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INDONESIA
Edsence: Jurnal Pendidikan Multimedia
ISSN : 26852489     EISSN : 26852535     DOI : -
Core Subject : Science, Education,
Jurnal Pendidikan Multimedia (Edsense) is a national journal intended as a communication forum for Multimedia and other scientists from many practitioners who use Multimedia in research. Edsense received a manuscript in areas of study Multimedia widely, and multidisciplinary based on Multimedia studies derived from problems of eduaction, Learning and Science.
Arjuna Subject : -
Articles 8 Documents
Search results for , issue "Volume 5 No 1 (June 2023)" : 8 Documents clear
Implementation of the MDLC Method in the Pronounce Arabic (Makhorijul Huruf) Application Using Macromedia in PAUD Awwalussalaam Yayu Anggraeni; Selamat Riyadi; Siti Nur
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.56955

Abstract

Education is one of the foundations in life that starts early. Early childhood education is a program that requires parents to introduce their children to various things, especially introducing Al-Qur'an recitation. This is shown as a coaching effort for children from birth to the age of six. In the learning process it often happens that a teacher has difficulty conveying material to students, especially introducing the Al-Qur'an. This is due to the relatively short time in the learning process. Therefore, the purpose of this study is to create a learning application using macromedia flash to introduce recitation of the Qur'an which can help teachers and parents of students in the learning process of children outside of learning hours. The method used in developing this application uses the multimedia development life cycle method with the Luther model which has six stages, namely, (1) Concept, (2) Design, (3) Material Collection, (4) Manufacture, (5) Testing, (6) Distribution. Starting from this problem, the method used can be one of the interactive learning materials designed to be as attractive as possible to arouse children's enthusiasm in learning the Pronounce Arabic (Makhorijul Huruf) of the Qur'an so as to improve the quality of learning and minimize the estimated time used in the learning process. The result of this research is an application to recognize the Makhorijul Huruf of the Qur'an which can assist teachers in conveying learning with new and interesting methods.
Implementation of Sound Effects and Voice Over Techniques in Creating Motion Graphic “Budidaya Ayam Kampung Unggul Balitbangtan” Ihsanul Hadi; Amata Fami; Benito Ibrahim Delano
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.52731

Abstract

In the current era of technological advances used to provide information has grown very rapidly. Various kinds of media are used, one of them is Motion Graphic. The motion graphic entitled "Budidaya Ayam Kampung Unggul Balitbangtan" aims to make people aware of how to cultivate Ayam Kampung Unggul Balitbangtan. Motion graphics have several important things, one of which is voice-over and sound effects, because they can convey messages well to the community. In the process of making it can start with designing, then proceed with production and end with product testing. The making of this motion graphic refers to the method from the e-book Motion Graphics Budidaya Ayam Kampung Unggul Balitbangtan. Voice-over and sound effects used greatly affect the final result of the motion graphic made Both of them can present the topics that are displayed to the public and the public can understand the intent and purpose of this motion graphic. Voice-over cannot only be applied to motion graphics but can also be applied to commercial videos.
The Effectiveness Factors of Student Learning through TikTok Media with the Application of the TAM Model Florencia Elaine; Ikhsan Fuady
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.52882

Abstract

This study aims to examine the factors that have an impact on the learning effectiveness of students who use social media TikTok for learning and gaining knowledge. Extended Technology Acceptance Model (TAM) theory is the main framework used to analyze, with the constructs of perceived ease of use, perceived usefulness, attitude towards TikTok Use, Behavioral intention to use, and learning effectiveness. Questionnaire data collection was carried out by hosting an online Google Form which was distributed to active students on the island of Java using nonprobability method and involving 181 samples. The data obtained was analyzed using LISREL with SEM and confirmatory factor analysis (CFA) to test the validity, reliability, hypothesis testing, and models. The results of the study show that the model has been able to explain the factors of learning effectiveness and the acquisition of new knowledge using TikTok media for university students in Java. In addition, the relationship between behavioral intention to use and learning effectiveness is a prominent and significant construct of this research.
Influence of Locus of Control on Internet Addiction among Kwara State Colleges of Education Students Jamiu Babatunde Bello; Habibat Bolanle Abdulkareem; Abdulhafis Adeyinka Hassan; Ameenat Arinola Ogo-oluwa; Abdulkareem Olalekan Abubakar
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.59691

Abstract

The study investigated the influence of locus of control on internet addiction among undergraduate students in Kwara State. A descriptive survey design with one research question guided the study. Two hypotheses were formulated and tested in the study. The population comprises all full-time undergraduate students at Kwara State College of Education, Ilorin. The samples consist of 500 full-time undergraduates. The researcher randomly selected 200 males and 300 females undergraduate students. Data were collected using the adopted locus of control scale and internet addiction scale to measure the level of internet addiction among undergraduate students at Kwara State College of Education. The collected data were analyzed using frequency, mean, percentage, standard deviation and t-test. It was revealed that there is a significant difference in the locus of control and internet addiction among Kwara State College of Education students. The result further shows that gender does not affect the internal and external locus of control of the male and female respondents. It was concluded that there is gender influence on the locus of control and internet addiction while there is no gender influence in the way both internal and external locus of control students are addicted to the internet. It was recommended that strategies and activities that would build students’ locus of control and reduce internet addiction be put in place to assist students generally.
English Spelling Game Design as Learning Media Ikhwan Baidlowi Sumafta; Ardhitya Septian Gilang Ardhana; Moch Rangga Dizzy Pringgayuda; Muhammad Alfandi Nurcahyono
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.53999

Abstract

In this digital era, the ability to use technology is a must that everyone must own, especially educators or teachers, so that they can provide teaching or material by utilizing technology. Understanding various foreign languages in the era of globalization in the 21st century is needed by all groups. So it is necessary to teach from an early age about learning and understanding foreign languages for children, especially learning English, an international language. Based on the background and previous research, it is necessary to have a learning media in the form of a game for learning English, especially in understanding spelling, so that students both at an early age and in elementary school students can be more motivated and enthusiastic in remembering the good and correct spelling of English.
Application of 360-Degree Virtual Tour as a Website-Based Media for Introduction to Pucak Meru Pura I Gusti Ngurah Agung Bagus Yudistya Mahesatama; Ketut Gus Oka Ciptahadi; I Made Arya Budhi Saputra
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.56840

Abstract

Pucak Meru Temple is one of the temples belonging to the Kahyangan Jagat Temple, which is located in Banjar Kasianan, Pangsan Village, Petang District, Badung Regency, Bali. Pucak Meru Temple has a cave called Goa Meru which is a historical witness to the establishment of this temple. Pucak Meru Temple has several uniqueness, namely, in Goa Meru flowing 5 sources of water, inside the cave there are also guards in the form of snakes and there are also many ancient kepeng coins, and during piodalan in this temple it always rains even during the dry season. when pujawali does not rain, it is certain that the drought will be long. Pucak Meru Temple is a temple that recently has the status of Kahyangan Jagat Temple, so the name of this temple as Kahyangan Jagat Temple is still foreign to the public. With the current development of information technology, the author built a Website-Based Virtual Tour 360 Degree application which aims to provide effective information and the impression as if you had been at Pucak Meru Temple. This application was built using the MDLC (Multimedia Development Life Cycle) method. Based on the test results using the heuristic evaluation method, the results were quite good and through the system usability scale testing, an average SUS score of 80 was obtained, thus concluding that each function is running well and can be used easily by users.
Introduction of Cut Nyak Dien's Figure in 2D Animation-Based Mobile Applications Sabrina Az Zahrah; Syifa Hadiarti Aulia; Syifa Hanifa Wardani; Intan Permata Sari
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.47939

Abstract

The introduction of National Indonesian heroes at this time is still a little using existing technology, where technology is currently developing rapidly. Making prototypes about Indonesian heroes is a form of appreciating, remembering and remembering the existing heroes. Thus, the design of the "Leaftory" Cut Nyak Dien application is expected to make target users with the target of elementary school children ages 7-12 years able to know and remember Indonesian heroes by utilizing online mobile-based technology. The design of this application also pays attention to UI/UX by presenting an attractive appearance in the form of text, graphics and 2D animation to positively impact users. Developers also make trials to target users so that there is feedback from developers to users and vice versa.
Design and Build an Application for Introduction to Endemic Indonesian Flora and Fauna Based on Virtual Reality Aditiya Riyadhi; Ayung Candra Padmasari; Maya Purnama Sari
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.57154

Abstract

Virtual Reality is a technology used in today's application development. Virtual Reality allows users to fully engage in a 3D visual environment and perform various activities. Indonesia has approximately 515 species that are threatened with extinction based on data on the IUCN website. The purpose of this research is to introduce rare biodiversity in Indonesia through a Virtual Reality-based application to reduce extinction rates. In the process of making applications, the authors use the SDLC (Software Development Life Cycle) Waterfall model, which is a software development model with organized and structured stages. SDLC Waterfall stages include needs analysis, planning or design, implementation, and testing, including 3D creation and integration with Unity3D. Testing is applied to the black box testing method. From the trials conducted, this application can run smoothly on computers and laptops with minimal specifications. The results of testing the application involving several respondents with an average percentage value of 87.67% are feasible and effective in making this application an educative media. This application is expected to increase public awareness about Indonesia's natural wealth as well as become an interesting and innovative educational tool.

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