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Perancangan dan Implementasi Media Pembelajaran di SMA Katolik Yos Sudarso menggunakan MDLC Joelyn Octavia; Jimmy Pratama
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7030

Abstract

Media Pembelajaran berbentuk video yang menyajikan audio dan visual merupakan salah satu fasilitas belajar-mengajar bagi guru yang sangat efektif. Pembelajaran menggunakan media digital ini dapat memudahkan siswa dalam belajar memahami materi dan meningkatkan minat belajar siswa dikelas. Saat ini siswa-siswi di SMAK Yos Sudarso masih belajar dengan menerapkan system catat-mencatat di papan tulis, sehingga hal tersebut dapat mengurangi minat siswa dalam belajar. Adanya video media pembelajaran ini dapat mengembalikan minat dan semangat belajar siswa dikelas, dengan materi yang dirangkum melalui berbagai situs pendidikan di internet. Data-data yang diperlukan dalam perancangan media pembelajaran ini yaitu menggunakan metode kualitatif. Proses pelaksanaan projek video media pembelajaran menggunakan metode model Multimedia Development Life Cycle (MDLC). Pembuatan media pembelajaran ini telah membantu SMAK Yos Sudarso untuk memperoleh pembelajaran yang menarik dan penjelasan yang lengkap dalam mata pelajaran matematika. Video media pembelajaran yang telah diberikan kepada mitra, diharapkan SMAK Yos Sudarso dapat menggunakan dengan sebagai mestinya dan dapat digunakan kembali setiap tahun untuk siswa tahun ajaran baru seterusnya.
ANALISIS TEKNIK FOOD PHOTOGRAPHY SEBAGAI MEDIA PROMOSI PADA MASYARAKAT KOTA BATAM Kevin Antonio; Jimmy Pratama
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.613

Abstract

Photography is a method of producing images by recording the reflection of light hitting an object. Food photography is widely used by food bloggers and is also commonplace for Instagram application users. Food photography demands that the product photos displayed be more attractive, not just showing the food on the plate, but how to attract the attention of someone who sees it can immediately feel hungry with the appearance of the details and textures presented. Food photography is currently able to be used as an alternative way of developing a business in the business world, one of which is efforts in the development of a business by entrepreneurs or business people. In this study, the author made a photographic design that will be used as culinary marketing to attract the attention of the audience to cause a feeling of wanting to try food objects in the photos displayed. However, producing an interesting photo requires maximum shooting process, supporting light, detailed setup, and the precision of a photographer. In this study, the author used Gregory's formula for 2 media experts in the form of lecturers who are experts in the field of photography or multimedia, 2 content experts in the form of café administrators. In addition, the author also uses google form as a medium to collect test data for respondents of 37 people in Batam City who have seen the results of food photography designs and analyzed using the Likert Scale formula. The test results of 2 media experts and 2 content experts got a coefficient value of "1.00" with a "Very High" level of validity, and the respondent validity test carried out obtained results in the form of an index value of 94% with a qualification level of "Strongly Agree".
Analisis Efektivitas Animasi Sebagai Media Promosi Kebudayaan China Jimmy Pratama; Joyce Chrissy
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 9 No 1 (2023): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol9.no1.a13626

Abstract

Culture is people's reflection, hard work, and wisdom to navigate their world, namely a culture that allows people to see their environment in a meaningful way. Indonesia has diverse cultures, one of which is traditional Chinese culture. Over time, the Chinese culture in Indonesia has gradually faded to this day. This study aims to develop a 2D animated video to introduce Chinese tradition and culture as the identity of Chinese people in Indonesia, especially Gen Z children. Using a research and development approach and testing the EPIC model's effectiveness. The research conducted included interviews with several Mandarin teachers and students studying in China. The development phase uses the MDLC (Multimedia Development Life Cycle) model and continues with quantitative research using the EPIC model. These search results are 2D animated videos posted on YouTube that last 3 minutes and 35 seconds. The EPIC model's quantitative demonstrate how 2D animated videos effectively introduce culture to younger members of Generation Z. Empathy, persuasion, influence, and communication values all show this. The mean of the EPIC ratio is 4.16. The persuasion and communication dimension got the highest score compared to other dimensions at 4.26.
PERANCANGAN DAN IMPLEMENTASI ANIMATED STICKER SEBAGAI MEDIA EDUKASI MENGENAI COVID-19 DENGAN MENGGUNAKAN METODE MDLC Jimmy Pratama; Rena Indira Putri
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a9190

Abstract

The whole world is in an uproar with the COVID-19 pandemic, this new categorized corona virus has made people panic and restless, including in Indonesia. The number of confirmed cases of COVID-19 continues to increase. So that implementing health protocols is the most important thing to do. Various methods of prevention and handling are carried out to suppress thespread of this virus, one of which is through media education and information to the public about various ways that can be done to prevent transmission of the corona virus. This literature study provides stages from design to implementation of animated stickers as educational media about COVID-19. The result of this literature study is the formation of animated stickers that can be used for educational media and the delivery of information on various preventive measures that can be taken by the community to break the chain of the spread of the corona virus. By using informative and interesting visual media, of course, it can make people read carefully and facilitate the process of public understanding. Thus, it can be concluded that the use of animated sticker visual media with the MDLC method can facilitate the public in receiving clearer and easier to understand information.
STUDI KORELASI PENGGUNAAN VIDEO GAME DENGAN KESEHATAN PLAYER SAAT PANDEMI DI KOTA BATAM DENGAN PENDEKATAN MULTI-METODE Jimmy Pratama; Novianto
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v14i1.444

Abstract

In early 2020, the COVID-19 pandemic that swept across the world created disruption in life. COVID-19 is transmitted between people in proximity so physical (or social) distance is the main measure to reduce its spread. Lockdowns and quarantines due to the COVID-19 pandemic have led to an increase in video game players. The emergence of the trend of playing video games as one of the main ways of recreation has incited curiosity about the potential effects of playing video games on mental and physical health. The purpose of this study was to determine the correlation between video games and exercise on mental well-being during the COVID-19 pandemic in Batam city. The difference between this study and previous research is that there is yet any research that analyzes the correlation between the use of video games and exercise on health, especially mental well-being. The research used mixed quantitative and qualitative methods. The quantitative analysis used in this study was multiple regression analysis using the SPSS 26 program. The qualitative analysis was carried out by codification where the researcher categorizes answers from thematic analysis using NVivo (International QSR). Based on the results, it can be concluded that Exercise and Video Games have a positive correlation to Mental Well-Being. From the results of qualitative data, the researcher also identified a good impact from the use of Video Games towards Mental Well-Being.
Perancangan Video Testimoni Pemasangan Compact Mobile Base Station Di Rumah Sakit Khusus Infeksi Covid-19 Pulau Galang Kota Batam Untuk Perusahaan PT Telekomunikasi Seluler Branch Batam Muhammad Zaki; Jimmy Pratama
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4324

Abstract

In the current development era, the use of print media is less effective as a promotional medium because it requires a large budget. With the presence of this video testimonial facility, customers can better understand the products they want to offer. With Video Testimonials, PT Telekomunikasi Seluler Branch Batam aims to increase the value of customer trust regarding a trademark so that customers do not turn to use other similar trademarks by presenting interviews about network quality in the area of the Special Hospital for Covid-19 Infection on Galang Island and the installation process Compact Mobile Base Station. Because there are internet network problems that cause difficulties for the community and workers in communicating in the area of the Special Hospital for Covid-19 Infection, PT Telekomunikasi Seluler Branch Batam took the initiative to install a Compact Mobile Base Station.
Perancangan Augmented Reality Dalam Media Pembelajaran Sistem Anatomi Tumbuhan Sekolah Dasar Berbasis Android Jimmy Pratama; Wendy Wendy
Journal of Information System and Technology (JOINT) Vol 2 No 3 (2021): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v2i3.6272

Abstract

Perancangan media pembelajaran sistem anatomi tumbuhan ini mencakup materi sains tentang struktur tumbuhan yang sangat erat kaitannya dengan kehidupan sehari-hari. Dengan augmented reality dalam aplikasi media pembelajaran ini dapat memberikan suatu kemudahan dalam kegiatan proses pembelajaran serta menciptakan sebuah aplikasi pembelajaran yang menarik, menyenangkan dan mudah dimengerti bagi anak – anak. Aplikasi AR Plant ini dirancang dalam bentuk aplikasi android dengan menggunakan software Vuforia untuk membuat fitur marker, Autodesk Maya LT untuk merancang objek 3D, dan Unity 3D untuk merancang aplikasi augmented reality. Penelitian ini menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC). Hasil dari perancangan yaitu menghasilkan sebuah media pembelajaran dengan menyajikan informasi yang diharapkan dapat meningkatkan efektivitas dan efisiensi bagi pengguna.
MAKING 3D ARCHITECTURAL ANIMATIONS TO INTRODUCE THE KOTAKU WORK PROGRAM IN BATAM FROM THE MEMBER OF DPR RI CEN SUI LAN Jimmy Pratama; Indo Dicaprio Pratama
ConCEPt - Conference on Community Engagement Project Vol 2 No 1 (2022): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam

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

Abstract

Representatives from members of DPR RI Cen Sui Lan who is located at the Orchid Business Center are important to assist Ms. Cen Sui Lan in introducing her work projects, one of which is KOTAKU. KOTAKU program has several outcomes to be achieved and one of them is the construction of an Open Public Area (OPA) in Batam. The lack of 3D animation as a medium is the main problem in the introduction of the output because it is still in the form of a 3D model. The method that will be used is applied research starting from problem identification, content design, content development, content testing to content evaluation. The results of this study are in the form of a video file that briefly describes the KOTAKU project using motion graphics and the OPA architectural 3D animation that will be sent using the (.mp4) format. With the development of this video, the recipient can use the video as a medium for delivering information which is expected to introduce the KOTAKU project, especially in the construction of the OPA in Batam.
DESIGN AND APPLICATION OF MOTION CAPTURE ON 3D CHARACTERS IN VIDEO Jimmy Pratama; Frenky Frenky
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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

Abstract

Design and Application of Motion Capture on 3D Characters in Video. Motion Capture is a technology that can record the movement of a human model into a 2D or 3D digital realistically. In Indonesia itself, users of Motion Capture technology are still low in demand, the factor cost is very expensive and the availability of the Motion Capture system is limited. Over time, Mocap technology has been found which is simpler and easier to use by the general using the Kinect camera, which allows us to produce information depth, texture, user, and skeleton. The research method of this 3D animation video uses the MDLC (Multimedia Development Life Cycle). This animated video was made using the Mocap Markerless technique and the Blender 2.79b application as a media for making 3D characters up to the 3D animation stage. The design and implementation of Motion Capture on 3D characters in this video aims to prove and can help Mocap users understand how to design and implement simple Motion Capture creations on 3D characters into videos
DESIGN VIDEO TUTORIAL TECHNIQUE TRICKSHOT BASKETBALL BASED ON 3D ANIMATION Jimmy Pratama; Cristiansen Cristiansen
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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

Abstract

Basketball is a sport that is widely known throughout the world, which was introduced on December 15, 1891 which has continued until now and the existence of the National Basketball Association (NBA) is an association that raises the name of basketball around the world. This trickshot is a basketball movement that is quite difficult to do in terms of style and how to do it because this movement really requires more practice and skill in basketball games but for learning tools in the form of 3d animation videos, there is no such thing. This research produces a short and clear 3-dimensional animation video with a duration of 2 minutes and 3 seconds using the MDLC (Multimedia Development Life Cycle) method which will be implemented on social media such as YouTube and with this animated video, it is hoped that basketball players can add knowledge and insight on how to do the basketball trick shot technique