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
Gesture to Text and Text to Speech Models for Assistance with Speech Impaired People Ilham Adi Purnamajaya
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.v2i2.37

Abstract

Special Schools in Indonesia are special educational institutions for disabilities. Persons with disabilities, especially the speech impaired, are also in the spotlight in the education sector and need attention. Education for disabilities requires special skills in presenting learning to students with disabilities. The problems that arise in learning for people with disabilities are quite complex. There are not many teachers who are able to provide learning to the speech impaired. They have difficulty with the style of Sign Language used by the speech impaired. This paper will discuss how learning models and techniques for the speech impaired are packaged, the aim is none other than to help teachers present learning for the speech impaired. Standards on teaching materials such as sign language also seem to really need to be done, therefore we first prepared the concept of sign language which will be used as data processing in information for speech-impaired persons. We use in solving this problem using waterfall development, and to complement the data we use literature studies and interviews. The results obtained are in the form of a platform that teachers use as a learning medium for speech-impaired people.
Design of Children's Game "Buddhist Relics" to Introduce the History of Civilization and Culture in Borobudur Temple Amelia Eka Pratiwi; Zephan Ali Yafi; Sartono Sartono
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.38

Abstract

Borobudur is one of the historical heritages in the world whose beauty can still be enjoyed and the history of the founding of the Borobudur temple and its relics can also be identified. Not all people in Indonesia know the geographical location of Borobudur temple, let alone what historical heritage is in the Borobudur area, it can be used as a game to attract the interest of the younger generation to find out about cultural heritage and preserve it so that it is not lost to the erodes of time. Borobudur Temple has a story message for its people, namely a story about the teachings of norms, morals, and morals that humans must have in everyday life. Apart from that, the development of games in Indonesia is increasingly popular. It is not only a medium of entertainment but can also be a medium of education for its users. With this foundation, the author created an educational game about the relics of the Borobudur temple with the game title "Treasure in Borobudur". The aim is so that children in Indonesia do not forget history along with the rapid development of technology.
Educational Introduction to ASEAN Countries for Class VIII Middle School Students Using Game Media Muhammad Aji; Hafizh Nur Fauzi
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.39

Abstract

Current technological developments are increasingly rapid. The use of games supports students in the learning process in class. When the material is about getting to know countries in ASEAN, students will be more likely to get bored because the introduction to maps of countries, capital cities, and natural features can only be found in books. There needs to be learning media that must be used by teachers so that students don't get bored quickly in learning. The ASEAN Country Introduction application is intended for elementary school students to study and get to know ASEAN Member Countries, where students can learn more easily than just reading about it in books, which sometimes have less interesting content, and also to increase their knowledge. This research aims to make it easier for teachers to deliver material and make it easier for students to learn material introducing ASEAN countries. This educational game was developed using the MDLC (Multimedia Development Life Cycle) method. Therefore, an educational game introducing countries in ASEAN was created which follows the "Merdeka Belajar" curriculum. From the results of the survey of 30 respondents, an average score of 92.19% was obtained so that they were included in the Strongly Agree category for games to be applied as alternative learning media.
Hijaiyah Letter Learning Media Application for Early Age Muslim Children Based on Android Pandu Surya Nugraha; Fika Putri Mardiani
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.40

Abstract

Introducing hijaiyah letters to children needs to be increased in terms of intensity and media. To increase the intensity and efficiency of delivery, supporting media is needed that is packaged in an attractive, relaxed, and interactive manner. Early childhood education is essential because at that stage the teaching system will influence children's behavior and thinking patterns. One of the necessary early childhood education is learning to spell. Spelling is pronouncing or saying letters one by one. This word spelling education can be supported with game-based learning media. Based on the results of the author's interviews with Early Childhood Education teachers at Raudlatul Jannah, information was obtained that the process of learning to recite the Koran, especially introducing hijaiyah letters, had not yet achieved optimal results, therefore the author aimed to design and build an Android-based hijaiyah letter learning media application to improve students' understanding. hijaiyah letters and as a fun learning support media. The results of this research are that a hijaiyah letter learning media application has been successfully developed and declared suitable as an auxiliary media for learning for early childhood at the Raudlatul Jannah school.
Design of TOEFL English Exam Simulation Application Model for Trisila Dharma Polytechnic Student Environment Risda Purwanti; Rismayanti Putri
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.41

Abstract

The Language Training Unit is a forum for an institution to manage language-related activities. In improving the quality of an educational institution, the need for performance is very much considered. Language Training Unit which aims to improve the quality of students in terms of language understanding. Multilingual skills in the Trisila Dharma Polytechnic environment need to be developed, especially for students and all teaching staff in the environment. The need for TOEFL implementation is one of the considerations of Trisila Dharma Polytechnic, where the function and benefits of TOEFL have become one of the obligations of most universities in Indonesia. This language skill can also be used as a companion to a diploma in accordance with Indonesian regulations, namely through the Ministry of Education and Culture Institution no. 81 of 2014. This background underlies the design of the TOEFL test simulation application at the Trisila Dharma Polytechnic Language UPT. The author used observation, interview, questionnaire, and literature study techniques to collect data. The system development method used is the waterfall method. This application can be used to make TOEFL implementation easier, especially the type of assessment that uses website-based information technology.
Modeling and Design for a Sun Tracker Prototype Using Solar Cell and Arduino Yuliadi Fajar Pangestu; Irfan Santiko
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.42

Abstract

Solar cells are devices that can convert sunlight into electrical energy directly using photovoltaic technology. One of the factors that influences optimal absorption from solar cells is the installation of the solar cell surface. Installing the solar cell surface perpendicular to direct sunlight will maximize the energy produced. But in reality, most solar cell installations are still static or permanent with a fixed elevation angle so the solar cells cannot get the maximum intensity of sunlight because the sun always moves from east to west. Based on the existing problems, this prompted the author to create a prototype sun tracker to optimize solar cell absorption. This research uses experimental research methods with methods of data collection, observation, literature study, and system development from planning, needs analysis, design, testing, and results analysis. This system will work by directing the surface of the solar cell so that it is perpendicular to the direction of sunlight to Get maximum solar energy by using Arduino Uno as the main control which gets input values from the LDR sensor which is then processed and Arduino Uno will order the servo motor to move the solar cell towards the incoming sunlight. Monitoring this prototype work system uses a 16x2 LCD and also adds an IoT (Internet of Things) feature for monitoring the prototype work system remotely via smartphone.
Black Box Testing Using the Equivalence Partitions Technique to Test the Functionality of the Ternaku.id Website Arif Amrulloh; Abednego Dwi Septiadi; Maryona Septiara; Pramudya Adi Wicaksono
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.43

Abstract

A data validation process that is not optimal can result in inappropriate data stored in the database, such as a login process that can cause errors. This can be detrimental to website owners and users, so it is necessary to improve the quality of more accurate validation. The ternaku.id website, which has been designed in such a way, must go through a testing stage to ensure the quality of the software itself. A good test case is if the test has the possibility of finding an uncovered error. In this research, functionality testing will be carried out using black box testing using the Equivalence Partition method. This method test solves or divides the input domain of the program into data classes so that test cases that are considered relevant enough to test the registration or registration functionality, login, and investment application features on the Ternaku can be obtained.id website. The results of tests carried out on 11 functions showed that 3 functions failed and 8 functions succeeded.
Design of Citizen Fund Management Applications in Village Level Communities: Case Study: Financial Manager for Pandanaran Village Residents, Banjarnegara Choirul Arif; Arifudin Hamzah; Himmatur Reza
Journal of Multimedia Trend and Technology Vol. 2 No. 3 (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.v2i3.44

Abstract

Information technology, in general, can provide convenience for users in projecting data processing systems, in recording and recapping annual calculations as a distribution of the results of village-level fund management ("jimpitan") for each member, causing officers to experience difficulties so that the process of sharing the results of village level fund management becomes long and sometimes inaccurate calculations between the officer's recording book and the records of each individual member of the Village community. The aim of this research is to analyze the daily transaction recording system, as well as a recap of annual calculations as a guideline for distribution for village members and then design a system to make it easier to record daily transactions, as well as a recap of annual calculations of distribution for community members in Pandanaran Village, Banjarnegara. The methods that will be used in this writing are analysis methods and design methods. The results achieved from this research are to produce a cash fund management application that can assist officers in the process of recording daily transactions, as well as recapping the distribution of cash fund management proceeds for cash fund management patrol members in Pandanaran Village, Banjarnegara. So it is hoped that it can help and simplify its performance.

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