cover
Contact Name
Irfan Santiko
Contact Email
irfan.santiko@amikompurwokerto.ac.id
Phone
+6281542308186
Journal Mail Official
info@journal.educollabs.org
Editorial Address
Jl Letjen Pol Sumarto, Watumas, Purwanegara, Purwokerto Utara, Banyumas
Location
Kab. banyumas,
Jawa tengah
INDONESIA
Journal of Multimedia Trend and Technology
ISSN : -     EISSN : 29641330     DOI : https://doi.org/10.35671
The Journal of Multimedia Trend and Technology is an online journal organised and managed independently by a consortium of multimedia and visual communication design lecturers. JMTT is an open-access journal that is provided for researchers, lecturers, and students who will publish research results in the field of all things about digitalized multimedia and its process. Currently, JMTT is under the auspices of the Amikom University Purwokerto higher education organisation, with the management of the Multimedia, Game, and Mobile Apps Study Centre together with Educollabs.
Articles 8 Documents
Search results for , issue "Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology" : 8 Documents clear
E-learning as a Learning Media in the Form of Educational Games for Elementary School Students Ilham Albana; Widya Hartayu
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.20

Abstract

The use of games as a means of education is not wrong. Because games are entertaining. Human psychology is more like playing than a serious study. In games, education is given through practice or learning by doing. The aim of this research is to design and build an Educational Game for learning mathematics, sub-materials for addition, subtraction, multiplication, and division on integers, Indonesian, Natural Sciences, Desktop-based IPS, class VI. The purpose of designing this platform is to conceptualize and build E-learning in learning math operations, the Indonesian language, Natural Sciences, Desktop-based IPS, sub-material addition, subtraction, multiplication, and division of integers. Memorizing history and understanding nature and others as well as understanding correct punctuation and language. Data collection methods used are interviews, literature, and documentation. The system development method used is MDLC (Multimedia Development Life Cycle). Its manufacturer uses Adobe Flash Professional CS6, Adobe Photoshop CS6, and Adobe Audition CS6 software. The results of this study are in the form of E-learning as Learning Media in the Form of Educational Games for Class VI Students of SD Negeri 03 Karanggude Kulon
UI/UX Design on Prototype Attendance Using the Design Thinking Method Septi Fajarwati; Aulia Hamdi; Shandy Putra Gautama
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.21

Abstract

Presence is a data collection activity to determine the number of attendance. Presence is a process of activities that is often carried out even every day by many corporate agencies or schools and colleges. One of the institutions that use presence is a school. Several schools have implemented attendance systems. But there are a number of schools that still apply manual attendance where employees or teachers must sign the attendance sheet, one of which is SMK Mpu Tantular Kemranjen which still applies attendance manually. Obstacles experienced from using manual attendance are that there is often a mismatch between attendance by teachers and staff employees in the field with notes made in the TU section and sometimes there are teachers and staff employees who leave absences. Therefore it is necessary to make a UI/UX design design for the attendance application that is appropriate for the attendance process for teachers and staff employees at SMK Mpu Tantular Kemranjen. This study uses the Design Thinking method with 5 stages, namely Emphatize, Define, Ideate, Prototype, and Test. The results of this study are in the form of a UI/UX prototype design for presence applications that suit user needs.
Educational Video Using the 3D Hologram Technique in Kindergarten Learning Methods Ariska Putri; Indri Raina
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.22

Abstract

Based on research observations when carrying out observation and interview activities at the DiponegoroWangon Kindergarten with informants, based on the curriculum the reason for taking traditional transportation equipment material is because this material requires teaching aids that display real visuals besides that examples of traditional transportation equipment toys are increasingly rare it's even rare to get, because toy companies no longer produce traditional means of transportation anymore but instead produce new, more sophisticated toys. To avoid this, teachers can develop learning strategies by utilizing various media and learning resources. The design of 3D hologram visualization media for traditional and modern transportation material is considered appropriate, because with this media students have learning resources that can be used for independent study and display animation that is quite interesting to support the learning process. The system development method used is MDLC. This research begins with sequential stages such as pre-production, production and post-production. The results are in the form of 3D animation designing a visualization media for the introduction of traditional transportation using 3D holographic techniques in the form of mp4.
Implementation of Smart Communication BOT Model Using Machine Learning with the N-Gram Method Irfan Santiko; Muhammad Arifin
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.23

Abstract

The world of higher education in providing educational services, makes a lot of effort made by the service department at each institution. These efforts are often encountered in certain moments such as before the acceptance of new students. But how is time other than that moment used? Certainly this is related to how to make a strategy so that the market share of these educational institutions is wider. Service and handling is a priority for a company engaged in the world of services. With the ability to develop information technology, it will be able to provide support for service methods and handling to customers. The point is to make service and handling more optimal compared to the usual method. Cannot be separated from the rules, policies, processes and procedures that are owned by every service company. Systematically the technology that will be used also follows the outline of the rules, policies and procedures previously mentioned. This research will be conducted at higher education institutions where an institution is engaged in educational services. This data processing uses machine learning with the N-Gram method. This system will run on the front office or customer service side. The purpose of the results of this research is to be more useful and to assist customer service in higher education institutions in providing services to prospective students or student guardians.
2D Animation Video of IoT-Based Agricultural Monitoring Using Onion Skinning Technique Armando Munazdar; Mohamed Nur
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.24

Abstract

Learning is support from educators to help students acquire knowledge, skills and habits, as well as carry out the process of forming attitudes and beliefs. In other words, learning is a process that helps students learn well. Learning has the same meaning as teaching, but has a different meaning. In education, educators teach students to study and master the content of the material in order to achieve certain goals (cognitive aspects), changes in students' attitudes (emotional aspects) and skills (psychological aspects) can also affect students. After the outbreak of COVID19 in Indonesia, the learning process between educators and students was changed through e-learning. The application of e-learning makes the practicum process less effective, especially the practical learning of IoT (Internet of Things). Often, students struggle to understand what materials to use and what materials to design first when it comes to IoT tools. For this reason, we need a learning media that can help students understand the function and design of IoT tools. The purpose of making teaching aids in the form of animated videos is so that students can understand what materials are used and also pre-engineering IoT devices. The method used in designing this learning animation video is MDLC which consists of three stages, namely pre-production, production, and post-production. The results of this study are that a learning animation video has been successfully made about IoT tools.
A Savings Application Design Concept Model in Website-Based Cooperative Units Rafli Husain Kurniawan; Irfan Santiko; Gustin Setyaningsih
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.26

Abstract

Data Processing of data for cooperative operational activities such as the process of savings, loans, and installments that still use manual calculations. Incoming data is still recorded so it takes a long time for the next process which is less efficient and sometimes errors occur in data entry. To overcome this, a system is needed to expedite and speed up these activities so that in the data entry process there are no errors. Extreme Programming modeling is the method that will be used by researchers to create the system, while for the data collection process, interviews, observations, and documentation are used. The tools used are PHP programming language, MySQL database, and system development using DFD (Data Flow Diagram). The expected result is a savings and loan cooperative information system and the computational process for the cooperative system can be implemented.
A Review – The Influence of Games on Education Development in the Disruption Era Toni Anwar; Anugerah Bagus Wijaya
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.27

Abstract

Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements of fun and engaging games with learning objectives to create interactive, effective, and engaging learning experiences for students. In serious games, students play games that have learning objectives, such as learning new skills, understanding complex concepts, or honing certain skills. Currently known as gamification in learning. This paper will review several issues related to games in learning. The method used in finding several gap issues related to the author uses bibliometric techniques which are processed using bibliometric analysis. The author uses archival data from Scopus sources which review game technology in learning. The facts resulting from the analysis consist of 4 elements of discussion namely, technology, media, materials, methods, and the latest findings on the data security side. This author obtains data related to the security side, namely in the user privacy section. This means that the discussion that will take place later will be the theme of games that discuss elements of data security.
Design Animation Video to Learning Tajweed Science for Children Luzi Dwi Oktaviana; Suliswaningsih Suliswaningsih; Shodiq Khalidy
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.28

Abstract

Tajweed science is one of the sciences that is used to learn how to read the Qur'an properly and correctly. So far, learning has been done by explaining it directly when children read the Qur'an, but not all children can understand it even though it has just been explained. so that learning media are needed as a means to improve teaching and learning processes. Video is an alternative choice that can be used as a learning medium so that students are more interested in and attracted to participating in learning. Therefore, the purpose of this research is to design an animated video as a medium for learning tajwid for children using the Multimedia Development Life Cycle (MDLC) method. The results of the study concluded that, after testing by media and material experts, animated videos were very suitable for use as learning media.

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