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. 3 No. 1 (2024): Journal of Multimedia Trend and Technology" : 8 Documents clear
Optimizing Frame Techniques in 2-Dimensional Video Models in a Learning Perspective: Case Study: Movie Clip Entitled "Perjalanan Jenderal Soedirman" Chaerudin, Mohamad; Hariawan, Akto; Purnawati, Elly
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.45

Abstract

As competition for talent increases, electronic media are often used to convey information and influence students' points of view. Animated films are an electronic media that can be used to bridge learning to make it more interesting and provide a new environmental feel for students. According to research results conducted by Computer Technology Research (CRT), people only remember 20% of what they see and 30% of what they hear. Yet people remember 50% of what they see and hear and 80% of what they see, hear and do at the same time. This research aims to evaluate students' level of interest and enthusiasm for learning history through animation media. The research method was created using two-dimensional (2D) animation techniques using frame by frame animation techniques. The data obtained is the result of research from interviews, observations, literature studies and questionnaires conducted at SDN 3 Kutasari which is located in Banyumas Regency. The results of the questionnaire testing used a Likert scale and the average formula for the results of the calculation was 87.9%, so it was included in the agree category or worthy of being shown as a 2D animated short film.
Interactive Game Model in Drill and Practice Learning to Increase Student Learning Achievement Najih, Ahmad; Futihah, Amanda
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.46

Abstract

In order to enhance student learning outcomes, this research attempts to develop multimedia learning using a drill and practice methodology. The research and development approach, also known as research and development (R&D), was employed in this study. Assess the media's performance and determine how feasible it is to test this game in real-world settings. It is intended that this game would contribute to better learning outcomes for students. Along with determining students' opinions and interests in learning through drill-and-practice multimedia learning methods, this study also seeks to ascertain the viability and validity of the created interactive quiz game as well as students' evaluations of the multimedia. A field survey administered to middle school students and a student assessment questionnaire for interactive quiz games were the two types of questionnaires employed in this study. The study's findings showed that nearly all students responded favourably to learning that combined interactive quiz games with drill and practice multimedia learning models; additionally, students evaluated the interactive multimedia learning quiz games extremely well, scoring 91.979% on the assessment scale; and learning outcomes increased.
Digging Deeper With Machine Learning for Unbalanced Multimedia Data Categorization Nihayatusyifa, Nihayatusyifa; Febrianti, Dita
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.47

Abstract

Since many real-world data sets have skewed class distributions—in which the majority of data instances (examples) belong to one class and considerably fewer instances belong to others—classifying unbalanced data is an important area of research. While minority instances (fraud in banking operations, abnormal cells in medical data, etc.) in many applications actually represent the concept of interest, a classifier induced from an imbalanced data set is more likely to be biassed towards the majority class and show very poor classification accuracy for the minority class. Unbalanced data classification, particularly for multimedia data, continues to be one of the most difficult issues in data mining and machine learning, despite substantial research efforts. In this research, we present an extended deep learning strategy to address this difficulty and get encouraging results in the classification of skewed multimedia data sets. In particular, we examine the combination of advanced empirical research on convolutional neural networks (CNNs), a cutting-edge deep learning technique, and bootstrapping techniques. Given that deep learning techniques, like CNNs, are typically computationally costly, we suggest feeding low-level features to CNNs and demonstrate that this may be done in a way that saves a significant amount of training time while still producing promising results. The experimental findings demonstrate how well our methodology performs in the TRECVID data set when it comes to categorising highly unbalanced data.
Development of Interactive Multimedia Learning Based on Educational Games in Basic Chemistry Learning Media Oktadio, Albynola Agis; Pardede, Andrew Naftali
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.48

Abstract

The purpose of this study is to investigate the features and efficacy of educational game-based MPI for high school colloid system learning. The stages of problem and potential identification, data collection, product design, design validation, product revision, product testing, design revision, use testing, and product revision were all included in the Research and Development (R&D) research method's design in order to produce a final product. Following the development process, learning media with the following qualities were created as the end product: 1) interactive; 2) engaging and enjoyable; 3) serving as a general and autonomous learning medium on high school curriculum; and 4) practical and compatible. All of the criteria—students who completed KSM 70, which represents no less than 70% of the total student body, students who exhibited very good interests, and students who exhibited very high activity, which represents no less than 70% of the total student body—were found to be effective in the trial use. With a completeness of 92.44%, very good interest of 87.33%, and very high activity of 88.11%, it can be concluded from the research and discussion results that MPI based on education games is effectively implemented in chemistry learning in class XI colloidal systems material at SMA Level.
An Examination of Audio-visual Effects on Memory Capacity of Production Workers Based on Educational Targets Kurniawan, Juliadi; Tubagus, Putra; Domingus, Rafael
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.49

Abstract

Humans have two different types of memory: short-term memory and long-term memory. Information is momentarily stored in short-term memory before being transferred to long-term memory. A string of characters, numbers, colours, or names that can be spoken or presented in less than two seconds can be stored in short-term memory. Many work environments overwhelm workers; for instance, a tailor may be able to maximise productivity if he works while listening to music. One of the things that can affect the workplace is audio-visual. Humans differ in how old their short-term memory is. Those who are still productive tend to have stronger memories than those who are older. The purpose of this study is to ascertain, in light of educational attainment, how audio-visuals affect short-term memory in adults of working age. Because it can still use short-term memory to effectively receive, process, and communicate information in a work environment, productive age is used. The results of an analysis conducted using Work Design software and Design Tools for Methods Standard indicated that the mistake rate at the productive age level at the undergraduate education level had a greater impact than it did at the high school level. This may be the result of short-term memory loss brought on by ageing.
Literature Review: Study of the Use of Interactive Multimedia in Mathematics and Natural Sciences Learning in Indonesia Hartanto, Bayu Sri
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.50

Abstract

The use of information and communication technology (ICT) in teaching has become an important issue in recent years in order to improve the quality of education. One use of ICT is as a learning tool, namely in the form of interactive multimedia. Learning using interactive multimedia develops on the basis of conventional learning which cannot meet students' learning needs. This interactive multimedia can be a supplement and complement to learning which represents learning resources. Interactive multimedia is multimedia that is equipped with a controller that can be operated by the user, so that the user can choose what they want for the next process. Interactive multimedia has been widely created and used in Mathematics and Natural Sciences learning in Indonesia. In this paper, a literature review study will be carried out on the use of interactive multimedia in learning in the fields of mathematics and natural sciences, to see developments, development methods, weaknesses and the results that have been achieved. On this occasion, the author provides observation results based on evidence through a literature review regarding the extent of multimedia use in learning, especially in the field of exact sciences such as mathematics and natural sciences.
Transforming Computer Network Learning: The Role of Animation Media in Developing Students' Understanding of Abstract Material Zamzuri, Anwar; Hasan, Mohd
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.51

Abstract

The Malaysian Polytechnic's job is to supply the nation with semi-skilled labor to meet its demands. Numerous study programs, such as the Sequence Systems Diploma program, whose material is integrated with the CISCO professional certification program, have been established for this aim. This effort is in response to industry demand for skilled labor. However, based on examination decisions made by students, it was discovered that there might be shortcomings in the way this subject—which has a lot of abstract content—is taught, which could affect how well students do. This working paper proposes a transformation towards the use of new media such as animation, which has been proven through the study to be effective in depicting abstract lesson content to students. In this regard, a pilot study has been conducted among the teaching staff of this subject to identify the problems being faced. The results of a pilot study carried out in the form of interviews found that teaching staff actually faced problems in understanding students' abstract content in the form of lectures alone. This is because creating a workforce that is semi-skilled, competent, and capable of competing in the more demanding workplace of today requires a precise grasp of the contents of this abstract knowledge.
Analysis of Music Brand Similarity Levels Using a Visual Computing Approach Joshima, Jodhi; Hillary, Maldric
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.52

Abstract

Currently, many trademarks have emerged, especially for music equipment products circulating in the community. Especially in Indonesia, musical instrument brands with various models have emerged. The problem occurs when the brand is considered to resemble the original brand, which makes it uncomfortable for musicians. Even though the quality of the tone produced is not assessed from a brand perspective, it is felt by brand owners to be quite a violation of the code of ethics. This has an impact on marketing products that are considered genuine. In this paper, a concept will be proposed in determining whether a trademark is considered authentic in terms of the logo. Use of Visual Computing with SIFT and SURF algorithms. SIFT (Scale-Invariant Feature Transform) and SURF (Speeded-Up Robust Features) are two popular algorithms for feature extraction and matching in image processing. Both are frequently used in computer vision applications such as object detection, image matching, and object recognition. The results of this analysis will be used for musicians who want to buy musical equipment to be able to detect the logo to compare the success of a musical instrument product. The appropriateness of the quality itself will be discussed in a different discussion. The benefits that can be generated will make musicians, especially in Indonesia, more conscientious. The possibility of sorting so that you can like your own product will be very possible.

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