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 38 Documents
2D Animation Video of IoT-Based Agricultural Monitoring Using Onion Skinning Technique Armando Munazdar; Mohamed Nur
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.24

Abstract

Learning is support from educators to help students acquire knowledge, skills and habits, as well as carry out the process of forming attitudes and beliefs. In other words, learning is a process that helps students learn well. Learning has the same meaning as teaching, but has a different meaning. In education, educators teach students to study and master the content of the material in order to achieve certain goals (cognitive aspects), changes in students' attitudes (emotional aspects) and skills (psychological aspects) can also affect students. After the outbreak of COVID19 in Indonesia, the learning process between educators and students was changed through e-learning. The application of e-learning makes the practicum process less effective, especially the practical learning of IoT (Internet of Things). Often, students struggle to understand what materials to use and what materials to design first when it comes to IoT tools. For this reason, we need a learning media that can help students understand the function and design of IoT tools. The purpose of making teaching aids in the form of animated videos is so that students can understand what materials are used and also pre-engineering IoT devices. The method used in designing this learning animation video is MDLC which consists of three stages, namely pre-production, production, and post-production. The results of this study are that a learning animation video has been successfully made about IoT tools.
A Savings Application Design Concept Model in Website-Based Cooperative Units Rafli Husain Kurniawan; Irfan Santiko; Gustin Setyaningsih
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.26

Abstract

Data Processing of data for cooperative operational activities such as the process of savings, loans, and installments that still use manual calculations. Incoming data is still recorded so it takes a long time for the next process which is less efficient and sometimes errors occur in data entry. To overcome this, a system is needed to expedite and speed up these activities so that in the data entry process there are no errors. Extreme Programming modeling is the method that will be used by researchers to create the system, while for the data collection process, interviews, observations, and documentation are used. The tools used are PHP programming language, MySQL database, and system development using DFD (Data Flow Diagram). The expected result is a savings and loan cooperative information system and the computational process for the cooperative system can be implemented.
A Review – The Influence of Games on Education Development in the Disruption Era Toni Anwar; Anugerah Bagus Wijaya
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.27

Abstract

Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements of fun and engaging games with learning objectives to create interactive, effective, and engaging learning experiences for students. In serious games, students play games that have learning objectives, such as learning new skills, understanding complex concepts, or honing certain skills. Currently known as gamification in learning. This paper will review several issues related to games in learning. The method used in finding several gap issues related to the author uses bibliometric techniques which are processed using bibliometric analysis. The author uses archival data from Scopus sources which review game technology in learning. The facts resulting from the analysis consist of 4 elements of discussion namely, technology, media, materials, methods, and the latest findings on the data security side. This author obtains data related to the security side, namely in the user privacy section. This means that the discussion that will take place later will be the theme of games that discuss elements of data security.
Design Animation Video to Learning Tajweed Science for Children Luzi Dwi Oktaviana; Suliswaningsih Suliswaningsih; Shodiq Khalidy
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.28

Abstract

Tajweed science is one of the sciences that is used to learn how to read the Qur'an properly and correctly. So far, learning has been done by explaining it directly when children read the Qur'an, but not all children can understand it even though it has just been explained. so that learning media are needed as a means to improve teaching and learning processes. Video is an alternative choice that can be used as a learning medium so that students are more interested in and attracted to participating in learning. Therefore, the purpose of this research is to design an animated video as a medium for learning tajwid for children using the Multimedia Development Life Cycle (MDLC) method. The results of the study concluded that, after testing by media and material experts, animated videos were very suitable for use as learning media.
Implementation of video editing and making poster designs as internship activities at PT Ampu Studio Rifa Alfazri; Argiyan Dwi Pritama
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.29

Abstract

In the growing digital era, poster design and video editing have become two crucial aspects of visual communication. Poster design plays an important role in promoting events, products, or campaigns, while video editing allows for engaging content creation and reaching a wider audience. The use of visual media, such as videos and posters, has become an effective means of conveying messages and information. The creative approach in implementing these two media is the main focus because creativity plays a central role in producing attractive and effective visual works in communication. Challenges in facing this digital era include increasingly fierce competition, requiring unique and innovative creative approaches. The opportunities presented by digital technology are also important factors in creating more efficient and competitive designs and videos.
Making “Si Mbah” Illustrational Asset for Whatsapp Stickers Need Using MDLC Method Risqi Dwiarto; Argiyan Dwi Pritama; Ilham Albana
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.30

Abstract

The rapid development of technology in the current era of globalization has brought many advances in various social aspects. The popularity of mobile devices as a means of communication has increased in recent years due to their high mobility. Currently, there are many applications Messenger which has spread to the general public using messaging applications to send messages in the form of text, audio, and even files and videos. Verbal communication when chatting is prone to emotional misinterpretation, not infrequently a joke is interpreted as something serious so that miscommunication occurs. Not infrequently misunderstandings like this will have an impact on tenuous relationships and feelings of discomfort. Using informative and attractive visual media can definitely make people read carefully and understand the audience better. Thus it can be concluded that the use of animated visual media labels with the MDLC method can make it easier for the audience to receive information that is clearer and easier to understand.
Design and Development of Android-Based “Tracked” Person Shooter Game Models Ronaldi Subastian; Widuri Hesterananda
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.33

Abstract

Games or games on the computer are visualizations that can provide a response back when given certain commands. First-Person Shooter, is a popular game because it uses a first-person perspective where the player becomes the main character in the game. Games are now entering the era of mobile games. Mobile Games Developer First Person Shooter made in Indonesia is still very rare, but this game can be played anywhere and is one of the most popular types of games. Then came the idea to make a Mobile version of the First Person Shooter game in worm research with Multimedia Development Life Cycle research. This game has been tested on 10 respondents with a questionnaire and the results are average above 50% of all assessment scores. The conclusion is that the Mobile version of the First Person Shooter Game has been successfully made and this game is feasible to be implemented on Android devices as well as as a medium of entertainment. Apart from that, this person shooter game model is very possible to be developed towards business processes as currently running.
Design of a Mathematical Learning Game Model for Elementary School in the Sumbang Banyumas Area Qonita Rafida Hana; Ayu Wulandari
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.34

Abstract

Mathematics is an exact science that forms the basis of other sciences so mathematics is interrelated with other sciences. If a child has been taught mathematics from an early age, then the child will easily enter other branches of science such as chemistry, physics, especially mathematics itself. The lack of aids and visual aids in schools makes it difficult for teachers or teachers to convey subject matter in class, so it is very difficult for teachers to provoke student concentration during teaching and learning activities, and sometimes students play alone when the teacher is delivering lessons in class. The purpose of this research is to make a math educational game for grade III elementary schools so that students can increase their concentration in learning, and help the learning process to be interactive and not boring. The method of collecting data from this thesis uses 3 methods, namely interviews, observation, and questionnaires. The system development method used in this study is the Multimedia Development Life Cycle (MDLC). From the results of the alpha test it showed that the functionality of the game that was made was successful and from the beta test it showed that 89.49% of student respondents answered strongly agreed and 76% of teacher respondents answered in agreement. It can be concluded that this game is feasible to be used as a learning aid for students in class.
Learning Model for Practicing Counting Through the "Snake and Ladders" Game Method Aenuri Aenuri; Wahyuningsih Wahyuningsih; Aminah Zahro
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.35

Abstract

The discussion of this paper aims to design and build educational games to train children's numeracy skills in the process of addition and subtraction. Problems occur when children have difficulty understanding, especially in numerical logic. In previous research, it was said that learning for special children at pre-primary school age would be better understood if a game was inserted. Learning to count is the basis for children to have numerical abilities. The method used in making this educational game is Classic Waterfall. With several stages, the results include the use of these games are early childhood. The system development stage includes a Concept that shows the steps of the game here the author makes a snake and ladder single-player game with 50 boxes, the dice in the game are rolled randomly, then the design uses a navigation structure design with a hierarchical storyboard design model. Then at this stage, the feasibility test through Alpha Test and the beta test has been distributed. This game can be done on an Android smartphone via Bluetooth for data transfer.
2-Dimensional Digital Animation Model for Public Health Socialization Assets Ito Setiawan; Dhanar Intan Surya Saputra; Muhamad Faris Fakhrizal; Hellik Hermawan
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.36

Abstract

Health is a very important aspect of human life. Human health will ensure that their lives continue to run well in everyday life in society. Currently, education about public health has been carried out in many ways by health agencies, from education by providing direct counseling to counseling using digital technology. However, not all health agencies have carried out health education through digital technology, one of which is the health agency at the Kaliwadas Community Health Center, where the agency has a problem where the staff at the agency have human data source competency and is still lacking competent in creating health education content for the public. This hampers public health education. The aim of this research is to create a digital content template to help simplify and speed up the production of health education content at the Kaliwadas Community Health Center. The method in this research uses the waterfall method which takes Sayanto as a reference, where this method consists of 3 stages, namely pre-production, production, and post-production.

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