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
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.
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.