cover
Contact Name
Fithri Selva Jumeilah
Contact Email
redaksi.jtimd@polsri.ac.id
Phone
+6282113140407
Journal Mail Official
redaksi.jtimd@polsri.ac.id
Editorial Address
Jl. Srijaya Negara, Bukit Lama, Kec. Ilir Barat. I, Kota Palembang, Sumatera Selatan 30128
Location
Kota palembang,
Sumatera selatan
INDONESIA
Jurnal Teknologi Informatika Multimedia Digital
ISSN : -     EISSN : 30637597     DOI : -
Core Subject : Science,
JTIMD (Teknologi Informatika Multimedia Digital), merupakan jurnal peer-review (penilaian sejawat) yang bermakna adanya proses peninjauan/penilaian kelayakan naskah oleh para ahli yang relevan sebelum diterbitkan. JTIMD diterbitkan oleh Jurusan Teknik Komputer pada Program Studi Teknologi Informatika Multimedia Digital (TIMD), Politeknik Negeri Sriwijaya (POLSRI). JTIMD menerbitkan paper secara berkala 4 (empat) kali setahun yang diawali pada bulan Juni, September, Desember dan Maret Tahun berikutnya, dalam scope/lingkup bidang sebagai berikut. Animasi 2D/3D Motion Graphic Graphic Design AR & VR Interactive Multimedia Educational Games Artificial Intelligence (AI)Â Information System Mobile and Web Technology Semua artikel yang publikasi di jurnal JTIMD bersifat terbuka (open access), sehingga dapat diakses secara bebas tanpa berlangganan. Hal ini sebagai wujud keterbukaan informasi khsusnya dalam ilmu pengetahuan dan sebagai komitmen untuk menyediakan platform yang memfasilitasi pertukaran pengetahuan dan inovasi antara peneliti, akademisi, dan praktisi.
Articles 55 Documents
Rancang Bangun Media Pembelajaran Interaktif Berbasis Game Edukasi Materi Rukun Sholat Dengan Menggunakan Metode Waterfall Saputri, Rezi Winda; Azwardi; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233142

Abstract

This study aims to design and build game-based interactive learning media in PAI subjects with pillars of prayer material. This game was created as a learning medium for elementary school students at SD Negeri 07 Pedamaran. This educational game-based learning media application can be used as an alternative to learning media aids for students. The method used in designing and building applications using the waterfall method, consists of five stages, namely needs analysis, design, implementation, testing, and maintenance. Based on the results of application implementation and testing, that the application can run properly according to the required specifications, and can be used as a student learning medium. Quiz features contained in learning applications can be used as material for evaluating student learning
Perancangan Game Edukasi 2D Tentang Keselamatan di Rumah untuk Anak Usia Dini Kamilah, Khansa Farah; Slamet Widodo; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233590

Abstract

Early childhood is a golden period for children's development to obtain the educational process. This research focuses on designing educational games about safety at home for early childhood. The purpose of this study is to determine the usability feasibility of games based on ISO 9126 standards with indicators namely understandability, learnability, attractiveness and operability. Game development uses the Multimedia Development Life Cycle (MDLC) method which consists of 6 stages, namely: (1) concept, (2) design, (3) material collection, (4) manufacture, (5) testing, (6) distribution. Game testing is done by black box testing techniques. Data analysis in this study used a quantitative analysis method using a questionnaire technique and a Likert scale measurement index. The results of the black box test stated that the game was following expectations because the output reaction was per the input that was carried out. To find out the usability feasibility of the game, a test was conducted on 24 respondents who had siblings or children aged 0 to 6 years who had played educational games. The results of the research that has been done show that game usability is in the very decent category with a percentage of 89.7%. So the educational game about safety at home is made "Very Eligible" in the aspect of usability of the ISO 9126 standard
Perancangan Game Edukasi 2D Tentang Keselamatan di Rumah untuk Anak Usia Dini Sania, Widia; Slamet Widodo; Meiyi Darlies
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233661

Abstract

Manners should be known to children as early as possible. Age 6-8 years is the right age to introduce children to manners. The importance of providing an introduction to manners from an early age to foster a sense of empathy in children. To introduce good manners to children cannot be done in a monotonous way, active children need entertainment in learning and understanding the material. Board games are here as a medium that supports the introduction of manners in an interesting and fun way. This study has the following objectives: (1) Designing a Manner Castle board game visualization using Digital Illustration Techniques with Whimsical style as a medium for introducing manners to children aged 6-8 years, (2) Educating children aged 6-8 years about daily manners day in an interesting and fun way through the Manner Castle board game. The development method used in this board game media is Design Thinking which includes the steps: Data Collection (Empathize), Needs Analysis (Define), Conceptualization (Ideate), Making ( Prototype), and Test (Test). The results of this study are in the form of a board game media entitled Manner Castle about the introduction of adab. This board game media has been validated by media experts and material experts and tested on children aged 6-8 years
Implementasi Iklan Layanan Masyarakat Menggunakan Teknik Motion Graphics pada Alur Pembuatan Kartu Tanda Penduduk Elektronik Tauriq, Alparizqi; Yulian Mirza; Meiyi Darlies
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233709

Abstract

Each sub-district and the Indonesian Population and Civil Registration Office has a path to make Electronic Identity Cards to the public. The presentation of information on making Electronic Identity Cards still has shortcomings, which are mostly in the form of text. One drawback of this is the lack of providing interesting information absorption activities and is poorly understood so that it stimulates curiosity when compared textually. Therefore, a delivery medium is needed, namely by making a motion graphics that can support the development of information on making Electronic Identity Cards in Districts and Civil Registration that is useful for the community as reference material in the process of making new Electronic Identity Cards, moves/arrivals, data changes, damaged or lost for Indonesian citizens. The research and development methods used in this study are the Multimedia Development Life Cycle method and Cohen’s Kappa consistency test. This study produced a video of 6 minutes 51 seconds in .mp4 format. This animated video gets a percentage index of the test results with Cohen’s Kappa which gets the result: "medium" at "0.545455" with a medium category in terms of video quality or video content in the form of knowledge and the importance of making an E-KTP for Indonesian citizens
Implementasi Animasi Motion Graphic Sebagai Media Pembelajaran Bahasa Arab di Madrasah Tsanawiyah Negeri (MTsN) 2 Palembang Abdilah, M Arib; Ali Firdaus; Alan Novi Tompunu
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233748

Abstract

The rapid development of technology, especially in learning, must be utilized. Therefore, to compensate for these technological developments, the use of motion graphic learning animation media will facilitate and assist in the teaching and learning process. With this background, the researcher will develop 2D motion graphic learning media for Grade 8 Arabic Language Learning. Researchers use the Luther method which has 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution (Implementation). To determine the level of feasibility, the author used testing on 5 expert respondents and 30 respondents of 8th grade students of Madrasah Tsanawiyah Negeri (MTsN) 2 Palembang who studied Arabic language subjects with Likert scale calculation techniques. The results of this test get an assessment from the expert side on average calculated based on the Likert scale getting a score of 92% and is in the "Strongly Agree" category and an assessment from the student side on average calculated based on the Likert scale getting a score of 85.7% and is in the "Very Good" category.
Penerapan Video Animasi Sosialisasi Persyaratan dan Ketentuan Perjalanan dengan Kereta Api pada Masa Pandemi COVID-19 dengan Teknik Motion Graphic di PT. Kereta Api Indonesia (Persero) Junaidi, Khofifah Aina; Yulian Mirza; Indarto
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233789

Abstract

In order to reduce the positive number of COVID-19, there are several terms and conditions that must be met by prospective passengers before boarding the train. Therefore, PT. Kereta Api Indonesia (Persero) must socialize this information so that the general public knows about it. Motion graphic are one of the choices that attract the attention of many consumers because they present information that is not boring. The purpose of this study is to produce an animated video of the terms and conditions of travel by train during the COVID-19 pandemic using motion graphic techniques and providing this information to the public by sharing videos and video links that have been uploaded to social media. The research and development method used in this study is the Multimedia Development Life Cycle method, likert scale, validity and reliability test. This study produced a 5 minutes 30 seconds long video with .mp4 format. The respondents in this study were obtained from the dissemination of online questionnaires. The results of this study found that the attitude of 5 expert respondents is 94.5% in the "Strongly Good" category and the attitude of 70 general public is 92.24% is in the "Strongly Good" category.
Pembuatan Video Animasi 3 Dimensi “Kegiatan Pembelajaran” Menggunakan Teknik Camera Tracking, Compositing dan Shading Sebagai Media Informasi Jurusan Teknik Komputer Yolanda, Jefri; Ahmad Bahri Joni M; Meiyi Darlies
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

With advances in information and communication technology, the dissemination of information has become increasingly widespread and various different forms of delivery have been adopted. So with the development of information and communication technology, there are many ways to convey information about the Department of Computer Engineering. One of them is the delivery of information on the learning activities of the Computer Engineering Department. 3D animation video is an example of how to convey information that can be used by the Department of Computer Engineering. Also, by combining it with real life video, it can add a new impression to the information video for the Computer Engineering Department. Merging 3D animated videos with real life videos using camera tracking, compositing and shading techniques to make them more realistic. The development approach applied is the Villamil Mollina method. This involves careful planning, strong mastery of multimedia technology, and in-depth production management skills in creating 3-dimensional animated videos
Implementasi Teknik Motion Graphics pada Video Promosi Sanggar Senam Anamedy Menggunakan Metode Research and Development Syahputra, Ahmad Sandi; Miftakul Amin; Ema Laila
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233841

Abstract

In an increasingly competitive and modern business environment like today, motion graphic-based promotional videos are a means that can provide an advantage in attracting the attention of the target market. The ability to combine visual elements, moving text, and animation provides an additional dimension to brand communication. This article discusses how motion graphics can create powerful visual narratives, build emotion, and convey complex messages in a more concise and easy-to-understand way. In this study, the authors created a promotional video based on motion graphics as a means of promotion to attract public attention. The development method used is the Research and Development method with the PPE model or (Planning, Production, Evaluation). This method is very useful in conducting research so that it is more structured and in accordance with predetermined planning
Implementasi MDLC Dalam Pembuatan Video Profile Sekolah Dasar Negeri 136 Palembang Aziz, Muhammad Abdul; Ahyar Supani; Fithri Selva Jumeilah
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233909

Abstract

From the progress of the times that have developed, there are now many ways to spread information from one party to another intended party, especially in promoting something to attract people's attention. Sekolah Dasar Negeri 136 Palembang is one of the elementary schools located at the address Jl. KH. Ahmad Dahlan 26 Ilir, Bukit Kecil District, Palembang City. In doing promotion, Sekolah SD Negeri 136 Palembang already has several forms of promotional media, especially profile video. But the profile video owned by Sekolah SD Negeri 136 Palembang has several weaknesses such as videos that have been made for a long time, unstable videos (have a lot of shaking), poor video quality, and unclear audio volume. So, an update is needed so that the information submitted is more accurate and in accordance with the latest school conditions and can better attract the attention of prospective students and parents of prospective students at Sekolah SD Negeri 136 Palembang
STORYBOARD ANIMATIC SEBAGAI MEDIA PEMBELAJARAN DENGAN MOTION GRAPHIC STUDI KASUS ANIMASI 4MPERA Anggara, Obik Dwi; Amin, Miftakul; Ema Laila
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233938

Abstract

In animation courses, the animatic storyboard stage is very important. However, it is often overlooked in learning so that students consider it not too important in animation production. In fact, this stage is very important in the animation industry because it is a reference in producing animation. Therefore, many students in the Digital Multimedia Informatics Technology Study Program do not understand about animatic storyboards. From the tests carried out as observations, 12 respondents who were students majoring in Computer Engineering, Digital Multimedia Informatics Technology Study Program, 10 of them did not know how to make an animatic storyboard. The design of motion graphic videos as learning media aims to increase awareness and educational media for students