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Contact Name
Muhammad Azmi
Contact Email
muhammad4zmi@gmail.com
Phone
+6281918405331
Journal Mail Official
admin@jurnal.stmiksznw.ac.id
Editorial Address
Jln Raya Mataram- Lb. Lombok KM 49 Desa Anjani Lombok Timur, NTB 83611
Location
Kab. lombok timur,
Nusa tenggara barat
INDONESIA
Jurnal Teknimedia: Teknologi Informasi dan Multimedia
ISSN : 27226263     EISSN : 27226271     DOI : -
JURNAL TEKNIMEDIA : Teknologi Informasi dan Multimedia terbitan berkala ilmiah nasional diterbitkan oleh STMIK Syaikh Zainuddin NW Anjani. Tujuan diterbitkannya Jurnal TEKNIMEDIA adalah untuk memfasilitasi publikasi ilmiah dari hasil penelitian-penelitian di Indonesia serta ikut mendorong peningkatan kualitas dan hasil penelitian untuk akademisi dan peneliti. Jurnal TEKNIMEDIA terbit 2 (dua) kali dalam satu tahun (lima bulan sekali) pada bulan Januari-Mei dan Juni-Desember dengan ruang lingkup bidang ilmu Informatika, Telekomunikasi dan rumpun Komputer Sains.
Articles 19 Documents
Search results for , issue "Vol. 6 No. 1 (2025): Juni 2025" : 19 Documents clear
PERMODELAN PROTOTYPE E-KATALOG SEBAGAI MEDIA PEMASARAN BAGI PELAKU UMKM TENUN KRE' ALANG SUMBAWA Ekastini; Nora Dery Sofya; Eki Ruskartina; Elita Trisyawidia; Bintang Bintang; Erwin Martadinata
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.213

Abstract

Kre’ Alang is a traditional woven fabric unique to Sumbawa that holds high cultural and economic value, beauty, and uniqueness, attracting many people. The competition between authentic Kre’ Alang from Sumbawa and similar imitation products that are cheaper poses a threat to the existence of authentic Kre’ Alang. One of the factors causing authentic Kre’ Alang from Sumbawa to struggle against imitation products is the limited marketing media available. UMKM players in Sumbawa still rely on word-of-mouth marketing to promote Kre’ Alang products, which limits their ability to reach a broader market. This has resulted in the original Kre’ Alang from Sumbawa not being able to fully realize its market potential. The e-catalog is a solution that can help reach a wider market. The e-catalog provides complete and detailed information about products to consumers, making it easier to choose and purchase the desired products. Research conducted in 2023 by a team of researchers shows that technology orientation is an important factor in enhancing product competitiveness. Technology orientation refers to the level of use of the latest technology in product marketing. The use of technology such as e-catalogs can help MSME actors like Kre’ Alang to market their products widely, thereby increasing competitiveness and opportunities to reach the market. The method for creating the Kre Alang e-Catalog prototype model uses a flexible prototyping method that is quick and dynamic in its development.
APLIKASI PERCAKAPAN BAHASA INGGRIS-BAHASA INDONESIA UNTUK TURIS MANCANEGARA BERBASIS ANDROID Yustina Heny Wardhani; Kirana Anisya; Yang Agita Rindri; Sari Mubaroh
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.225

Abstract

Communication is one of the obstacles that often occurs to foreign tourists visiting Indonesia, this is caused by language differences between local people and tourists. Therefore, to overcome this problem, a conversation application is developed that is designed to make it easier for foreign tourists to communicate with local people. With the aim of utilizing Google Translate API technology in developing conversation applications that can be used by foreign tourists visiting Indonesia. The research method uses SDLC (Software Development Life Cycle) Waterfall which is carried out by approaching systematically which has a flow of analysis, design, coding, and testing. The results of the study obtained results in the form of a conversation application for foreign tourists visiting Indonesia that is more user friendly than Google Translate, by facilitating direct conversation without having to search on the application, and providing several additional features such as recommendations for tourist attractions, so that foreign tourists visiting Indonesia can enjoy the tourist attractions in Indonesia more. The results of the application trial that have been carried out show that the application has good performance and function through black box testing, and in subjective testing carried out using a questionnaire via Google Form with 5 respondents, the total score obtained was 180 out of 225, from the results obtained a percentage of 80%.
VIRTUAL TOUR BERBASIS E-PANORAMA SEBAGAI PENGENALAN KAMPUS UNIVERSITAS PENDIDIKAN MANDALIKA Muhammad Fadil Salmansyah; Indriaturrahmi Indriaturrahmi; Raden Fanny Printi Ardi; Jarir Jarir
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.233

Abstract

The rapid development of information technology has encouraged the emergence of digital innovations in various fields, one of which is Virtual Tour innovation. Undikma campus needs to have a visual promotional media that can describe the campus facilities and environment as a whole, and is easily accessible to prospective students and the wider community. Based on these problems, this research aims to build an E-Panorama-based Virtual Tour as a medium for introducing Undikma campus visually to prospective students and the public through a website that can be accessed by anyone. By utilizing 360-degree panoramic photos, this Virtual Tour is expected to provide an interactive visual experience for users and increase the attractiveness of Undikma campus for prospective students and the community. The development model used in this research is the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design, material collecting, assembly, testing, and distribution. Based on the results of the feasibility test, it shows that the Virtual Tour meets high standards with a feasibility percentage of 87 percent from media experts and 85.72 percent from users, so that this Virtual Tour can be declared suitable for use with a very good level of acceptance. So, it can be concluded from this research that the construction of the E-Panorama-based Virtual Tour has succeeded in achieving its goal as a medium for visually introducing the Undikma campus to prospective students and the public through a website that can be accessed by anyone and can be well received by users.
PEMBUATAN VIDEO EDUKASI SEBAGAI UPAYA MENINGKATKAN KESADARAN MAHASISWA SISTEM INFORMASI DI UNIVERSITAS INTERNASIONAL BATAM TERHADAP BERITA PALSU DI ERA DIGITAL Hanif Permadi Diny; Diny Anggriani Adnas; Deli Deli
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.238

Abstract

This research aims to explore the impact of fake news and the effectiveness of making educational videos as an effort to increase awareness of information systems students at Batam International University regarding fake news in the digital era. Through a survey method using a questionnaire distributed to students from the 2021 to 2024 class, this research identified the level of understanding and awareness of students regarding the dangers of fake news before and after showing educational videos. The research results showed that 98% of respondents felt that the videos presented were interesting and easy to understand, and suited their needs, which indicates that visual media can be an effective tool in conveying information. In addition, data analysis shows that increasing digital literacy among students contributes to their ability to recognize and verify information, thereby reducing the risk of spreading hoaxes.
VISUALISASI STRUKTUR ORGAN ANATOMI HEWAN TERNAK BERBASIS AUGMENTED REALITY Jimmy Pratama; Bayu Syahputra; Febby Anggellya
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.239

Abstract

Over time, the utilization of Augmented Reality (AR) in education is growing, especially in biological science learning media. This study aims to develop a 3D-based Augmented Reality application for visualizing the anatomical organ structure of farm animals, especially cows (Bos taurus) and chickens (Gallus gallus). The application in this study is designed to provide an interactive learning experience with features such as rotation, zoom, and in-depth exploration of the organ structure of farm animals, especially cows and chickens. This research aims to develop Augmented Reality (AR) based learning media that displays the anatomical organ structure of farm animals, such as cows and chickens. The method used as development is Research and Development (R&D) and a qualitative approach to explore user feedback on the application. Development includes needs analysis, design, prototyping, and testing. The results of the qualitative approach, namely interviews, showed that 80% of participants felt that this application was effective in helping to understand animal anatomy. This research concludes that AR is an interesting and effective learning medium, with recommendations for further development using interactive elements and 3D technology.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN KEMAMPUAN MOTORIK HALUS ANAK PRASEKOLAH BERBASIS ANDROID Aryo Prasetya; Novramdan Ilham Alan; Ahmat Josi; Sidhiq Andriyanto
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.242

Abstract

Fine motor skill development in early childhood is a critical aspect requiring precise stimulation, yet current preschool educational challenges reveal limitations in skill development media. This research aims to develop an Android-based educational game called GELANG (Gerak Gemilang) to improve preschool children's fine motor skills. The research method employed the Game Development Life Cycle (GDLC) with six stages: initialization, pre-production, production, alpha testing, beta testing, and release. The game was designed using Unity Game Engine with three game types: puzzle, maze, and coloring, each featuring three difficulty levels. Data collection was conducted through questionnaires and observations at PAUD Kemuning Kecamatan Koba, involving 14 preschool children. Testing results showed the game achieved 92% expert validation, categorized as "Very Valid". Blackbox testing confirmed all game functions operated optimally, while beta testing indicated the game effectively enhances children's fine motor skills. GELANG has proven capable of creating an engaging interactive learning medium that supports hand-eye coordination development and stimulates children's creativity in an enjoyable manner.
RANCANG SISTEM PENDETEKSI HAMA PADA TANAMAN BERBASIS ARDUINO UNO Soni Soni; Karnadi Karnadi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.243

Abstract

To improve agricultural yields and reduce losses caused by pest attacks, this research designs a pest detection system for plants based on Arduino Uno. This system is designed to automatically detect the presence of pests using an ultrasonic sensor. The ultrasonic sensor functions as a detector for pest movements approaching the plants by identifying the frequency of sounds generated by pest movements. Additionally, a servo motor is used as a tool to repel pests detected by the ultrasonic sensor. The data is then transferred to an LCD via Arduino Uno, providing real-time information to farmers about pest attacks.System testing shows a pest detection accuracy of 80%, with an average response time of approximately 3 seconds. The results of this research are expected to provide a solution for farmers to monitor and control pest attacks, thereby increasing efficiency and enhancing productivity in agriculture.
IMPLEMENTASI SISTEM ABSENSI BIOMETRIK MAHASISWA TERINTEGRASI DATA KEHADIRAN SIMAK DOSEN MENGGUNAKAN MIKROKONTROLER ESP32 Muh Tino Kabarak Ballagi; Muhammad Akbar Yasin; Zila Razilu
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.244

Abstract

Attendance is one of the important aspects of human resource management in various institutions, whether in the educational environment, companies, or government agencies. Biometrics is a technology used to identify or verify a person's identity based on unique physical or behavioral characteristics. The system development method used in this research is the prototype method. This research produces a biometric attendance tool using the ESP32 microcontroller integrated with the Simak system for UM Kendari, which can then be implemented according to its function. With the presence of this biometric attendance tool, it is hoped that it can minimize any potential cheating that may occur in the lecture attendance process and make it easier for lecturers to manage student attendance. The results of the testing of this biometric attendance system and tool were successfully conducted, marked by the tool functioning well and the system being able to integrate with the lecturer's Simak. The fingerprint testing of students was conducted on 30 people with an average of 3 trials each, where 27 people were successfully detected and the remaining 3 failed to be detected due to the condition of the students' fingers being injured.
RANCANG BANGUN ALAT SISTEM MONITORING HIDROPONIK BERBASIS ANDROID Micco Aureldo Micco Aureldo; Juanda Renaldi Juanda Renaldi; Riki Afriansyah Riki Afriansyah; Bangka Belitung State Manufacturing Polytechnic Yang Agita Rindri
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.245

Abstract

Indonesia is known as an agrarian country, where the agricultural sector is the backbone of the economy with a significant contribution to GDP. However, challenges such as land conversion, climate change, and environmental pollution threaten the sustainability of this sector. Hydroponics is one of the innovative solutions to deal with these problems, especially for people who have limited land. However, hydroponic methods require intensive monitoring of growth parameters such as pH, temperature, and humidity. This research develops an Arduino and ESP32-based hydroponic monitoring system integrated with an Android application using Firebase as a real-time database. The system is able to read pH, temperature, and humidity parameters, and present the data in graphical form for easy monitoring. Testing of the tool shows a high level of accuracy with a pH measurement error of 0.1% and humidity of 1.35%. This system is expected to help farmers in improving efficiency and productivity in hydroponic plant cultivation.
APLIKASI DOA SEHARI HARI UNTUK UMAT MUSLIM BERBASIS ANDROID STUDIO Randi Andika; Muhammad Ihsan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.248

Abstract

In the context of Islam, prayer plays a central role in the daily lives of Muslims. Prayer serves not only as a means to seek protection or request needs but also as a form of worship and direct communication with Allah. This study develops an application called "Daily Prayers for Muslims" based on Android Studio, designed to bridge the needs of modern Muslims with the convenience of technology. This application provides quick and practical access to various prayers, worship guidelines, and other religious information. System testing was conducted thoroughly using the waterfall method, ranging from planning, analysis, design, implementation, to maintenance. The testing results indicate that this application functions well and meets user needs. This research concludes that this daily prayer application can be a practical solution for Muslims in the digital era to remain connected with their spirituality. Thus, the application not only enhances the accessibility of prayers but also strengthens individuals' spiritual relationships with Allah, providing a more integrated and meaningful worship experience. Through the development of information technology, it is hoped that Muslims can more easily carry out their worship and obtain relevant information related to their religious teachings.

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