SciRepID - Scientific Publication Search

Publication Search

18,135 articles from 385 journals · 1,447 citations tracked

Showing 1-20 of 20

Analytics

Muhammad Yafi D; Rusindiyanto Rusindiyanto

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

PT XYZ) is a company which focuses on integrated aquaculture. Operating since 1987, PT XYZ has a fish and shrimp feed factory, fish and shrimp breeding and rearing as well as marine fish food processing and cold storage for local and global markets. At PT XYZ, especially the Quality Control division, there are still ineffective analysis activities, namely piece length analysis. An effort to increase productivity is by designing an automatic cut length analysis machine with the aim of maximizing efficiency and effectiveness. Therefore, the objective function of this research was carried out to design and increase productivity and reduce inefficient activities. From this, it is necessary to design and optimize activities to have a positive impact on the company. This research uses Blender software and the Multimedia Development Life Cycle (MDLC) method which includes concept, design, material collecting, assembly, testing and distribution. The results of this research show that this machine design is very effective and practical for the company and allows the company to improve maximum performance

Rani Fira Yunita; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of intelligent multimedia technology has had a significant impact on various sectors, especially in education, social, and cultural fields. This article discusses the latest trends in the use of intelligent multimedia and related technologies such as Artificial Intelligence (AI), Internet of Things (IoT), and Virtual Reality (VR), which have transformed the way we learn and interact with the world around us. In the context of education, intelligent multimedia enables a more personalized and adaptive approach to students' needs, enhancing educational accessibility, and reducing the educational gap between urban and rural areas. This technology also contributes greatly to creating a more interactive and engaging learning environment. On the other hand, the use of intelligent multimedia in social and cultural fields opens up opportunities to enrich local identities in the face of globalization, by incorporating traditional cultural elements into technology-based product designs. However, despite its many benefits, the implementation of intelligent multimedia technologies faces various challenges, such as infrastructure issues, limited budgets, and resistance from some educators who are not yet familiar with new technologies. Therefore, it is essential to ensure adequate digital literacy so that future generations can fully utilize this technology responsibly. In conclusion, intelligent multimedia has great potential to improve the quality of life, but its application must be carried out wisely, taking into account long-term impacts on society and culture.

Raymundus Allan Nuari Putra Pratama; Sukirno Sukirno

International Journal of Management Science and Entrepreneurship 2024 International Forum of Researchers and Lecturers

The objectives of this research are: (1) Producing interactive learning media based on articulate storyline 3 in high school accounting learning subjects. (2) Producinh interactive learning media based on articulate storyline 3 which is feasible in learning high school accounting. (3) Knowing the effectiveness of interactive media development based on articulate storyline 3 in high school accounting subjects in increasing students' learning motivation.The type of the research used is research and development with the ADDIE model. The media trial design used a nonequivalent control group experimental design. The feasibility of the product was tested by media experts, material experts, learning practitioners namely teachers, and media users namely students. The media was tested on the research subjects, namely students of class XII IPS 3 SMA N 1 Seyegan. Data collection was carried out by using observation, interviews, and questionnaires. The data collection instruments used interview guidelines, expert validation questionnaire, material validation questionnaire, teacher response questionnaire, student response questionnaire, and student motivation questionnaire. The feasibility of the learning media produced was analysed by using 4 scales, namely very feasible, feasible, inappropriate, and very inappropriate. The results of the study show: (1) Interactive learning learning media based on Articulate Storyline 3 has been successfully developed to increase students‘ learning motivation in high school; (2) Interactive learning learning media based on Articulate Storyline 3 is considered feasible by media experts with a score of 3.66; material experts with a score of 3.47; teacher practitioners 3.65; and students 3.38; (3) Based on the difference in gain score of the experimental group (0.61) from the control which is (0.45), learning media can increase students’ learning motivation.

Efifani Krismitha Saroro; Indah Setyo Wardhani

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

Amid the demands of the 21st-century industrial revolution and digital skills, integrating innovative learning media is vital in education. This study highlights its role in promoting interactive learning and enhancing student engagement. A literature review of books, articles, and journals shows that digital technology and multimedia tools boost motivation, understanding, and collaboration. The article emphasizes selecting the right media to create an engaging and effective learning environment.

Lailatus Shajidah; Arni Yuniar Prastika; Muhitotun Nadhifah; Icha Deshira Fitrianni; Angger Satrio Agung Jayadipa +1 more

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The implementation of digitalization of learning at SMK Hasyim Asy'ari has proven to be effective in improving the quality of education. Online platforms like Kejar.id make it easy to access materials, improve student comprehension, and encourage active interaction. The integration of multimedia and learning videos proved to be interesting and effective, with an increase in academic grades by up to 20%. While there are challenges such as technology access gaps, collaborative efforts can overcome them. The integration of pesantren values in digital learning is important to shape the character of students. The holistic model of SMK Hasyim Asy'ari can be an inspiration for other schools. This research opens up opportunities to study the long-term impact of digitalization of learning on academic achievement, social development, and student character. Digitalization of learning in pesantren-based schools has great potential to create a generation that is ready to face the future.

Lilla Puji Lestari; Gregorio Antonny Bani; Raveenthiran Vivekanantharasa

International Journal of Mathematics and Science Education 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research investigates the development and testing of an interactive e-module based on inquiry learning, designed to improve students’ understanding of derivatives in calculus. The study adopts a Research and Development (R&D) approach, which involves several stages: design, prototype creation, testing, and revision. The e-module incorporates interactive exercises, real-time feedback, and multimedia elements to engage students in active learning. A pre- and post-test assessment was conducted to measure the effectiveness of the e-module, revealing a 20% improvement in students’ conceptual understanding of derivatives. Feedback from students indicated that the e-module’s interactive features, including visual representations, problem-solving activities, and immediate corrections, significantly enhanced their learning experience. The results were compared with traditional printed materials, showing that the interactive e-module was more effective in improving students' problem-solving skills and overall understanding of abstract concepts in calculus. The findings suggest that technology-enhanced tools, such as interactive e-modules, offer a promising approach to calculus education, fostering deeper engagement and providing immediate feedback, which traditional methods fail to offer. These tools are particularly beneficial in bridging the gap between theoretical understanding and practical application in higher education. The study also recommends expanding the use of inquiry-based learning and interactive modules to other areas of mathematics and STEM education. Future research should focus on refining the e-module to include more personalized learning pathways and explore its long-term effects on students' performance across various subjects.

Amelia Permata Sari

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The author discusses this title on the background that preschool children in the process of learning to read have difficulty understanding reading teaching materials, one of which is about letter recognition because this is a new experience. Based on these problems, the author aims to design/design a reading learning media for preschoolers (kindergarten) based on Multimedia using Adobe Flash. The method used in the research is the research and development (R&D) method, which is a research method used to produce certain products and test the effectiveness of products with Blackbox. The research results of this reading learning media design for preschoolers (kindergarten) are: (1) This reading learning media uses the Luther-Sutopo multimedia development model which is carried out in six stages, namely the concept, design, material collecting, assembly, testing and distribution stages. (2) The final result of this reading learning media design is a compact disk (CD) that can be run using media on a computer and does not require another system to run it.  

Asshafah, Biqi

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2024 Fakultas Teknik Universitas Maritim AMNI Semarang

This study aims to enhance the competence of RA/TK/PAUD teachers in teaching basic Arabic through training based on the digital application Google Classroom in Desa Kembang, Pacitan Regency in 2024. The training was designed as an interactive learning medium that allows teachers to access, manage, and deliver materials online, while also monitoring student progress. The research employed a Community Service (PKM) approach with data collection through observation, questionnaires, and documentation of teaching practices. The results indicate that the training improved teachers’ ability to create virtual classes, assign tasks, utilize discussion forums, and deliver Arabic language materials interactively. Teachers became more confident and creative in developing learning modules, while student engagement increased through digital interaction and multimedia materials. Nevertheless, challenges related to teachers’ digital literacy and internet connectivity need to be addressed for long-term implementation effectiveness. The study confirms that integrating Google Classroom as a learning medium can strengthen the basic Arabic learning process at the PAUD level, while also promoting the development of interactive and easily accessible digital learning modules. These findings can serve as a reference for other educational institutions in implementing digital learning for early childhood education.

Ririn Rahmawati; Ina Sholihah Widiati

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

As time goes by, technology is developing very rapidly, especially in education, technology can be used to support learning. For example, at SDN 04 Sukoharjo, the author found a problem or obstacle that in science learning, photosynthesis material still uses the lecture method, using LKS books, so it is still monotonous, making students bored and not interested, because photosynthesis material is a biological process that cannot be seen directly. Therefore, researchers utilized technology, especially in multimedia, to create 2D animated learning videos of the photosynthesis process. The research method uses the ADDIE method, namely (Analysis, Design, Development, Implementation, and Evaluation). The final result of this research is a 2D animation learning video of the science lesson process of photosynthesis.    

Ni Luh Gede Meilantari; I Nyoman Suarka; I Ketut Sudewa; Igaa Mas Triadnyani

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

Haiku is a type of traditional Japanese poetry that originated in the Muromachi era (13th-15th centuries) and evolved further throughout the Edo era (17th century). Haiku, along with Ninja, Manga, Samurai, and Karaoke, has become a prominent Japanese vocabulary word around the world. Haiku is a form of poetry that can be found in both Japanese and international literature. Haiku has grown in popularity as a result of technological advancements in the twenty-first century, particularly through the internet and social media. This study attempts to summarize the evolution of haiku from paper to digital media as it exists today. Digital platforms have changed the classic haiku structure by allowing for syllable count experimentation, multimedia incorporation, and worldwide cultural interaction. These innovations have enhanced the haiku tradition while preserving its core and depth.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Anik Ismiwati; Bagus Maulana Syah; Refi Difa Arcelia; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The education sector must utilize the latest technology in the classroom in the era of globalization and rapid advances in information technology. Using text, graphics, audio, and video together, interactive learning materials have been proven to increase student understanding and engagement. Kindergarten (TK) is a place where children are introduced to the environment and the basic principles of learning. Introducing children to various types of transportation is believed to be very important because it is the first step in helping them broaden their horizons and become familiar with the types of transportation in their environment. Apart from that, children are very interested in and liked transportation, so it must be packaged attractively so that it can arouse their curiosity in learning.

Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.

Ananda Putri; Hadi Nasbey; Mohamad Syarif Sumantri

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

PISA results show that Indonesia's science literacy skills are low, so a solution is needed to fix the problem. This study aims to analyze the role of multimedia in improving students' science literacy skills. The method used is by collecting literature review data and then reviewing information from the data that has been collected. Based on the results of this study, it was found that multimedia can improve students' science literacy skills in both the “High” and “Medium” categories, so the use of multimedia in the learning process is considered important to improve students science literacy skills. Text, images, audio, animation, and video contained in multimedia can facilitate students in understanding the material, stimulate students' thinking skills, and create active learning.    

Ananda Putri; Hadi Nasbey; Mohamad Syarif Sumantri

Atletik Karya: Jurnal Pendidikan dan Olahraga Aktual 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

PISA results show that Indonesia's science literacy skills are low, so a solution is needed to fix the problem. This study aims to analyze the role of multimedia in improving students' science literacy skills. The method used is by collecting literature review data and then reviewing information from the data that has been collected. Based on the results of this study, it was found that multimedia can improve students' science literacy skills in both the “High” and “Medium” categories, so the use of multimedia in the learning process is considered important to improve students science literacy skills. Text, images, audio, animation, and video contained in multimedia can facilitate students in understanding the material, stimulate students' thinking skills, and create active learning.

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.    

Fania Alzaira Rahma

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research examines the role of public relations (PR) in the digital era, focusing on the relationship between PR and social media, adaptation of communication strategies to technological advancements, and new strategies to enhance digital influence. Through a qualitative literature review approach, this study analyzes relevant literature to identify trends, challenges, and current strategies in PR practice in the digital era. The research findings indicate that social media has become the primary platform for organizations to interact directly with their audience, while adapting communication strategies to technological advancements is crucial in achieving organizational communication goals. Challenges such as the spread of misinformation and online reputation crises are also identified, while new strategies such as storytelling-based content, the use of multimedia platforms, and collaboration with digital influencers are considered crucial steps in enhancing digital influence. This research highlights the importance of openness and transparency in PR practice, as well as the need to continuously adapt communication strategies to technological advancements and user behavior. By understanding and addressing existing challenges, PR practitioners can leverage the opportunities offered by the digital era to strengthen organizational reputation and build strong relationships with their audience.

Ananda Prathama Saputra; Muhammad Hafidz Sidqi Riupassa; Amata Fami; Reneta Mega Zaskia

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The aim of this study is to assess the influence of subtitles in the "Affordable" motion graphics on the comprehension of 7th-grade students at SMPN 7 Bogor. This research utilizes a quantitative descriptive approach. In this study, samples are obtained through non-probability sampling, and respondents are selected using purposive sampling. Simple linear regression is employed as the data analysis technique. The results of the simple linear regression analysis reveal that the "Affordable" motion graphics have a positive and significant impact on the comprehension of 7th-grade students at SMPN 7 Bogor, accounting for 24.46%, while the remaining 75.54% is influenced by other variables.

Alfarabi Helpendi; Eko Purnomo

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The solar system is one of the materials from natural science lessons taught in elementary school. However, many students have difficulty understanding and memorizing material about the solar system because of the many different characteristics of each planet. This happens because of the limited learning media provided by the teacher when introducing parts of the solar system.  The delivery of material to students must be with a fun method so that students are not easily bored and easy to understand every side of learning. games have great potential in educating children about the solar system, of course, using games that are fun and fun will be more effective for children to absorb all the information contained in the games they play. The design of this game uses the Design Thimgking method, so it can be concluded that this design is a problem originating from a sense of empathy, the need for a solution to an existing problem, then continue to test for improvement. Then the game is created as the main media, then accompanied by other supporting media such as Posters, X-Banners, Game Cards, Stickers, Keychain, and Pins.