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 7 Documents
Search results for , issue "Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology" : 7 Documents clear
Implementation of video editing and making poster designs as internship activities at PT Ampu Studio Rifa Alfazri; Argiyan Dwi Pritama
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.29

Abstract

In the growing digital era, poster design and video editing have become two crucial aspects of visual communication. Poster design plays an important role in promoting events, products, or campaigns, while video editing allows for engaging content creation and reaching a wider audience. The use of visual media, such as videos and posters, has become an effective means of conveying messages and information. The creative approach in implementing these two media is the main focus because creativity plays a central role in producing attractive and effective visual works in communication. Challenges in facing this digital era include increasingly fierce competition, requiring unique and innovative creative approaches. The opportunities presented by digital technology are also important factors in creating more efficient and competitive designs and videos.
Making “Si Mbah” Illustrational Asset for Whatsapp Stickers Need Using MDLC Method Risqi Dwiarto; Argiyan Dwi Pritama; Ilham Albana
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.30

Abstract

The rapid development of technology in the current era of globalization has brought many advances in various social aspects. The popularity of mobile devices as a means of communication has increased in recent years due to their high mobility. Currently, there are many applications Messenger which has spread to the general public using messaging applications to send messages in the form of text, audio, and even files and videos. Verbal communication when chatting is prone to emotional misinterpretation, not infrequently a joke is interpreted as something serious so that miscommunication occurs. Not infrequently misunderstandings like this will have an impact on tenuous relationships and feelings of discomfort. Using informative and attractive visual media can definitely make people read carefully and understand the audience better. Thus it can be concluded that the use of animated visual media labels with the MDLC method can make it easier for the audience to receive information that is clearer and easier to understand.
Design and Development of Android-Based “Tracked” Person Shooter Game Models Ronaldi Subastian; Widuri Hesterananda
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.33

Abstract

Games or games on the computer are visualizations that can provide a response back when given certain commands. First-Person Shooter, is a popular game because it uses a first-person perspective where the player becomes the main character in the game. Games are now entering the era of mobile games. Mobile Games Developer First Person Shooter made in Indonesia is still very rare, but this game can be played anywhere and is one of the most popular types of games. Then came the idea to make a Mobile version of the First Person Shooter game in worm research with Multimedia Development Life Cycle research. This game has been tested on 10 respondents with a questionnaire and the results are average above 50% of all assessment scores. The conclusion is that the Mobile version of the First Person Shooter Game has been successfully made and this game is feasible to be implemented on Android devices as well as as a medium of entertainment. Apart from that, this person shooter game model is very possible to be developed towards business processes as currently running.
Design of a Mathematical Learning Game Model for Elementary School in the Sumbang Banyumas Area Qonita Rafida Hana; Ayu Wulandari
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.34

Abstract

Mathematics is an exact science that forms the basis of other sciences so mathematics is interrelated with other sciences. If a child has been taught mathematics from an early age, then the child will easily enter other branches of science such as chemistry, physics, especially mathematics itself. The lack of aids and visual aids in schools makes it difficult for teachers or teachers to convey subject matter in class, so it is very difficult for teachers to provoke student concentration during teaching and learning activities, and sometimes students play alone when the teacher is delivering lessons in class. The purpose of this research is to make a math educational game for grade III elementary schools so that students can increase their concentration in learning, and help the learning process to be interactive and not boring. The method of collecting data from this thesis uses 3 methods, namely interviews, observation, and questionnaires. The system development method used in this study is the Multimedia Development Life Cycle (MDLC). From the results of the alpha test it showed that the functionality of the game that was made was successful and from the beta test it showed that 89.49% of student respondents answered strongly agreed and 76% of teacher respondents answered in agreement. It can be concluded that this game is feasible to be used as a learning aid for students in class.
Learning Model for Practicing Counting Through the "Snake and Ladders" Game Method Aenuri Aenuri; Wahyuningsih Wahyuningsih; Aminah Zahro
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.35

Abstract

The discussion of this paper aims to design and build educational games to train children's numeracy skills in the process of addition and subtraction. Problems occur when children have difficulty understanding, especially in numerical logic. In previous research, it was said that learning for special children at pre-primary school age would be better understood if a game was inserted. Learning to count is the basis for children to have numerical abilities. The method used in making this educational game is Classic Waterfall. With several stages, the results include the use of these games are early childhood. The system development stage includes a Concept that shows the steps of the game here the author makes a snake and ladder single-player game with 50 boxes, the dice in the game are rolled randomly, then the design uses a navigation structure design with a hierarchical storyboard design model. Then at this stage, the feasibility test through Alpha Test and the beta test has been distributed. This game can be done on an Android smartphone via Bluetooth for data transfer.
2-Dimensional Digital Animation Model for Public Health Socialization Assets Ito Setiawan; Dhanar Intan Surya Saputra; Muhamad Faris Fakhrizal; Hellik Hermawan
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.36

Abstract

Health is a very important aspect of human life. Human health will ensure that their lives continue to run well in everyday life in society. Currently, education about public health has been carried out in many ways by health agencies, from education by providing direct counseling to counseling using digital technology. However, not all health agencies have carried out health education through digital technology, one of which is the health agency at the Kaliwadas Community Health Center, where the agency has a problem where the staff at the agency have human data source competency and is still lacking competent in creating health education content for the public. This hampers public health education. The aim of this research is to create a digital content template to help simplify and speed up the production of health education content at the Kaliwadas Community Health Center. The method in this research uses the waterfall method which takes Sayanto as a reference, where this method consists of 3 stages, namely pre-production, production, and post-production.
Gesture to Text and Text to Speech Models for Assistance with Speech Impaired People Ilham Adi Purnamajaya
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.37

Abstract

Special Schools in Indonesia are special educational institutions for disabilities. Persons with disabilities, especially the speech impaired, are also in the spotlight in the education sector and need attention. Education for disabilities requires special skills in presenting learning to students with disabilities. The problems that arise in learning for people with disabilities are quite complex. There are not many teachers who are able to provide learning to the speech impaired. They have difficulty with the style of Sign Language used by the speech impaired. This paper will discuss how learning models and techniques for the speech impaired are packaged, the aim is none other than to help teachers present learning for the speech impaired. Standards on teaching materials such as sign language also seem to really need to be done, therefore we first prepared the concept of sign language which will be used as data processing in information for speech-impaired persons. We use in solving this problem using waterfall development, and to complement the data we use literature studies and interviews. The results obtained are in the form of a platform that teachers use as a learning medium for speech-impaired people.

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