini mengembangkan motion comic bergaya chibi sebagai mediainformasi pendaftaran haji di Kantor Kemenag Kota Batam. Media cetakdinilai kurang efektif, terutama bagi generasi Z yang lebih akrab denganmedia digital. Menggunakan pendekatan art basic research kualitatif, karyaini dibuat dalam bentuk animasi terbatas berdurasi 3 menit 15 detik,menampilkan alur informasi melalui karakter ilustratif. Hasil evaluasi daridua ahli menunjukkan motion comic ini cukup informatif, namun masihperlu perbaikan pada intro-outro, transisi, font, dan visual panel. Gaya chibi,pewarnaan, dan karakter dinilai sesuai dengan target audiens. Secarakeseluruhan, motion comic ini berpotensi sebagai media informasi yangmenarik dan mudah dipahami, terutama bagi generasi muda.

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