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 77 Documents
Analysis of the Quality of the “Nu-Jek” Website on User Satisfaction Using the Webqual 4.0 Model Fauziyah, Rahma Sari; Krisbiantoro, Dwi
Journal of Multimedia Trend and Technology Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i1.85

Abstract

Nu-Jek is one of the rapidly growing e-commerce in the online buying and selling market. One of the mobile-based Marketplaces officially entered Indonesia in 2019. Nu-Jek has quite complete features, it can even book buses and hotel reservations. However, there are reports of problems with the missing chat feature, which can affect the quality of interaction. Then about the redesign of the UX and chat features for Nujek noted several usability issues on the main page of the application and the booking section. The study also proposed a new design to fix this problem. The purpose of this study is to analyze the quality of the Nu-Jek website using the Webqual 4.0 method with the variables usability, information quality, service interaction and their effect on user satisfaction both partially and simultaneously. The method used to analyze website quality is the WebQual 4.0 method. The results obtained in this study partially usability has a significant effect on user satisfaction. Information quality partially has a significant effect on user satisfaction. Then partially service interaction has a significant effect on user satisfaction. Simultaneously the variables usability, information quality, service interaction have a significant effect on user satisfaction.
Usability Evaluation of E-Learning Website User Experience Using the TUXEL Method: A Technique for User Experience Evaluation in Learning Management System Ilmananda, Asri Samsiar; Affandi, Arif Saivul
Journal of Multimedia Trend and Technology Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i1.86

Abstract

The purpose of this study was to determine the usability and User Experience (UX) on the E-Learning.net website with three aspects, namely general usability, pedagogical usability and user experience. This study uses the TUXEL method, a method used to evaluate usability and user experience in e-learning using three questionnaires, namely the problem reporting table, general LMS evaluation checklist and user experience evaluation. Data collection through validated questionnaires was then distributed to respondents by taking samples using non-probability sampling techniques. The sample used was obtained from a study of students at SMK N 12 Malang with a sample size of 10 students with characteristics of having knowledge about e-learning. The data obtained were analyzed using the descriptive analysis method. The evaluation results obtained from the three questionnaires, namely the problem reporting table, found 14 problems from the four variables, namely login, general interface, assignments and assessments. In the General LMS evaluation checklist, 18 problems were found from the four variables, namely Help and Documentation, LMS Learnability, Learning Through the LMS and LMS Flexibility. In the User Experience Evaluation, a positive mean value was obtained. The E-Learning website excels in the dimensions of support, innovation, creativity and motivation. E-Learning.net is suitable for use in independent learning.
Development of Multimedia-Based E-Learning Models in Distance Learning Concepts Cantika, Nourma Islam Dewi; Bastian, Hanafi Dana
Journal of Multimedia Trend and Technology Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i1.87

Abstract

Learning content is the most important thing in the teaching and learning process. In the distance learning model, content must receive important attention, because in distance learning, students get material with a greater proportion of reading content independently than face to face with the tutor. Moreover, currently the type of learning can be said to be developing with the help of information technology. The problem lies in the type of each person in implementing learning styles. Not everyone has a type as an active reader. The application of multimedia to distance learning content will help students absorb more learning materials. The method used is blended learning which combines conventional concepts with information technology to change the concept of learning to be more interactive. This is proven by the increase in learning outcomes of students who study using the blended learning concept using multimedia compared to those who study independently. In the current situation, namely the era of personalized learning, multimedia plays a very important role in the implementation of teaching and learning.
Analysis of Interactive Multimedia UI/UX Structure in Dynamic Game Play as Learning Media in Solar System Physics Laboratory Karisma, Bisma; Cahyadi , Arif Tri
Journal of Multimedia Trend and Technology Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i1.88

Abstract

Multimedia can collaborate between text, sound, photos, animation, and video elements through digitally manipulated computer devices by conveying information, and controlled interactively. Interactive multimedia in this learning can be a problem solver in learning in the digital era to trigger intelligence in students' thinking. Not all games have a basis in learning that is in accordance with its dimensions, namely cognitive and psychomotor. The information presented may not be processed properly by the brain, not stored in long-term memory, or cannot be applied in other contexts. Games that are not designed with consideration of how players build understanding can lead to misconceptions or shallow understanding of the material being taught. If the game is not cognitively challenging or does not stimulate critical thinking, players may feel bored or uninterested. This will reduce their motivation to continue playing and learning. The purpose of this study is to test the theory of interactive multimedia elements used in Interactive Media in learning in the Solar System Physics laboratory as a supplement to electronic learning. This research method was carried out using a descriptive qualitative approach regarding the results of the study of the interactive multimedia design structure in the Dynamic Game of the Solar System Physics Lab. The results of this study provide an overview of the interactive multimedia design structure that can be used as a reference for teachers and interactive multimedia developers.
Augmented Reality Model Design in Urban Farming Learning Activity Simulation Based on GamePlay-Centric Rossy, Virgiani Tulean; Rumagit, Paul
Journal of Multimedia Trend and Technology Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i1.89

Abstract

Based on available statistics, Indonesia ranks fourth globally in terms of the number of mobile phone users. Android is one of the operating systems (OS) for smartphones that is expanding quickly. Based on the results of the survey, Android-powered smartphones are the most popular. With 85.9% of smartphones running Android OS, the number of users in the first semester of 2023 grew very quickly. IOS, with 62.0% of users globally, came in second. This is a result of the growing selection of games and apps for smartphones running Android OS. Accompanied by the rapid development of Android smartphones, Augmented Reality (AR) has emerged. Augmented Reality is an environment that inserts 3D virtual objects into the real environment. Gameplay-centric in the context of games refers to a type of game where the main focus and highest priority is on game mechanics and player interaction with the game system itself. The core mechanics of the game are highly emphasized and carefully designed. This could be a deep combat system, challenging puzzles, responsive and satisfying controls, or interesting world exploration. Player enjoyment and engagement come from how players interact with the game. Challenges, feedback, and progress in the game are the main attractions. Other elements such as narrative (story), characters, and visuals may be present, but their roles are more supporting or secondary. They are not the main focus of the gaming experience. In fact, some gameplay-centric games may have minimal or no story at all.
Exploring the Impact of Evolving Consumer Behavior on Purchase Intention in Social Commerce Environments Budianto, Philip Antonius; Halim, Erwin; Setiawan, Ariiq Naufal Arrafi; Effendi, Hafizd Rasya
Journal of Multimedia Trend and Technology Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i2.81

Abstract

This Preliminary study explores the influence of evolving consumer behavior on purchase intention in the context of social commerce. In the contemporary landscape, where the convergence of social media and online shopping has become pervasive, a comprehensive understanding of the pivotal factors that influence purchasing decisions has become imperative. The research study will examine five primary variables: social media marketing content, consumer behavior change, consumer engagement, data security, and conversion rate. The findings indicate that marketing content, behavior change, data security, and conversion rate have a substantial impact on the growth of social commerce and purchase intention. However, consumer engagement does not demonstrate a significant effect. The data were collected from 50 respondents, and the survey was initiated in March 2025. Most of the participants are women (57.5%) and between the ages of 12 and 27 years (97.1%), which suggests that young consumers are actively involved. Most people live in Jakarta and the surrounding cities. Most of them have a diploma or a bachelor's degree, and 57% are currently studying. These statistics highlight the significant presence of young, educated people in the world of social commerce. The study gives businesses ideas to improve their strategies. These ideas include creating interesting content, building trust, and adapting to new consumer behaviors.
Drug Use Pattern Analysis Model Using the K-Means Algorithm as a Basis for Stocktaking Decision Making Tania, Ayesha
Journal of Multimedia Trend and Technology Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i2.90

Abstract

Analysis of drug usage patterns using the K-Means algorithm aims to group drug usage based on its usage level and determine the most optimal number of clusters as a basis for more appropriate and efficient stock management recommendations. This study only focuses on drug usage data for the period of January 1, 2025, to June 30, 2025, with the variables used being the number of drugs used and their frequency of use. The approach used is data mining with the K-Means Clustering method, as well as cluster evaluation using the Elbow Method and Silhouette Coefficient. Using the Elbow method, the appropriate number of clusters is 3. This is indicated by the elbow point at k = 3, where the decrease in the WCSS value begins to decrease significantly. Evaluation of clustering quality using the Silhouette Score and Daevis-Bouldin Index (DBI) shows that the formed cluster structure has good quality. The Silhouette Score value reaches 0.61, and the DBI value is 0.53. This indicates that the data in each cluster is quite homogeneous, and the separation between clusters is quite optimal. The analysis results show that the most optimal number of clusters is three clusters, representing drug categories with high (fast-moving), medium (medium-moving), and low (slow-moving) usage levels. Each cluster has different but consistent usage characteristics. These findings provide a clear picture of the distribution pattern and drug needs at the Purwokerto Utara II Community Health Center,  and help identify the possibility of deadstock and stockouts. Thus, it can be concluded that the application of the K-Means algorithm is very effective in supporting drug stock management decision-making so that drug procurement planning can be carried out more accurately, efficiently, and sustainably.
Comparison of Support Vector Machine and XGBoost Algorithms in Sentiment Analysis of Visitor Reviews of Baturraden Tourism Forest Utami, Catur Risma; Santiko, Irfan
Journal of Multimedia Trend and Technology Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i2.91

Abstract

The Google Maps platform provides a platform for visitors to express their opinions through reviews. This study aims to compare the performance of the Support Vector Machine and XGBoost algorithms in sentiment analysis of Baturraden Tourism Park visitor reviews. Data were collected using scraping techniques and obtained 4,096 reviews. After going through preprocessing stages including cleaning, tokenization, normalization, stopword removal, and stemming, the data used in the analysis process amounted to 2,912 reviews. Word weighting was carried out using the TF-IDF method, and the SMOTE technique was applied to address class imbalance. The results showed that the Support Vector Machine algorithm performed better than XGBoost with an accuracy rate of 94.52% before SMOTE and 94.86% after SMOTE, while XGBoost obtained an accuracy of 92.80% before SMOTE and 93.15% after SMOTE. These findings indicate that the Support Vector Machine is more effective in classifying positive and negative sentiments. This study is expected to contribute to the application of machine learning methods to understand visitor opinions on the Google Maps platform. Especially in the context of tourist attractions.
Digital Vital Signs: Decision Trees as Behavioral Tripwires for Adolescent Smartphone Overuse Nafi, Sulthon Fadhlun; Krisbiantoro, Dwi
Journal of Multimedia Trend and Technology Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i3.97

Abstract

Smartphones are a double-edged sword for teenagers; on the one hand, these devices provide a window to vast knowledge. However, the dark side of smartphones emerges when uncontrolled use is linked to mental health and exposure to negative content. Problematic smartphone use (PSU) occurs in 12–37% of adolescents and has been associated with sleep disturbances, depressive symptoms, and deterioration in academic functioning. Methods: We have trained an interpretable decision tree over a 1,000-participant dataset using stratified 80:20 splitting, class balancing, one-hot encoding, and grid search using cross-validation. Results: The model achieved 85.2% test accuracy (CV mean 85.0% ± 1.5%). Primary predictors were screen time per day (risk for >5.3 h/day associated with 4.3× increased risk), social media exposure (more than >2 h/day), and app variety (more than >5 apps/day). Extractable rules (e.g., >6.5 h screen time ∧ >2 h social media 92% precision for "high" addiction) permit tiered intervention thresholds. Conclusions: An interpretable decision tree provides strong prediction and converts insights into actionable behavioral thresholds for parents, schools, and developers for the purpose of early PSU intervention.
Effectiveness of QRIS Implementation in Supporting Digital Transactions for MSMEs Bachtiar, Fadli; Firmansyah, Ismail Alfi; Fikri, Angger Rizalul
Journal of Multimedia Trend and Technology Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i3.100

Abstract

This study evaluates the effectiveness of QRIS implementation for MSMEs by examining its impact on transaction efficiency, business growth, financial transparency, customer adoption, and challenges encountered. Data were gathered using structured questionnaires and analyzed using descriptive statistics as part of a quantitative descriptive approach. The results show that QRIS positively impacts MSME performance. More than 90% of respondents believed that QRIS enables digital payments, and 61.3% of respondents embraced QRIS primarily for transaction simplicity. In terms of company success, 80.7% of respondents said that the number of transactions increased, with 35.5% reporting notable increases and 45.2% reporting just modest gains. With 96.8% of respondents saying that QRIS helps or substantially helps with transaction recording, it also promotes financial transparency. Given that 48.4% of their consumers noted that only 40–70% of them utilize QRIS, the frequency of consumer use remains moderate. Notwithstanding the advantages, a number of obstacles still exist, such as erratic internet connections (35.5%), a lack of consumer adaptation (22.6%), technical malfunctions (16.1%), and worries about Merchant Discount Rate (MDR) costs, which over half of MSMEs said were onerous. In conclusion, QRIS has proven effective in supporting MSMEs' digital transformation, yet improvements in infrastructure, customer education, and fee structures are required to maximize its impact.