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Yusram, S.Pd., M.Pd
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journal.lamintang@gmail.com
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journal.lamintang@gmail.com
Editorial Address
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INDONESIA
International Journal of Multimedia and Recent Innovation (IJMARI)
ISSN : 27214745     EISSN : 27217299     DOI : https://doi.org/10.36079/lamintang.ijmari
Core Subject : Science,
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Multimedia.
Articles 5 Documents
Search results for , issue "Vol 2 No 1 (2020)" : 5 Documents clear
Learning Logic Gate through 7-Gates Hanasrullah Halim; Wan Amirah Najwa Wan Idris; Haslina Hassan; Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.70

Abstract

This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
Build IoT through Virtual Reality Muhammad Azri Ishak; Mohammad Rafiq Kosnan; Nur Fatini Zakaria
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.80

Abstract

Virtual Reality is a new form as integration of technologies that overlays computer-generated information on real world. Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world, real or imagined and allows users not only see it but also interact with it. Hence, educator has begun to seek technologies that have potential to be integrated in education in order to help students learn effectively and enhance their understanding. The focus of this research is on development of mobile application on Raspberry Pi topic by using Virtual Reality technology from Computer Architecture and Organization subject in Universiti Pendidikan Sultan Idris (UPSI). Student have difficulty to understand and even not know what is Raspberry Pi besides less usage of mobile application on Virtual Reality, the application could help them understand the functionality of Raspberry Pi better and effectively. By using Prototyping Model, evaluation phase consisted of post tested have been carried out on target user as to see the learning effectiveness from student achieved. The result of finding shows that the students think that VR-Pi application is easy to use and the note provided is appropriate and easy to understand. Thus, this mobile application of VR technology could enhance the traditional form of teaching and learning in order to improve student’s knowledge and interest about Raspberry Pi which improves their understanding and experience using technology for learning
Learning Logic Gates Using Augmented Reality Nurul Hidayah Rahani; Aldrin Aran Bilong; Muhammad Rafiq Mat Suruji; Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.81

Abstract

This research is important to enhance students understanding and learning performance in Computer Organization and Architecture subject especially in logic gate circuit topic as student also can improve their knowledge and usage in new technology like AR. The appropriate methodology chosen in development of this research is ADDIE model which is consists of five phases. The application were evaluated by the student who take Computer Organization and Architecture subject in Sultan Idris Education University. By using ADDIE model as its methodology, the planning of this mobile application was successfully proceeding smoothly starting from the analysis phase until evaluation phase. The details gained from the phase of evaluation will be explained through the next chapter of this research. Overall from this research, the AR-LoGates Apps has shown that it is a necessary product by receiving a good reception from students. The results proved that AR-LoGates application can help students in learning especially in easy to understanding the logic gate topic and make the learning become interesting way.
POCKET MALAYSIA: Learning About States in Malaysia Using Augmented Reality Siti Fatimah Sezali; Ainun Mardhiah Radzuan; Nurul Imani Mohd Shabudin; Rabia'tul Athirah Afendi
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.82

Abstract

In era 4.0, teaching and learning are still in traditional method, which is using textbook. Hence, students become bored and easily to fall asleep during class. Therefore, researcher wish to develop an attractive and friendly-user augmented reality application as a learning aid for students. Pocket Malaysia uses AR system to learn about states in Malaysia. Student can learn in fun way through multimedia usage. There are several objectives to implement this research. Those are to identify which topic in Form One Geography Textbook is suitable to be implement in augmented reality concept, develop an augmented reality application that can help students recognize the name of states in Malaysia, location of states in Malaysia map and other details regarding each state in Malaysia through an interactive way and, evaluate usability of the application. This research uses quantitative method. The research approach is survey. About 15 students that are studying Geography subject in Universiti Pendidikan Sultan Idris (UPSI) are involve as sample through quota sampling. Overall, Pocket Malaysia is a good starting point for Geography subject in secondary school. This is because not many AR applications today are focusing on Geography subject. Based on the survey, many agree that it is easy to use although there is unclear instruction in scan section. The GUI also is quite pleasant along with the font size and colour selection. In general, it is successfully developed as it gave out the expected outcome. The weakness of this application should be improved in the future.
OOP-AR: Learn Object Oriented Programming Using Augmented Reality Zulhafiza Zainal Abidin; Muhammad Asyraf Abdullah Zawawi
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.83

Abstract

Object-Oriented Programming (OOP) is one of the challenging concept in computer science education especially for novice programmers. To help students understand this concept, this research try to blend OOP with Augmented Reality (AR). The reason because AR can give fun aspect to the learner, which can also help learner to focus longer without distraction. For this research purpose, the target audience is 20 university students with different ability in programming and augmented reality experience. The overall results of this research show that OOP-AR received positive feedback from users. It also proved that OOP-AR is a necessary product for students who need to improvise their knowledge in OOP and its concepts and gain interest in using AR application

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