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 64 Documents
Teori Kognitif Pembelajaran Berbasis Multimedia Menggunakan Teknik Animasi Saputra, Doni; Chaedoni, Muhamad
Journal of Multimedia Trend and Technology Vol. 1 No. 1 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (836.552 KB) | DOI: 10.35671/jmtt.v1i1.13

Abstract

Bagaimana animasi dapat digunakan untuk meningkatkan pemahaman pelajar tentang penjelasan ilmiah dan matematika? Dalam ulasan ini, kami memeriksa peran animasi dalam pembelajaran multimedia (termasuk pesan instruksional multimedia dan permainan microworld), menyajikan teori kognitif pembelajaran multimedia, dan meringkas program penelitian kami, yang telah menghasilkan tujuh prinsip penggunaan animasi dalam multimedia. petunjuk. Ini termasuk prinsip multimedia (menyajikan animasi dan narasi daripada narasi saja), prinsip kedekatan spasial (menyajikan teks di layar dekat daripada jauh dari animasi yang sesuai), prinsip kedekatan temporal (menyajikan animasi dan narasi yang sesuai secara bersamaan daripada berturut-turut), koherensi prinsip (mengecualikan kata-kata asing, suara, dan video), prinsip modalitas (menyajikan animasi dan narasi daripada animasi dan teks layar), prinsip redundansi (menyajikan animasi dan narasi daripada animasi, narasi, dan teks layar), dan prinsip personalisasi (menyajikan kata-kata dalam percakapan daripada gaya formal). Animasi dapat meningkatkan pemahaman pembelajar bila digunakan dengan cara yang konsisten dengan teori kognitif pembelajaran multimedia.
Models and Features of Student Exam Scheduling Services Using Website Information Technology Rois Apriantoni; Virgiawan Virgiawan; Argiyan Dwi Pritama
Journal of Multimedia Trend and Technology Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (956.086 KB) | DOI: 10.35671/jmtt.v1i3.14

Abstract

One indicator of student progress in a tertiary institution is the implementation of seminar exams and one of the implementation techniques is seminar exams. In the current seminar exam scheduling system, the scheduling process still uses Microsoft Excel which makes sending and receiving data less real-time. The confirmation process carried out by the study program for the examining lecturers also seemed to be burdensome for the study program because the department was required to contact the selected lecturers one by one. Therefore, this study aims to create an information system for scheduling seminar exams which is expected to help academic administration and study programs in scheduling seminar exams. Data collection methods used are literature study, interviews and observation. While the system development method used is Prototyping. The results of this study are in the form of a university website prototype that is devoted to scheduling seminar exams by having a send confirmation feature to lecturers who will test via email.
Cinematography and Motion Tracking Techniques in Making a Video Profile for "Genteng Pancasan" Information Fadil Yahya; Chatarina Wilma
Journal of Multimedia Trend and Technology Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1276.084 KB) | DOI: 10.35671/jmtt.v1i3.15

Abstract

The development of the world of technology is indeed very fast, especially in the field of multimedia, many companies use multimedia as advertising media content. Multimedia is a technique that combines elements of sound (audio), graphics and video or animation. The use of motion tracking and cinematography techniques in the world of promotion can be in the form of video content and company profiles. This is what prompted the company "Genteng Pancasan" to take advantage of multimedia content, namely in the form of videos as information and promotion media to introduce products more. The author seeks to help the problems in the promotion of "Genteng Pancasan" so that they can increase the selling value of their products. The result of this paper is a video prototype using cinematography and motion tracking techniques.
Design of Android-Based Financial Recording Applications in the Shoes Business Badruz Alkatiri; Andi Purnomo
Journal of Multimedia Trend and Technology Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v1i3.16

Abstract

Surf Skate Shop is a shop that sells various kinds of shoes in Purwokerto. In managing their finances, shop owners still use bookkeeping that is written manually on books. Records written in books may experience errors such as lost documents, difficulty in finding documents and errors in calculations. Therefore this research is directed to be able to assist shop owners in managing their finances. In making this application the researcher uses a type of qualitative data collection method, namely observation, interviews, literature study, and documentation. While in the development of the system using extreme programming method. The results of this study are in the form of an Android-based financial records application that can record sales data, record expense data, record item data, store data so that it is not easily lost and damaged, calculate the number of items sold, calculate total sales, calculate total expenses, calculate total profits, calculating the operational amount, calculating the total net profit and calculating the total that must be deposited to the supplier, searching for data by date, and displaying what items were sold to the supplier. Based on testing with the user acceptance testing method with the results of the respondents being 95% so that it is included in the category of approving the system to be an application that can help manage financial records.
Implementation of Augmented Reality in Learning to Know the Android-Based Solar System Rahmad Ginanjar; Huda Faturrohim
Journal of Multimedia Trend and Technology Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v1i3.17

Abstract

The current learning media is very varied. The current social era requires students to really learn independently, including determining their learning patterns for future goals. According to the survey, currently, there are many students who are still unable to determine and make decisions about selecting further studies at tertiary institutions or jobs that are in accordance with their identity. Even though it is very important that teenagers are fertilized from the age of 13 to find out their interests. This application aims to determine youth interest in work with the website-based Rothwell Miller Inventory Blank method. RMIB (Rothwell Miller Inventory Blank) is a tool for measuring a person's interest based on a person's attitude towards a job with the development method, namely the waterfall which goes through several stages including system analysis, design, coding, testing, and maintenance. This application will rank 9 table indicators, namely from A-I and each table contains 12 job categories which will be sorted from the smallest number as the preferred job while the largest number is for the disliked job. In this study, the user conducts a test to determine interest in work according to his wishes, with one of the work outputs being mechanical.
Pemodelan Aplikasi Pencatatan Keuangan dan Inventory Berbasis Web Pada Usaha Bengkel SM Chandra Motor Banjarnegara Al Amin, Lanang Rizqi; Munsa Idah, Yusyida; Hermanto, Nandang
Journal of Multimedia Trend and Technology Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v1i2.18

Abstract

Aplikasi adalah perangkat lunak yang diciptakan dengan berbagai komponen atribut yang sesuai dengan pengguna yang digunakan untuk membantu proses pengolahan data. Inventaris merupakan kegiatan atau tindakan untuk melakukan perhitungan, pengurusan, penyelenggaraan, pengaturan, pencatatan data dan pelaporan data. Tujuan yang dilakukan oleh peneliti adalah untuk merancang dan membangun aplikasi pencatatan keuangan dan inventory berbasis web pada usaha bengkel SM Candra Motor Banjarnegara. Konsep penelitian yang digunakan dalam pengembangan sistem adalah metode waterfall. Hasil dari penelitian ini adalah aplikasi pencatatan keuangan dan inventory yang dapat digunakan untuk mempermudah karyawan dalam pengolahan data.
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.