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Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Rudjiono, Daniel; Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by

Bayu Syahputra; Jimmy Pratama; Vinson, Vinson

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Health education is one of the most important thing to be learn since early age like washing hands and brushing teeth. But because of the lack of education a lot of people in the community don’t know the ways to take care of their own teeth. The consequence of lack of education create a problem for a a lot of people in the community which is tooth ache. The effort that could be done to fix the problem is to create a learning media that is easy to understand and have the capability to share information widely. Because of that, animation 3D become a choice for this research to educate people in the community about dental health and how to take care of it. The method that the researcher use in this research is qualitative interview, researcher will do an interview with a dentist to get information about how to take care of your teeth. After getting the information it will then be used to create animation 3D. the method that is being used to create animation 3D is MDLC (Multimedia Development Life Cycle) which has 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution after the animation is finished its being shared to social media such as Youtube and Instagram. Keywords: MDLC, Animation 3D, Qualitative Interview

Chusnul Hamidiah; Agus Qowiduddin; Imamah Imamah

Populer: Jurnal Penelitian Mahasiswa 2023 Universitas Maritim AMNI Semarang

The implementation of character education in madrasah institutions has a strategic role in shaping the character of students, because these institutions not only aim to transfer knowledge, but also train students' soft skills through subjects related to Aswaja or NU at school. This study describes the implementation of Aswaja-based character education at SMK NU Lekok. This research is a type of descriptive qualitative research using the literature study method. The research was conducted on November 11, 2023 at SMK NU Lekok District, Pasuruan Regency, with the research subjects being 23 students of class XI Multimedia Department. Data collection was conducted through observation, interviews, and documentation. Data analysis used data reduction, data presentation, and conclusion drawing or data verification. The results of research related to the implementation of Aswaja-based character education in grade XI students at SMK NU Lekok show that the management of ASWAJA character education has been thoroughly integrated. In the implementation of ASWAJA character education at SMK NU Lekok Pasuruan, each teacher has full responsibility in providing character learning and being a role model. The implementation of ASWAJA character education in this school is designed to shape the character of students in accordance with the teachings of Ahlussunnah Wal Jama'ah, with the hope that they have good morals by developing and implementing as a form of routine every day.

Apriadi, Apriadi; Mitha, Mitha; Noferianto Sitompul; Salahuddin, Salahuddin

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2D-based animated film can become a medium of information about Mr.Saloi Folklore “Hunting the Deer”.

Fitri Adhiningsih Rizky; Izwita Dewi

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This research is a quasi-experimental research. The research conducted at SMP Negeri 1 Labuhan Deli aims to find out. 1) To find out how the mathematical communication ability of students who learn to use Macromedia Flash. 2) To find out how the mathematical communication ability of students who learn without using Macromedia Flash. 3) To find out whether the mathematical communication of students who learn using Macromedia Flash media is better than the mathematical communication of students who learn without using Macromedia Flash media for class VII students at SMP Negeri 1 Labuhan Deli T.A. 2021/2022. The population in this study were all students of class VII at SMP Negeri 1 Labuhan Deli. Using a homogeneous technique, samples were taken from 2 classes of population. One class was used as the experimental class, namely class VII-2 which was taught with Macromedia Flash and class VII-3 which was used as the control class, namely class which was taught without using Macromedia Flash. As a data collection tool using PreTest and PostTest. In this study 1) the mathematical communication ability of students learning to use Macromedia Flash with an average pretest of 67.77 and a posttest of 85.54. 2) the mathematical communication ability of students who learn without using Macromedia Flash with an average pretest of 67.13 and a posttest of 77.54. then testing the hypothesis for learning outcomes using paired t-test. after testing the data, it turns out that the results of testing the ability of learning outcomes in the experimental class at the pretest level α = 0.05 with Lcount < Ltable, namely 0.09452 <0.192 and posttest 0.1228 <0.192 , and the results of testing the ability of learning outcomes in the control class at the pretest level α = 0.05 with Lcount < Ltable, namely 0.1014 < 0.184 and posttest 0.1659 < 0.184, then H0 is accepted and Hi is rejected. Thus it can be concluded that the mathematical communication ability of students who use macromedia flash media are better than those without using macromedia flash media.

Miftahul Rifa Sabtina; Rani Kurniasari

Jurnal Nuansa : Publikasi Ilmu Manajemen dan Ekonomi Syariah 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to determine how the influence of influence and work discipline on the performance of employees at PT. Markasia Communications. PT. Markasia Communication is a full services marketing communication founded in 2008 with a company that has a proven track record of delivering the best results to its clients. PT services Markasia Communication consists of events, designs, and multimedia presented in a creative, unique and integrated approach to meet client needs. This research focuses on employees. PT. Markasia Communication located in South Jakarta. A company in achieving good performance and employee discipline to always be orderly, one of which can be influenced by compensation. This research method uses a quantitative. The sampling technique used was saturated sampling technique. Data collection techniques in this study used observation and questionnaire techniques. The data obtained from the questionnaire with the number of respondents as many as 35 employees. The research obtained is based on the simultaneous test (F) that the variables of pressure and work discipline simultaneously have a significant effect on employee performance, where the calculated F value is greater than F table (45.050 > 3.290 , with a significance value smaller than the significance level (0.00 Based on the t test for the coercion and work discipline variables, it has a significant positive effect on the acquisition of a positive beta value of  0.375 and a significance value of 0.006 which is less than 0.05 (0.005 < 0.05), and the t test results for the work discipline variable obtain a positive beta value of 0.553 and a significance value of 0.000 is less than 0.05 (0.000 <0.05).    

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Fitro Nur Hakim; Eko Wahyu Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The development of information technology brought a lot of impact on education, both positive and negative impacts. One positive impact is involved the development of instructional media for school students. This study takes a case study at SMK Grafika Bakti Nusantara Semarang.Proses data collection using interviews, observation and literature study. Dsesign in this study using ADDIE method approach. Results of this research is an interactive multimedia used by students to study the structure of earth and rock interactively. The animation and music will help the students to reduce boredom in the learning process. In learning media earth and rock structure is also equipped with a quiz that can be accessed directly by students to measure the level of students' understanding of the material structure of the earth and rocks are studied. Material quiz built using database that allows administrators to update the material question.

Wahyuning, Sri Wahyuning; Anif Maghfiroh; Haryo Kusumo; Eko Siswanto

Jurnal Ilmiah Komputerisasi Akuntansi 2023 Universitas Sains dan Teknologi Komputer

Financial management is an administrative activity related to budget planning, storing, using, recording and monitoring the entry and exit of money or organizational funds. Inventory analysis is an activity to examine an asset issue that includes goods. Turn over inventory is the ratio between the total cost of goods sold and the average value of inventory owned by the company. in the process of managing finances and inventories, it is still carried out using a recording system in a ledger, so it is less effective. Therefore the author will develop a form of information system by selecting CV. Arris AC as research object. Based on the problems that occur in CV. Arris AC, the authors provide a solution that can overcome weaknesses by creating an Accounting Information System for Financial Management and Inventory Analysis using the inventory turnover ratio method which can be accessed via the web. In other words, this ratio describes how fast inventory rotates. web is an application that contains multimedia documents (text, images, sound, animation, video) in it that uses the HTTP protocol with database support for MySQL, Xampp and Adobe Dreamweaver CS6..   Keywords:Accounting, Financial Management, Inventory Analysis, Ratio, Web

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Olivia Devi Yulian P; Astriwati Biringkanae; Stefani Marina Palimbong

ARDHI : Jurnal Pengabdian Dalam Negri 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Digital marketing in the current era has become very important in marketing its products, no exception to tourism. Social Media allows everyone to create and spread their own content on various social networking platforms. But in the promotion of tourism, there needs to be a briefing on the strategy of using and preparing content, including social media ethics for managers and other stakeholders. Based on this, the PKM team conducted digital marketing introduction and training activities to be able to promote Pinus Buntu datu Forest Tourism and what potential it has and can be introduced to tourists. This training is aimed at tourism managers of Pinus Buntu datu Forest and the interest of the participants is quite high and they also feel the benefits of this digital marketing introduction training can be applied in digital marketing on social media. Further training is still needed on how to create messages in multimedia (photos and videos) that are attractive to potential tourists.

Muliati Sukma Pandiangan; Fauziah Nur Simamora; Sriayu Aritha Panggabean

Jurnal Manajemen Riset Inovasi 2023 Pusat Riset dan Inovasi Nasional

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh promosi dan kualitas layanan terhadap loyalitas pelanggan pada PT. Hobin Nauli Multimedia Sibolga. Metode penelitian yang digunakan adalah metode deskriptif kuantitatif. Penulis menggunakan 30 orang responden sebagai sampel yang di ambil dari 300 orang populasi menggunakan rumus sloven. Hasil penelitian menunjukkan adanya pengaruh yang positif antara Promosi dan Kualitas Layanan terhadap Loyalitas Pelanggan pada PT. Hobin Nauli Multimedia Sibolga dan koefisien korelasi 0,938 sehingga apabila diinterprestasikan dalam skala nilai dapat dikatagorikan sangat kuat. Sementara koefisien determinasi diketahui bahwa pengaruh 91,6% dan sisanya sebesar 8,4% dipengaruh oleh faktor diluar variabel bebas. Persamaan regresi yang diperoleh Y= 2.357 + 0,540X1 + 0,395X2 yang menunjukkan apabila ditambahkan satu satuan variabel X1 (promosi) dan X2 (kualitas layanan) berpengaruh terhadap variabel Y (loyalitas pelanggan) sebesar koefisien regresi 0,540 dan 0,395. Berdasarkan hasil uji hipotesis yang dilakukan dengan membandingkan antara nilai thitung dan ttabel di dapat bahwa nilai thitung lebih besar dari ttabel yaitu 4.612>2.048 dan 3.412>2.048. dan nilai signifikan 0,05% karena thitung lebuh besar dari ttabel makan variabel X1 (promosi) dan variabel X2 (kualitas layanan) berpengaruh positif terhadap variabel Y (loyalitas pelanggan) yang signifikan dan simultan yaitu nilai Fhitung 148.144> Ftabel 304.715< 0,000 <(a=0,05).Hal ini menyatakan secara simultan promosi dan kualitas layanan berpengaruh positif dan signifikansi terhadap loyalitas pelanggan pada PT. Hobin Nauli Multimedia Sibolga .

Hotmaida Sihombing; Yenni Sofiana Tambunan; Rahmadiah Hanum

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2023 FEB Universitas Maritim Semarang

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh Manajemen Aset terhadap Kinerja Keuangan Perusahaan pada PT. Hobin Nauli Multimedia Sibolga. Hipotesis yang diajukan yaitu ada Pengaruh Manajemen Aset Terhadap Kinerja Keuangan Perusahaan Pada PT. Hobin Nauli Multimedia Sibolga. Penulis menggunakan 24 bulan data keuangan tahun 2020 dan 2021 sebagai sampel. Hasil penelitian menunjukkan adanya pengaruh yang positif antara Manajemen Aset dan Kinerja Keuangan Perusahaan pada PT. Hobin Nauli Multimedia Sibolga. Persamaan regresi yang di perolehY=45,792+13,659X yang menunjukkan apabila ditambahkan satu satuan variabel X (Manajemen Aset) atau nilai tertentu maka akan bertambah peningkatan variabel Y (Kinerja Keuangan) sebesar koefisien regresi 13,659. Berdasarkan hasil ujihipotesis yang dilakukan dengan membandingkan antara nilai t hitung dan t tabeldi dapat bahwa nilai t hitung lebih besar dari t tabel yaitu 7.416 > 2,073 dan nilai signifikansi 0,00 dibawah α 5%. Karena t hitung lebih besar dari t tabel maka ada pengaruh Manajemen Aset yang signifikan terhadap Kinerja Keuangan Perusahaan pada PT. Hobin Nauli Multimedia Sibolga dan hipotesis yang diajukan, diterima.  

Titin Setiawati; Muhammad Sabri; Muhammad Munawar Suaib

Jurnal Pengabdian Kepada Masyarakat 2023 Pusat Riset dan Inovasi Nasional

Reativity and skills in the field of technology are a unit that go hand in hand and are indispensable in the world of work. For this reason, it needs to be instilled early on in directing and developing the skills and creativity of a student. Given the large number of companies engaged in graphic design, advertising and multimedia, it affects the development of the times and everyone's knowledge. In the very rapid development of technology like now we are required to be able to become people who have more creativity. This Community Service is carried out at the Al-Wasliyah Hamparan Perak Vocational School, where the author will help younger siblings to be able to make simple games from power point. But it doesn't demand the possibility for them to recreate it into games that are more creative, innovative and useful.

Ahmad Ashifuddin Aqham; Indra Ava Dianta; Moh Muthohir

Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri 2023 Universitas Maritim AMNI Semarang

The purpose of this community service is to provide counseling and training in making multimedia-based learning media as a good online digital-based learning tool, understand the manufacture of multimedia-based learning media, be able to apply the knowledge gained and be involved in managing multimedia-based learning for MTs teachers and MA Nuril Huda Grobokan.