cover
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 156 Documents
PERANCANGAN UI/UX APLIKASI NOTIFIKASI MASA STUDI MAHASISWA UIN AR-RANIRY BERBASIS ANDROID Annisa Zahra; Sarini Vita Dewi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 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.v6i2.313

Abstract

The Regulation of the Minister of Education and Culture (PERMENDIKBUD) No. 3 of 2020 states that the maximum study period for undergraduate students is seven years. This policy serves as an important guideline for universities to monitor and guide students to complete their studies on time. However, the current information system at UIN Ar-Raniry has not yet provided a dedicated notification feature that regularly reminds students about their study period. This research aims to design the User Interface (UI) and User Experience (UX) of an Android-based notification application, specifically created for students in their 5th semester and above at UIN Ar-Raniry. The study adopts the Design Thinking approach, which includes five key stages: Empathize, Define, Ideate, Prototype, and Test. Figma was used as the main tool for creating interactive prototypes. Data was collected through interviews and observations involving final-year students to explore their real needs and user behavior. Usability testing was conducted using the System Usability Scale (SUS) method, which resulted in an average score of 81.5, falling into the “excellent” category. This result highlights the importance of integrating strong UI/UX principles into educational applications. It also proves that intuitive design and a smooth user experience can significantly increase student awareness and discipline regarding their study limits. The application is expected to serve as a supportive solution for a more responsive and usercentered digital academic system.
ANALISIS SENTIMENT KEUANGAN MENGGUNAKAN FINE-TUNED FINBERT Heroe Santoso; Raisul Azhar; Suryati Suryati; Melati Rosanensi; I Made Yadi Dharma; Husain Husain; Ahmat Adil; Muhamad Azwar; I Putu Hariyadi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 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.v6i2.316

Abstract

Financial information is a critical type of data for analysis. However, because much of it is unstructured and widely dispersed, an appropriate analytical method is required, one of which is sentiment analysis. In the financial context, sentiment analysis is employed by the industry to assess public perceptions of companies or market conditions. This study implements a fine-tuned FinBERT model to perform sentiment analysis in the financial sector. The dataset used is a combination of FiQA (Financial Question Answering) and The Financial PhraseBank, consisting of English sentences labeled with negative, neutral, and positive sentiments. The research process involved data preprocessing, tokenization, data splitting, model training, and evaluation using accuracy, precision, recall, F1-score, and confusion matrix metrics. The results show that the model achieved 82% accuracy, with its best performance in the positive class (F1-score 0.88) and the neutral class (F1-score 0.85), but weaker performance in detecting the negative class (F1-score 0.49). These findings indicate that the fine-tuned FinBERT is effective for financial sentiment analysis, particularly for positive and neutral sentiments, though improvements are needed in negative sentiment detection, potentially through expanding training data diversity or applying data augmentation techniques
PERANCANGAN MEDIA AUGMENTED REALITY DALAM PEMBELAJARAN MENGENAL HARDWARE DASAR PADA MULTIMEDIA Nurrisma Nurrisma
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 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.v6i2.326

Abstract

Digital transformation in vocational education demands innovative learning media capable of enhancing interactivity and students' self-directed learning motivation. This research developed an interactive learning media based on Augmented Reality for basic multimedia materials using the ADDIE model with Android platform, Unity, and Vuforia SDK. Research subjects involved media experts, material experts, and fifteen students of grade XI Graphic Design at SMK Negeri 1 Banda Aceh. Data collection was conducted through structured questionnaires with Likert scale, systematic observation, and semi-structured interviews. Validation results indicated very high feasibility percentages from media experts at 91.3%, material experts reaching 95%, and end-user evaluation showing 97.6% satisfaction. The developed learning media provided interactive features including three-dimensional object manipulation, multi-perspectival exploration, and contextual information access facilitating independent learning. Mobile-based Augmented Reality implementation offered learning flexibility unrestricted by space and time, enabling students to explore materials autonomously. Findings confirmed substantial potential of Augmented Reality technology in enhancing learning interactivity and self-directed learning motivation for basic multimedia materials in Indonesian vocational education context.
MEDIA PEMBELAJARAN DIGITAL MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM DI SMP IT PLUS AL-BURUJ NW SIKUR BERBASIS ANDROID Fitriani Fitriani; Hannatul Ma'we; Windrawan Robipul Hakim; Marham Jupri Hadi; Devi Chrisman Lase
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 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.v6i2.330

Abstract

Instructions The development of digital technology has brought major changes in the world of education, including in the method of delivering learning materials. The subject of Islamic Cultural History (ISHC) at SMP IT Plus Al-Buruj NW Sikur still faces the challenge of low student learning interest due to conventional methods that are less interactive. This study aims to design and build Android-based digital learning media to increase the effectiveness and attractiveness of ISHC learning. The application developed includes features of learning materials, videos, practice questions and user profiles, using the Java programming language and SQLite database through the Android Studio platform. The methods used in this study include literature studies, observations and interviews. In addition, system modeling is carried out using the Unified Modeling Language (UML) approach through Use Case, Activity and Class Diagram diagrams. The test results show that this application can support ISHC learning in a more flexible, interactive, and interesting way, both for use in and outside the classroom. This application is expected to be an effective digital solution.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN JURUSAN SEKOLAH MENENGAH KEJURUAN (SMKN 1 MASBAGIK) DENGAN METODE ROC DAN SAW Zulkarnaen Zulkarnaen; Muhammad Azmi; Baiq Suci Nur Islamia; Yudi Sutaryana
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 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.v6i2.331

Abstract

Choosing a major at the vocational high school (SMK) level is a crucial decision that significantly influences students' educational and career paths. However, many students face difficulties in selecting a major that aligns with their interests and abilities. To support this process, this study designs a decision support system that integrates the Rank Order Centroid (ROC) and Simple Additive Weighting (SAW) methods. ROC is used to determine the weight of each criterion, while SAW is utilized to calculate the final score based on those weights. The system processes student data consisting of mathematics grades, science grades, English grades, and computer interest. The test results show that the system successfully recommends the most suitable major, with the highest score achieved in the TG (Technical Drawing) department for student A1. This system is expected to assist schools in assigning majors more objectively and accurately
MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN TUNTUNAN SUARA BACAAN WUDHU DAN TAJWID UNTUK ANAK SEKOLAH DASAR Muhammad Fahrurrozi; Lalu Puji Indra Kharisma; Yoviana Yoviana
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 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.v6i2.332

Abstract

Islamic Religious Education (PAI) learning in elementary schools faces several major challenges, one of which is low student interest in this learning, mainly due to teaching methods that tend to be monotonous and less interactive. The limited variety of learning resources and interesting are several important factors in the lack of interest in PAI, many students find it difficult to understand PAI material because the delivery is not relevant to the current digital learning style. The availability of interactive learning media relevant to current digital learning is certainly very necessary. Interactive Learning Media Using Voice Guidance for Wudhu and Tajwid Readings for Elementary School Children is a solution that can be used as a learning tool to increase children's interest in learning independently anytime and anywhere. This learning media is an Android-based application that can be run on smartphones. Interactive elements such as visuals, videos, and audio in the application are expected to increase student engagement in the learning process better. Theoretically, this research can add to the development of Android-based learning media in the field of PAI, especially for practical materials. Practically, this application can be a useful resource for teachers, students, and the community in understanding and practicing Wudhu and tajwid procedures. This research is expected to significantly improve the quality of Islamic Religious Education (PAI) learning. The results of the trial implementation of the learning media at SDN 2 Rarang, East Lombok Regency, West Nusa Tenggara, showed a 100% positive. Based on the feedback and reactions given by teachers and students, it shows that the application created runs well and helps teachers and students in achieving learning targets.Keywords: Interactive Learning Media, Wudhu, Tajwid