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	<dc:title xml:lang="en-US">Pembelajaran Pelestarian Bahasa Jawa Melalui Media Game Edukasi</dc:title>
	<dc:creator>Puspita, Mega</dc:creator>
	<dc:subject xml:lang="en-US">Pembelajaran</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Bahasa Jawa</dc:subject>
	<dc:description xml:lang="en-US">Banyak faktor penyebab punahnya bahasa jawa, diantaranya adalah karena disebabkan oleh berkurangnya jumlah penutur yang ada di lingkungan masyarakat, kurangnya peran orang tua untuk mengajarkan bahasa jawa khususnya krama alus sejak dini, masuknya bahasa baru karena pengaruh dari televisi dan sosial media, dan pengaruh bahasa Indonesia sebagai bahasa nasional terutama dalam berbagai ranah formal seperti pemerintahan dan pendidikan. “Ken Mriki” game merupakan game Unity 3D yang sengaja dibuat sebagai media pembelajaran edukasi yang modern dan menyenangkan mengenai tata krama seorang anak terhadap orang yang lebih tua dengan menggunakan bahasa krama alus. Game ini dapat dijadikan sebagai media pembelajaran yang modern dan menyenangkan bagi anak-anak untuk mengenal tata krama terhadap orang yang lebih tua dengan menggunakan bahasa jawa krama alus, sehingga bahasa jawa pun tetap dapat dilestarikan. Anak-anak dapat dengan mudah menangkap ilmu yang ada dalam game Kenmriki, jadi dapat dipraktikkan dalam kehidupan keseharian. Aplikasi ini dibangun menggunakan model mobile apps.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-08-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>10.35671/jmtt.v1i2.3</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology; 1-9</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/3/7</dc:relation>
	<dc:relation>10.35671/jmtt.v1i2.3.g7</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 mega puspita</dc:rights>
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	<dc:title xml:lang="en-US">Implementasi Augmented Reality Sebagai Media Pendukung Pembelajaran Wudhu</dc:title>
	<dc:creator>Arif, Ramadhan</dc:creator>
	<dc:creator>Pambudi, Tegar</dc:creator>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:subject xml:lang="en-US">Pembelajaran</dc:subject>
	<dc:subject xml:lang="en-US">Unity 3D</dc:subject>
	<dc:description xml:lang="en-US">Kurangnya alat peraga di TK Al-Hidayah menyulitkan guru sehingga siswa kurang memperhatikan dalam proses pembelajaran. Salah satu contoh pembelajaran yang masih menggunakan media konvensional adalah pelajaran agama, diantaranya wudhu, dimana siswa hanya diajarkan secara verbal mendengarkan penjelasan dari guru. Diharapkan, siswa selain belajar disekolah juga mampu belajar sendiri diluar jam pembelajaran. Penggunaan teknologi Augmented Reality dapat menjadikan metode pembelajaran menjadi menyenangkan, siswa jadi terpacu untuk mempelajari lebih lanjut. Metode pengembangan sistem yang digunakan MDLC (Multimedia Development Live Cycle). Pembuatan aplikasi menggunakan Unity 3D, sedangkan animasi dibuat menggunakan software Blender 3D. Hasil penelitian berupa aplikasi media pembelajaran wudhu menggunakan augmented reality.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-08-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/4</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i2.4</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology; 10-18</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/4/8</dc:relation>
	<dc:relation>10.35671/jmtt.v1i2.4.g8</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Ramadhan Arif, Tegar Pambudi</dc:rights>
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				<identifier>oai:journal.educollabs.org:article/5</identifier>
				<datestamp>2024-04-22T21:43:26Z</datestamp>
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	<dc:title xml:lang="en-US">Efektifitas Dynamic Virtual Map Pada Gamifikasi Mooc Terhadap Kebebasan Siswa Belajar</dc:title>
	<dc:creator>Nur Hayat, Sholeh</dc:creator>
	<dc:subject xml:lang="en-US">Pembelajaran</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Mooc</dc:subject>
	<dc:description xml:lang="en-US">Gamified Massive Open Online Courses (G-MOOCs) adalah platform Learning Management System (LMS) yang dibangun dengan menggunakan beberapa aspek pendekatan dalam hal elemen permainan, pembelajaran sosial, teori motivasi dan lingkungan belajar interaktif. Untuk menuju pembelajaran yang interaktif, elemen game dapat diwujudkan salah satunya adalah fitur Virtual Map yang berisi konten mata kuliah seperti video, kuis dan forum diskusi, yang kemudian ditampilkan dalam bentuk peta virtual seperti dalam sebuah game. Pembahasan dalam makalah ini adalah untuk mendeskripsikan bagaimana membangun prototipe Dynamic Virtual Map pada Platform Kursus Online Gamified Massive Open dan seberapa efektif penggunaan Dynamic Virtual Map pada Platform Kursus Online Gamified Massive Open untuk kebebasan mahasiswa dalam memilih bahan pembelajaran. Data yang diperoleh dalam penelitian ini adalah kuesioner dari 70 responden. Hasil penelitian menunjukkan bahwa dalam membangun Dynamic Virtual pada Mata Kuliah Online Gamified Massive Open menggunakan metode prototype. Selain itu didapatkan bahwa persentase efektivitas penggunaan Dynamic Virtual Map pada Gamified Massive Open Online Courses Platform terhadap kebebasan siswa dalam belajar adalah sebesar 80,43% sehingga Dynamic Virtual Map dapat dikategorikan sangat efektif untuk kebebasan siswa dalam belajar. memilih materi mana yang harus dilalui terlebih dahulu dalam pembelajaran. online dan siap diimplementasikan di G-MOOCs.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/5</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i2.5</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology; 19-27</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/5/9</dc:relation>
	<dc:relation>10.35671/jmtt.v1i2.5.g9</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Sholeh Nur Hayat</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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				<identifier>oai:journal.educollabs.org:article/6</identifier>
				<datestamp>2024-04-22T21:43:26Z</datestamp>
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	<dc:title xml:lang="en-US">Konsep Game “Treasure in Borobudur” Menggunakan Unity 3D Sebagai Media Belajar Pesona Indonesia</dc:title>
	<dc:creator>Wahyuningsih, Eka</dc:creator>
	<dc:creator>Santi, Irma</dc:creator>
	<dc:creator>Dwi Lutfiyah, Evi</dc:creator>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Budaya</dc:subject>
	<dc:description xml:lang="en-US">Indonesia memiliki beragam kebudayaan. Banyak peninggalan sejarah yang ada di Indonesia. Salah satunya yang diakui dunia yaitu Candi Borobudur. Para wisatawan cukup banyak menaruh perhatian terhadap warisan candi Borobudur termasuk anak – anak. Budaya hendaknya mulai dikenalkan pada anak – anak sejak dini. Namun para anak – anak saat ini dalam belajar memerlukan banyak sumber informasi melalui teknologi informasi. Salah satu media teknologi informasi ini adalah dalam bentuk permainan. Anak – anak sangat menyukai permainan. Oleh karena itu pada kasus mengenalkan budaya seperti candi Borobudur ini diperlukan strategi yang baik sebagai media belajar untuk anak – anak. Makalah ini akan mencoba membahas bagaimana konsep merancang permainan dengan tema kultur budaya yang menyenangkan. Target yang dibahas dalam makalah ini adalah anak – anak sekolah dasar dimana mereka masih senang dengan model belajar dan bermain. Hasil dari pembahasan makalah adalah berupa rancangan game yang dinilai layak digunakan untuk industri. Tujuan dibangunnya game ini merupakan kontribusi sebagai pendukung pesona Indonesia.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-08-19</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/6</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i2.6</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology; 28-36</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/6/10</dc:relation>
	<dc:relation>10.35671/jmtt.v1i2.6.g10</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Eka Wahyuningsih, Irma Santi, Evi Dwi Lutfiyah</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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				<identifier>oai:journal.educollabs.org:article/7</identifier>
				<datestamp>2024-04-22T21:43:26Z</datestamp>
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	<dc:title xml:lang="en-US">Implementasi Teknik Live Shoot Pada Media Promosi Makanan Khas Banyumas</dc:title>
	<dc:creator>Satrio Nugroho, Luqman</dc:creator>
	<dc:creator>Dio Utomo, Reka</dc:creator>
	<dc:subject xml:lang="en-US">Live Shoot</dc:subject>
	<dc:subject xml:lang="en-US">Iklan</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:description xml:lang="en-US">Audio Visual merupakan sebuah sarana pada era saat ini yang paling banyak digemari oleh para pengusaha untuk mempromosikan produk yang dibuatnya. Manusia cenderung lebih tertarik pada objek visual dalam memahami sebuah produk. Masalah promosi sering terjadi karena kesalahan dalam memilih dan merancang kedalam media yang akan dijadikan alat. Pada media visual juga terdapat permasalahan seperti perancangan isi konten yang kurang dapat menjelaskan maksud dan tujuan. Penulis kali ini akan memberikan sebuah solusi dengan perancangan konten visual menggunakan teknik live shoot. Hasilnya akan diperoleh sebuah kriteria bahan konten yang menarik, dan estetika produk. Teknik liveshoot digunakan sebagai salah satu metode untuk memudahkan dalam melakukan editing, sehingga akan menjadi sebuah alur promosi yang tepat bagi para pebisnis dalam melakukan promosi atau iklan poduk dalam bentuk visual.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-08-19</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/7</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i2.7</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology; 37-46</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/7/11</dc:relation>
	<dc:relation>10.35671/jmtt.v1i2.7.g11</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Luqman Satrio Nugroho, Reka Dio Utomo</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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	<dc:title xml:lang="en-US">Desain Website Sebagai Platform Koreksi Essay Menggunakan Metode Rabin Karp</dc:title>
	<dc:creator>Darso, Darso</dc:creator>
	<dc:creator>Tarwoto, Tarwoto</dc:creator>
	<dc:subject xml:lang="en-US">Essay</dc:subject>
	<dc:subject xml:lang="en-US">Rabin-Karp</dc:subject>
	<dc:subject xml:lang="en-US">Website</dc:subject>
	<dc:description xml:lang="en-US">Ujian berdasarkan jenisnya dapat dilakukan dalam 3 bentuk, yaitu ujian pilihan ganda, isian singkat dan essay. Ujian dengan sistem essay diberikan agar pengajar dapat mengetahui pemahamann dari pelajar akan suatu ilmu. Ujian dengan sistem essay ini masih dilakukan secara tertulis dan dikoreksi secara manual, yaitu mengisikan jawaban secara tertulis dan membaca jawaban satu persatu, sehingga pengajar membutuhkan waktu yang lama dalam mengkoreksi dan merekap nilai. Berdasarkan masalah diatas penulis memberikan solusi untuk membuat aplikasi koreksi ujian berbasis website dengan menggunakan metode rabin-karp. Metode ini memiliki beberapa keunggulan dalam penerapannya, karena cocok digunakan untuk string yang panjang. Dengan menggunakan parsing k-gram dan hashing dalam menentukan jumlah kecocokan teks atau kalimat yang sama pada jawaban dan kunci jawaban. Metode pengumpulan data yang digunakan adalah observasi, studi literatur, dan wawancara. Metode pengembangan sistem yang digunakan adalah Extreme Programming diantaranya planning, design, coding dan testing.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-04-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/8</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i1.8</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 1 (2022): Journal of Multimedia Trend and Technology; 1-10</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i1</dc:source>
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	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/8/12</dc:relation>
	<dc:relation>10.35671/jmtt.v1i1.8.g12</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Darso</dc:rights>
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	<dc:title xml:lang="en-US">Implementasi Render Engine EEVEE Pada Teknik Perancangan Video Animasi Station ID TV</dc:title>
	<dc:creator>Bagus Wijaya, Anugerah</dc:creator>
	<dc:creator>Albana, Ilham</dc:creator>
	<dc:subject xml:lang="en-US">Promosi</dc:subject>
	<dc:subject xml:lang="en-US">Animasi</dc:subject>
	<dc:subject xml:lang="en-US">Eevee</dc:subject>
	<dc:subject xml:lang="en-US">Rendering</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia Animasi</dc:subject>
	<dc:description xml:lang="en-US">Pemanfaatan animasi terus meluas di berbagai sektor kehidupan. Animasi dapat memenuhi berbagai kebutuhan sekaligus mendatangkan keuntungan. Misalnya, animasi untuk pemasaran (marketing) dapat menstimulasi konsumen secara visual dan emosional, sehingga produk bisa lebih dikenal bahkan diingat. Dalam dunia pertelevisian saat ini, hampir semua konten yang dibuat membutuhkan animasi. Misalnya seperti bumper dan opening dari tiap program yang ditayangkan selalu menggunakan animasi seperti motion graphic atau bahkan ada yang menggunakan Animasi 3D. Salah satu konten pertelevisian yang akan dibahas oleh penulis saat ini adalah station id. Dalam upaya mempercepat timeline produksi, penulis menggunakan blender 3D di dalam pembuatannya. Penulis memanfaatkan render engine eevee yang dimiliki oleh blender karena dalam prosesnya akan sangat membantu efisiensi produksi, dikarenakan hasil rendering dari eevee yang terhitung paling cepat dalam proses rendering dibandingkan render engine lainnya seperti V-Ray, Arnold, atau Cycle. Dari hasil perbandingan tersebut didapati hasil render dari eevee menghabiskan waktu 1 menit 16 detik sedangkan jika menggunakan cycle menghabiskan waktu 13 menit 55 detik.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-04-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/9</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i1.9</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 1 (2022): Journal of Multimedia Trend and Technology; 27-35</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/9/16</dc:relation>
	<dc:relation>10.35671/jmtt.v1i1.9.g16</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Anugerah Bagus Wijaya, Ilham Albana</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/10</identifier>
				<datestamp>2024-04-22T21:43:46Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementasi Motion Graphic Pada Promosi Sekolah Menggunakan Metode Squash dan Stretch</dc:title>
	<dc:creator>Priyoko, Hamdan</dc:creator>
	<dc:creator>Viadika, Cindi</dc:creator>
	<dc:subject xml:lang="en-US">Promosi</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:subject xml:lang="en-US">Motion</dc:subject>
	<dc:subject xml:lang="en-US">Squash</dc:subject>
	<dc:subject xml:lang="en-US">Stretch</dc:subject>
	<dc:description xml:lang="en-US">Sebuah media company profile saat ini sudah pasti menggunakan teknologi informasi. Sudah naturalnya manusia pasti lebih mudah mengingat apa yang dilihat. Hal ini sangat berpeluang bagi perusahaan pada masalah promosi. Media promosi saat ini sangat bervariatif dengan munculnya bidang konten creator yang unik dan mampu bersaing satu sama lain. Salah satu model visual adalah menggunakan teknik motion graphic. Motion graphic sering digunakan sebagai teknik dalam pembuatan video clip, animasi, dan media informasi sejenis. Perkembangan video yang sangat pesat dan media penyebaran yang &amp;nbsp;sangat luas, menjadikan video motion graphic adalah sarana yang tepat untuk dijadikan media pemasaran bagi institusi sekolah. Pada makalah ini kasus yang akan dikaji untuk sekolah di salah satu wilayah jawa tengah yaitu ajibarang. Permasalahannya di sekolah tersebut belum memahami tentang estetika audio visual dalam mengemas promosi. Oleh karena itu penulis akan memberikan sebuah rekomendasi berupa implementasi motion graphic dengan teknik squash dan stretch yang dinilai mudah digunakan bagi siapa saja dengan hasil yang sesuai standar estetika audio visual.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-04-06</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/10</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i1.10</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 1 (2022): Journal of Multimedia Trend and Technology; 11-17</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/10/13</dc:relation>
	<dc:relation>10.35671/jmtt.v1i1.10.g13</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Cindi Viadika</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/11</identifier>
				<datestamp>2024-04-22T21:43:46Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Pemodelan Augmented Reality Pada Platform Digital Mark Route Berbasis Android</dc:title>
	<dc:creator>Kusuma, Riski Akbar Indra</dc:creator>
	<dc:creator>Purbasari, Wika</dc:creator>
	<dc:subject xml:lang="en-US">Augmented</dc:subject>
	<dc:subject xml:lang="en-US">Promosi</dc:subject>
	<dc:subject xml:lang="en-US">Android</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:description xml:lang="en-US">Augmented Reality adalah teknologi pengkombinasian antara dunia maya dan nyata, augemented reality adalah bagian dari teknologi Virtual Enviroemnt atau yang lebih sering disebut dengan Virtual Reality (VR). Teknologi ini dapat digunakan untuk meningkatkan minat masyarakat dan mengefektifkan media promosi tempat wisata salah satunya objek penulis yaitu tempat wisata Caping Park. Pertimbangan berbagai permasalahn pada saat pandemic, maka penggunaan Augmented Reality dirasa perlu untuk diimplementasikan di lokasi wisata Caping Park sebagai media promosi. Oleh karena itu penulis akan membuat sebuah fitur model augmented reality yang akan menyediakan penunjang informasi detail lokasi wisata dan panduan wisata di Caping Park. Penelitian ini bertujuan untuk menerapkan fitur model augmented reality sebagai media informasi detail lokasi wisata Caping Park yang dapat membantu dalam mempromosikan Caping Park agar lebih menarik. Metode yang digunakan dalam penelitian ini yaitu mengunakan metode MDLC yang meliputi enam tahapan yaitu concept, design, material collecting, assembly, testing, dan distribution. Hasil penelitian ini yaitu berupa fitur model augmented reality sebagai media informasi detail lokasi wisata Caping Park dengan menggunakan SmartPhone Android.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-04-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/11</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i1.11</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 1 (2022): Journal of Multimedia Trend and Technology; 18-26</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/11/14</dc:relation>
	<dc:relation>10.35671/jmtt.v1i1.11.g14</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Wika Purbasari, Riski Akbar Indra Kusuma</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/12</identifier>
				<datestamp>2023-12-12T20:36:00Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">User Experience (UX) on Search Semantic Modeling Using Iterative Process Flow Method</dc:title>
	<dc:creator>Hidayat, Arief</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Semantic</dc:subject>
	<dc:subject xml:lang="en-US">Searching</dc:subject>
	<dc:subject xml:lang="en-US">Archive</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:description xml:lang="en-US">On a website application platform, the search feature is one of the most important things in digging up the information in it. In addition, when compared to the search feature on search engines, searching for information on certain sites will produce more specific information. Semantic Web is a technique that allows content on the Web to be more understandable by computers. The Semantic Web itself is often equated with Web 3.0. These Semantic Web technologies include RDF, OWL, and SPARQL. In this paper the author tries to solve a research object problem in an elementary school in terms of finding diploma information for elementary school students. With the Semantic Web technology, it can make it easier to store and search E-Archive data. If archiving still uses the manual method for storing archives so as to avoid the constraints of difficulty finding archives, errors in storage, damage, to the threat of fire. With the application of semantic Web technology, it can be a solution to quickly store and search diploma archive data in a computerized Diploma E-Archive.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-12-25</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/12</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i3.12</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology; 8-15</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/12/19</dc:relation>
	<dc:relation>10.35671/jmtt.v1i3.12.g19</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Irfan Santiko, Arif Hidayat</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/13</identifier>
				<datestamp>2024-04-22T21:43:46Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Teori Kognitif Pembelajaran Berbasis Multimedia Menggunakan Teknik Animasi</dc:title>
	<dc:creator>Saputra, Doni</dc:creator>
	<dc:creator>Chaedoni, Muhamad</dc:creator>
	<dc:subject xml:lang="en-US">Animasi</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">Pembelajaran</dc:subject>
	<dc:subject xml:lang="en-US">Kognitif</dc:subject>
	<dc:description xml:lang="en-US">Bagaimana animasi dapat digunakan untuk meningkatkan pemahaman pelajar tentang penjelasan ilmiah dan matematika? Dalam ulasan ini, kami memeriksa peran animasi dalam pembelajaran multimedia (termasuk pesan instruksional multimedia dan permainan microworld), menyajikan teori kognitif pembelajaran multimedia, dan meringkas program penelitian kami, yang telah menghasilkan tujuh prinsip penggunaan animasi dalam multimedia. petunjuk. Ini termasuk prinsip multimedia (menyajikan animasi dan narasi daripada narasi saja), prinsip kedekatan spasial (menyajikan teks di layar dekat daripada jauh dari animasi yang sesuai), prinsip kedekatan temporal (menyajikan animasi dan narasi yang sesuai secara bersamaan daripada berturut-turut), koherensi prinsip (mengecualikan kata-kata asing, suara, dan video), prinsip modalitas (menyajikan animasi dan narasi daripada animasi dan teks layar), prinsip redundansi (menyajikan animasi dan narasi daripada animasi, narasi, dan teks layar), dan prinsip personalisasi (menyajikan kata-kata dalam percakapan daripada gaya formal). Animasi dapat meningkatkan pemahaman pembelajar bila digunakan dengan cara yang konsisten dengan teori kognitif pembelajaran multimedia.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-04-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/13</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i1.13</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 1 (2022): Journal of Multimedia Trend and Technology; 36-42</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/13/17</dc:relation>
	<dc:relation>10.35671/jmtt.v1i1.13.g17</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Muhamad Chaedoni, Doni Saputra</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/14</identifier>
				<datestamp>2023-12-12T20:36:00Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Models and Features of Student Exam Scheduling Services Using Website Information Technology</dc:title>
	<dc:creator>Apriantoni, Rois</dc:creator>
	<dc:creator>Virgiawan, Virgiawan</dc:creator>
	<dc:creator>Pritama, Argiyan Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Feature</dc:subject>
	<dc:subject xml:lang="en-US">Schedule</dc:subject>
	<dc:subject xml:lang="en-US">Website</dc:subject>
	<dc:description xml:lang="en-US">One indicator of student progress in a tertiary institution is the implementation of seminar exams and one of the implementation techniques is seminar exams. In the current seminar exam scheduling system, the scheduling process still uses Microsoft Excel which makes sending and receiving data less real-time. The confirmation process carried out by the study program for the examining lecturers also seemed to be burdensome for the study program because the department was required to contact the selected lecturers one by one. Therefore, this study aims to create an information system for scheduling seminar exams which is expected to help academic administration and study programs in scheduling seminar exams. Data collection methods used are literature study, interviews and observation. While the system development method used is Prototyping. The results of this study are in the form of a university website prototype that is devoted to scheduling seminar exams by having a send confirmation feature to lecturers who will test via email.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-12-25</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/14</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i3.14</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology; 1-7</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/14/article_v1i1</dc:relation>
	<dc:relation>10.35671/jmtt.v1i3.14.g18</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Argiyan Dwi Pritama, Rois Apriantoni, Virgiawan</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/15</identifier>
				<datestamp>2023-12-12T20:36:00Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Cinematography and Motion Tracking Techniques in Making a Video Profile for &quot;Genteng Pancasan&quot; Information</dc:title>
	<dc:creator>Yahya, Fadil</dc:creator>
	<dc:creator>Wilma, Chatarina</dc:creator>
	<dc:subject xml:lang="en-US">Cinematography</dc:subject>
	<dc:subject xml:lang="en-US">Motion Tracking</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:subject xml:lang="en-US">Promotion</dc:subject>
	<dc:description xml:lang="en-US">The development of the world of technology is indeed very fast, especially in the field of multimedia, many companies use multimedia as advertising media content. Multimedia is a technique that combines elements of sound (audio), graphics and video or animation. The use of motion tracking and cinematography techniques in the world of promotion can be in the form of video content and company profiles. This is what prompted the company &quot;Genteng Pancasan&quot; to take advantage of multimedia content, namely in the form of videos as information and promotion media to introduce products more. The author seeks to help the problems in the promotion of &quot;Genteng Pancasan&quot; so that they can increase the selling value of their products. The result of this paper is a video prototype using cinematography and motion tracking techniques.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-12-26</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/15</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i3.15</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology; 16-24</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/15/20</dc:relation>
	<dc:relation>10.35671/jmtt.v1i3.15.g20</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Fadil Yahya, Chatarina Wilma</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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			<header>
				<identifier>oai:journal.educollabs.org:article/16</identifier>
				<datestamp>2023-12-12T20:36:00Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design of Android-Based Financial Recording Applications in the Shoes Business</dc:title>
	<dc:creator>Alkatiri, Badruz</dc:creator>
	<dc:creator>Purnomo, Andi</dc:creator>
	<dc:subject xml:lang="en-US">Model Design</dc:subject>
	<dc:subject xml:lang="en-US">Financial Record</dc:subject>
	<dc:subject xml:lang="en-US">Androids</dc:subject>
	<dc:description xml:lang="en-US">Surf Skate Shop is a shop that sells various kinds of shoes in Purwokerto. In managing their finances, shop owners still use bookkeeping that is written manually on books. Records written in books may experience errors such as lost documents, difficulty in finding documents and errors in calculations. Therefore this research is directed to be able to assist shop owners in managing their finances. In making this application the researcher uses a type of qualitative data collection method, namely observation, interviews, literature study, and documentation. While in the development of the system using extreme programming method. The results of this study are in the form of an Android-based financial records application that can record sales data, record expense data, record item data, store data so that it is not easily lost and damaged, calculate the number of items sold, calculate total sales, calculate total expenses, calculate total profits, calculating the operational amount, calculating the total net profit and calculating the total that must be deposited to the supplier, searching for data by date, and displaying what items were sold to the supplier. Based on testing with the user acceptance testing method with the results of the respondents being 95% so that it is included in the category of approving the system to be an application that can help manage financial records.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/16</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i3.16</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology; 25-33</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/16/21</dc:relation>
	<dc:relation>10.35671/jmtt.v1i3.16.g21</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Badruz Alkatiri, Andi Purnomo</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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			<header>
				<identifier>oai:journal.educollabs.org:article/17</identifier>
				<datestamp>2023-12-12T20:36:00Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation of Augmented Reality in Learning to Know the Android-Based Solar System</dc:title>
	<dc:creator>Ginanjar, Rahmad</dc:creator>
	<dc:creator>Faturrohim, Huda</dc:creator>
	<dc:subject xml:lang="en-US">Interesting</dc:subject>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Androids</dc:subject>
	<dc:description xml:lang="en-US">The current learning media is very varied. The current social era requires students to really learn independently, including determining their learning patterns for future goals. According to the survey, currently, there are many students who are still unable to determine and make decisions about selecting further studies at tertiary institutions or jobs that are in accordance with their identity. Even though it is very important that teenagers are fertilized from the age of 13 to find out their interests. This application aims to determine youth interest in work with the website-based Rothwell Miller Inventory Blank method. RMIB (Rothwell Miller Inventory Blank) is a tool for measuring a person's interest based on a person's attitude towards a job with the development method, namely the waterfall which goes through several stages including system analysis, design, coding, testing, and maintenance. This application will rank 9 table indicators, namely from A-I and each table contains 12 job categories which will be sorted from the smallest number as the preferred job while the largest number is for the disliked job. In this study, the user conducts a test to determine interest in work according to his wishes, with one of the work outputs being mechanical.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/17</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i3.17</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology; 34-41</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/17/22</dc:relation>
	<dc:relation>10.35671/jmtt.v1i3.17.g22</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Rahmad Ginanjar, Huda Faturrohim</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/18</identifier>
				<datestamp>2024-04-22T21:43:26Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Pemodelan Aplikasi Pencatatan Keuangan dan Inventory Berbasis Web Pada Usaha Bengkel SM Chandra Motor Banjarnegara</dc:title>
	<dc:creator>Al Amin, Lanang Rizqi</dc:creator>
	<dc:creator>Munsa Idah, Yusyida</dc:creator>
	<dc:creator>Hermanto, Nandang</dc:creator>
	<dc:subject xml:lang="en-US">aplikasi, website, waterfall, inventory</dc:subject>
	<dc:description xml:lang="en-US">Aplikasi adalah perangkat lunak yang diciptakan dengan berbagai komponen atribut yang sesuai dengan pengguna yang digunakan untuk membantu proses pengolahan data. Inventaris merupakan kegiatan atau tindakan untuk melakukan perhitungan, pengurusan, penyelenggaraan, pengaturan, pencatatan data dan pelaporan data. Tujuan yang dilakukan oleh peneliti adalah untuk merancang dan membangun aplikasi pencatatan keuangan dan inventory berbasis web pada usaha bengkel SM Candra Motor Banjarnegara. Konsep penelitian yang digunakan dalam pengembangan sistem adalah metode waterfall. Hasil dari penelitian ini adalah aplikasi pencatatan keuangan dan inventory yang dapat digunakan untuk mempermudah karyawan dalam pengolahan data.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2022-08-19</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/18</dc:identifier>
	<dc:identifier>10.35671/jmtt.v1i2.18</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 1 No. 2 (2022): Journal of Multimedia Trend and Technology; 47-56</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/18/23</dc:relation>
	<dc:relation>10.35671/jmtt.v1i2.18.g23</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Lanang Rizqi Al Amin, Yusyida Munsa Idah, Nandang Hermanto</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/20</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">E-learning as a Learning Media in the Form of Educational Games for Elementary School Students</dc:title>
	<dc:creator>Albana, Ilham</dc:creator>
	<dc:creator>Hartayu, Widya</dc:creator>
	<dc:subject xml:lang="en-US">E-Learning</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:description xml:lang="en-US">The use of games as a means of education is not wrong. Because games are entertaining. Human psychology is more like playing than a serious study. In games, education is given through practice or learning by doing. The aim of this research is to design and build an Educational Game for learning mathematics, sub-materials for addition, subtraction, multiplication, and division on integers, Indonesian, Natural Sciences, Desktop-based IPS, class VI. The purpose of designing this platform is to conceptualize and build E-learning in learning math operations, the Indonesian language, Natural Sciences, Desktop-based IPS, sub-material addition, subtraction, multiplication, and division of integers. Memorizing history and understanding nature and others as well as understanding correct punctuation and language. Data collection methods used are interviews, literature, and documentation. The system development method used is MDLC (Multimedia Development Life Cycle). Its manufacturer uses Adobe Flash Professional CS6, Adobe Photoshop CS6, and Adobe Audition CS6 software. The results of this study are in the form of E-learning as Learning Media in the Form of Educational Games for Class VI Students of SD Negeri 03 Karanggude Kulon</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-04-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/20</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.20</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 1-9</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/20/24</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.20.g24</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Widya Hartayu, Ilham Albana</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/21</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">UI/UX Design on Prototype Attendance Using the Design Thinking Method</dc:title>
	<dc:creator>Fajarwati, Septi</dc:creator>
	<dc:creator>Hamdi, Aulia</dc:creator>
	<dc:creator>Gautama, Shandy Putra</dc:creator>
	<dc:subject xml:lang="en-US">UI/UX</dc:subject>
	<dc:subject xml:lang="en-US">Prototype</dc:subject>
	<dc:subject xml:lang="en-US">Design Thinking</dc:subject>
	<dc:subject xml:lang="en-US">Attendance</dc:subject>
	<dc:description xml:lang="en-US">Presence is a data collection activity to determine the number of attendance. Presence is a process of activities that is often carried out even every day by many corporate agencies or schools and colleges. One of the institutions that use presence is a school. Several schools have implemented attendance systems. But there are a number of schools that still apply manual attendance where employees or teachers must sign the attendance sheet, one of which is SMK Mpu Tantular Kemranjen which still applies attendance manually. Obstacles experienced from using manual attendance are that there is often a mismatch between attendance by teachers and staff employees in the field with notes made in the TU section and sometimes there are teachers and staff employees who leave absences. Therefore it is necessary to make a UI/UX design design for the attendance application that is appropriate for the attendance process for teachers and staff employees at SMK Mpu Tantular Kemranjen. This study uses the Design Thinking method with 5 stages, namely Emphatize, Define, Ideate, Prototype, and Test. The results of this study are in the form of a UI/UX prototype design for presence applications that suit user needs.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-04-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/21</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.21</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 10-18</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/21/25</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.21.g25</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Shandy Putra Gautama; Septi Fajarwati; Aulia Hamdi</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/22</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Educational Video Using the 3D Hologram Technique in Kindergarten Learning Methods</dc:title>
	<dc:creator>Putri, Ariska</dc:creator>
	<dc:creator>Raina, Indri</dc:creator>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Method</dc:subject>
	<dc:subject xml:lang="en-US">3D</dc:subject>
	<dc:subject xml:lang="en-US">Hologram</dc:subject>
	<dc:description xml:lang="en-US">Based on research observations when carrying out observation and interview activities at the DiponegoroWangon Kindergarten with informants, based on the curriculum the reason for taking traditional transportation equipment material is because this material requires teaching aids that display real visuals besides that examples of traditional transportation equipment toys are increasingly rare it's even rare to get, because toy companies no longer produce traditional means of transportation anymore but instead produce new, more sophisticated toys. To avoid this, teachers can develop learning strategies by utilizing various media and learning resources. The design of 3D hologram visualization media for traditional and modern transportation material is considered appropriate, because with this media students have learning resources that can be used for independent study and display animation that is quite interesting to support the learning process. The system development method used is MDLC. This research begins with sequential stages such as pre-production, production and post-production. The results are in the form of 3D animation designing a visualization media for the introduction of traditional transportation using 3D holographic techniques in the form of mp4.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-01-04</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/22</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.22</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 19-27</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/22/26</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.22.g26</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Ariska Putri, Indri Raina</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/23</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation of Smart Communication BOT Model Using Machine Learning with the N-Gram Method</dc:title>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:creator>Arifin, Muhammad</dc:creator>
	<dc:subject xml:lang="en-US">Machine Learning</dc:subject>
	<dc:subject xml:lang="en-US">BOT</dc:subject>
	<dc:subject xml:lang="en-US">N-Gram</dc:subject>
	<dc:subject xml:lang="en-US">Communication</dc:subject>
	<dc:description xml:lang="en-US">The world of higher education in providing educational services, makes a lot of effort made by the service department at each institution. These efforts are often encountered in certain moments such as before the acceptance of new students. But how is time other than that moment used? Certainly this is related to how to make a strategy so that the market share of these educational institutions is wider. Service and handling is a priority for a company engaged in the world of services. With the ability to develop information technology, it will be able to provide support for service methods and handling to customers. The point is to make service and handling more optimal compared to the usual method. Cannot be separated from the rules, policies, processes and procedures that are owned by every service company. Systematically the technology that will be used also follows the outline of the rules, policies and procedures previously mentioned. This research will be conducted at higher education institutions where an institution is engaged in educational services. This data processing uses machine learning with the N-Gram method. This system will run on the front office or customer service side. The purpose of the results of this research is to be more useful and to assist customer service in higher education institutions in providing services to prospective students or student guardians.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-04-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/23</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.23</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 28-35</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/23/27</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.23.g27</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Irfan Santiko, Muhammad Arifin</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/24</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
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	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">2D Animation Video of IoT-Based Agricultural Monitoring Using Onion Skinning Technique</dc:title>
	<dc:creator>Munazdar, Armando</dc:creator>
	<dc:creator>Nur, Mohamed</dc:creator>
	<dc:subject xml:lang="en-US">Onion Skinning</dc:subject>
	<dc:subject xml:lang="en-US">2D Animation</dc:subject>
	<dc:subject xml:lang="en-US">IoT</dc:subject>
	<dc:subject xml:lang="en-US">Agricultural</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-04-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/24</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.24</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 36-46</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/24/28</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.24.g28</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Armando Munazdar, Mohamed Nur</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/26</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">A Savings Application Design Concept Model in Website-Based Cooperative Units</dc:title>
	<dc:creator>Kurniawan, Rafli Husain</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:creator>Setyaningsih, Gustin</dc:creator>
	<dc:subject xml:lang="en-US">Saving</dc:subject>
	<dc:subject xml:lang="en-US">Loan</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Website</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-04-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/26</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.26</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 57-63</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/26/30</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.26.g30</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Rafli Husain Kurniawan, Irfan Santiko, Gustin Setyaningsih</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/27</identifier>
				<datestamp>2023-04-07T14:41:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">A Review – The Influence of Games on Education Development in the Disruption Era</dc:title>
	<dc:creator>Anwar, Toni</dc:creator>
	<dc:creator>Wijaya, Anugerah Bagus</dc:creator>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Base Learning</dc:subject>
	<dc:subject xml:lang="en-US">Review</dc:subject>
	<dc:subject xml:lang="en-US">Security</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-04-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/27</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.27</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 47-56</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/27/29</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.27.g29</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Anugerah Bagus Wijaya, Toni Anwar</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/28</identifier>
				<datestamp>2023-06-22T12:52:37Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design Animation Video to Learning Tajweed Science for Children</dc:title>
	<dc:creator>Oktaviana, Luzi Dwi</dc:creator>
	<dc:creator>Suliswaningsih, Suliswaningsih</dc:creator>
	<dc:creator>Khalidy, Shodiq</dc:creator>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Tajweed</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-01-04</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/28</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i1.28</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology; 64-70</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/28/31</dc:relation>
	<dc:relation>10.35671/jmtt.v2i1.28.g31</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Shodiq Khalidy, Luzi Dwi Oktaviana, Suliswaningsih</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/29</identifier>
				<datestamp>2023-12-17T17:45:24Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation of video editing and making poster designs as internship activities at PT Ampu Studio</dc:title>
	<dc:creator>Alfazri, Rifa</dc:creator>
	<dc:creator>Pritama, Argiyan Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Communication</dc:subject>
	<dc:subject xml:lang="en-US">Information</dc:subject>
	<dc:subject xml:lang="en-US">Visualization</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia Animasi</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/29</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.29</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 88-94</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/29/33</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.29.g33</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Rifa Alfazri, Argiyan Dwi Pritama</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/30</identifier>
				<datestamp>2023-12-17T17:45:24Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Making “Si Mbah” Illustrational Asset for Whatsapp Stickers Need Using MDLC Method</dc:title>
	<dc:creator>Dwiarto, Risqi</dc:creator>
	<dc:creator>Pritama, Argiyan Dwi</dc:creator>
	<dc:creator>Albana, Ilham</dc:creator>
	<dc:subject xml:lang="en-US">Sticker Animation, </dc:subject>
	<dc:subject xml:lang="en-US">Communication</dc:subject>
	<dc:subject xml:lang="en-US">MDLC</dc:subject>
	<dc:subject xml:lang="en-US">Mobile</dc:subject>
	<dc:subject xml:lang="en-US">WhatsApp</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/30</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.30</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 80-87</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/30/32</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.30.g32</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Risqi Dwiarto, Argiyan Dwi Pritama</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/33</identifier>
				<datestamp>2023-12-17T17:45:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design and Development of Android-Based “Tracked” Person Shooter Game Models</dc:title>
	<dc:creator>Subastian, Ronaldi</dc:creator>
	<dc:creator>Hesterananda, Widuri</dc:creator>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:subject xml:lang="en-US">Shooter</dc:subject>
	<dc:subject xml:lang="en-US">3d Animation</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/33</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.33</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 71-79</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/33/34</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.33.g34</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Ronaldi Subastian, Widuri Hesterananda</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/34</identifier>
				<datestamp>2023-12-17T17:45:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design of a Mathematical Learning Game Model for Elementary School in the Sumbang Banyumas Area</dc:title>
	<dc:creator>Hana, Qonita Rafida</dc:creator>
	<dc:creator>Wulandari, Ayu</dc:creator>
	<dc:subject xml:lang="en-US">Math</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/34</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.34</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 95-101</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/34/35</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.34.g35</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Qonita Rafida Hana, Ayu Wulandari</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/35</identifier>
				<datestamp>2023-12-17T17:45:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Learning Model for Practicing Counting Through the &quot;Snake and Ladders&quot; Game Method</dc:title>
	<dc:creator>Aenuri, Aenuri</dc:creator>
	<dc:creator>Wahyuningsih, Wahyuningsih</dc:creator>
	<dc:creator>Zahro, Aminah</dc:creator>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/35</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.35</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 102-110</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/35/36</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.35.g36</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Aminah Zahro, Aenuri, Wahyuningsih</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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			<header>
				<identifier>oai:journal.educollabs.org:article/36</identifier>
				<datestamp>2023-12-17T17:45:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">2-Dimensional Digital Animation Model for Public Health Socialization Assets</dc:title>
	<dc:creator>Setiawan, Ito</dc:creator>
	<dc:creator>Saputra, Dhanar Intan Surya</dc:creator>
	<dc:creator> Fakhrizal, Muhamad Faris</dc:creator>
	<dc:creator>Hermawan, Hellik</dc:creator>
	<dc:subject xml:lang="en-US">Animation,</dc:subject>
	<dc:subject xml:lang="en-US">Health,</dc:subject>
	<dc:subject xml:lang="en-US">Media,</dc:subject>
	<dc:subject xml:lang="en-US">Template, </dc:subject>
	<dc:subject xml:lang="en-US">Technology</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/36</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.36</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 111 - 117</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/36/37</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.36.g37</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Hellik Hermawan, Ito Setiawan, Dhanar Intan Surya Saputra, Muhamad Faris Fakhrizal</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/37</identifier>
				<datestamp>2023-12-17T17:45:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Gesture to Text and Text to Speech Models for Assistance with Speech Impaired People</dc:title>
	<dc:creator>Purnamajaya, Ilham Adi</dc:creator>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Speech Impaired</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-08-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/37</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i2.37</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology; 118-125</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/37/38</dc:relation>
	<dc:relation>10.35671/jmtt.v2i2.37.g38</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Ilham Adi Purnamajaya</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/38</identifier>
				<datestamp>2023-12-27T15:00:22Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design of Children's Game &quot;Buddhist Relics&quot; to Introduce the History of Civilization and Culture in Borobudur Temple</dc:title>
	<dc:creator>Pratiwi, Amelia Eka</dc:creator>
	<dc:creator>Yafi, Zephan Ali</dc:creator>
	<dc:creator>Sartono, Sartono</dc:creator>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">History</dc:subject>
	<dc:subject xml:lang="en-US">Borobudur</dc:subject>
	<dc:description xml:lang="en-US">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 &quot;Treasure in Borobudur&quot;. The aim is so that children in Indonesia do not forget history along with the rapid development of technology.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/38</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.38</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 126 - 134</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/38/39</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.38.g39</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Amelia Eka Pratiwi, Zephan Ali Yafi, Sartono</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/39</identifier>
				<datestamp>2023-12-25T15:00:36Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Educational Introduction to ASEAN Countries for Class VIII Middle School Students Using Game Media</dc:title>
	<dc:creator>Aji, Muhammad</dc:creator>
	<dc:creator>Fauzi, Hafizh Nur</dc:creator>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:subject xml:lang="en-US">Information System</dc:subject>
	<dc:description xml:lang="en-US">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 &quot;Merdeka Belajar&quot; 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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/39</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.39</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 135-143</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/39/40</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.39.g40</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Muhammad Aji, Hafizh Nur Fauzi</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/40</identifier>
				<datestamp>2023-12-27T14:59:24Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Hijaiyah Letter Learning Media Application for Early Age Muslim Children Based on Android</dc:title>
	<dc:creator>Nugraha, Pandu Surya</dc:creator>
	<dc:creator>Mardiani, Fika Putri</dc:creator>
	<dc:subject xml:lang="en-US">Hijaiyah Letter</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:subject xml:lang="en-US">Children</dc:subject>
	<dc:subject xml:lang="en-US">Android</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/40</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.40</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 144 - 151</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/40/41</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.40.g41</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Pandu Surya Nugraha, Fika Putri Mardiani</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/41</identifier>
				<datestamp>2023-12-27T14:58:45Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design of TOEFL English Exam Simulation Application Model for Trisila Dharma Polytechnic Student Environment</dc:title>
	<dc:creator>Purwanti, Risda</dc:creator>
	<dc:creator>Putri, Rismayanti</dc:creator>
	<dc:subject xml:lang="en-US">Exam</dc:subject>
	<dc:subject xml:lang="en-US">TOEFL</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Student</dc:subject>
	<dc:subject xml:lang="en-US">Software engineering</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/41</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.41</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 152 - 161</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/41/42</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.41.g42</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Risda Purwanti, Rismayanti Putri</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/42</identifier>
				<datestamp>2023-12-27T14:58:13Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Modeling and Design for a Sun Tracker Prototype Using Solar Cell and Arduino</dc:title>
	<dc:creator>Pangestu, Yuliadi Fajar</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Solar Cell</dc:subject>
	<dc:subject xml:lang="en-US">Energy</dc:subject>
	<dc:subject xml:lang="en-US">Internet of thing</dc:subject>
	<dc:subject xml:lang="en-US">Design Model</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/42</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.42</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 162 - 170</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/42/43</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.42.g43</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Yuliadi Fajar Pangestu, Irfan Santiko</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/43</identifier>
				<datestamp>2023-12-27T14:57:38Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Black Box Testing Using the Equivalence Partitions Technique to Test the Functionality of the Ternaku.id Website</dc:title>
	<dc:creator>Amrulloh, Arif</dc:creator>
	<dc:creator>Septiadi, Abednego Dwi</dc:creator>
	<dc:creator>Septiara, Maryona</dc:creator>
	<dc:creator>Wicaksono, Pramudya Adi</dc:creator>
	<dc:subject xml:lang="en-US">Testing</dc:subject>
	<dc:subject xml:lang="en-US">Quality</dc:subject>
	<dc:subject xml:lang="en-US">Validation</dc:subject>
	<dc:subject xml:lang="en-US">Website</dc:subject>
	<dc:subject xml:lang="en-US">Analysis System</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/43</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.43</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 171 - 178</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/43/44</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.43.g44</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Arif Amrulloh, Abednego Dwi Septiadi, Maryona Septiara, Pramudya Adi Wicaksono</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/44</identifier>
				<datestamp>2023-12-27T15:05:12Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design of Citizen Fund Management Applications in Village Level Communities: Case Study: Financial Manager for Pandanaran Village Residents, Banjarnegara</dc:title>
	<dc:creator>Arif, Choirul</dc:creator>
	<dc:creator>Hamzah, Arifudin</dc:creator>
	<dc:creator>Reza, Himmatur</dc:creator>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Manage Fund</dc:subject>
	<dc:subject xml:lang="en-US">Information System</dc:subject>
	<dc:subject xml:lang="en-US">Vilage</dc:subject>
	<dc:description xml:lang="en-US">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 (&quot;jimpitan&quot;) 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.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2023-12-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/44</dc:identifier>
	<dc:identifier>10.35671/jmtt.v2i3.44</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 2 No. 3 (2023): Journal of Multimedia Trend and Technology; 179 - 188</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v2i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/44/45</dc:relation>
	<dc:relation>10.35671/jmtt.v2i3.44.g45</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 Choirul Arif, Arifudin Hamzah, Himmatur Reza</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/45</identifier>
				<datestamp>2024-05-16T02:35:38Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Optimizing Frame Techniques in 2-Dimensional Video Models in a Learning Perspective: Case Study: Movie Clip Entitled &quot;Perjalanan Jenderal Soedirman&quot;</dc:title>
	<dc:creator>Chaerudin, Mohamad</dc:creator>
	<dc:creator>Hariawan, Akto</dc:creator>
	<dc:creator>Purnawati, Elly</dc:creator>
	<dc:subject xml:lang="en-US">Clip Video</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Model Learning</dc:subject>
	<dc:subject xml:lang="en-US">2D Frame</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:description xml:lang="en-US">As competition for talent increases, electronic media are often used to convey information and influence students' points of view. Animated films are an electronic media that can be used to bridge learning to make it more interesting and provide a new environmental feel for students. According to research results conducted by Computer Technology Research (CRT), people only remember 20% of what they see and 30% of what they hear. Yet people remember 50% of what they see and hear and 80% of what they see, hear and do at the same time. This research aims to evaluate students' level of interest and enthusiasm for learning history through animation media. The research method was created using two-dimensional (2D) animation techniques using frame by frame animation techniques. The data obtained is the result of research from interviews, observations, literature studies and questionnaires conducted at SDN 3 Kutasari which is located in Banyumas Regency. The results of the questionnaire testing used a Likert scale and the average formula for the results of the calculation was 87.9%, so it was included in the agree category or worthy of being shown as a 2D animated short film.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/45</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.45</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 1-8</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/45/46</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.45.g46</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Mohamad Chaerudin, Akto Hariawan, Elly Purnawati</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/46</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Interactive Game Model in Drill and Practice Learning to Increase Student Learning Achievement</dc:title>
	<dc:creator>Najih, Ahmad</dc:creator>
	<dc:creator>Futihah, Amanda</dc:creator>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Quiz</dc:subject>
	<dc:subject xml:lang="en-US">Interactive</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:description xml:lang="en-US">In order to enhance student learning outcomes, this research attempts to develop multimedia learning using a drill and practice methodology. The research and development approach, also known as research and development (R&amp;amp;D), was employed in this study. Assess the media's performance and determine how feasible it is to test this game in real-world settings. It is intended that this game would contribute to better learning outcomes for students. Along with determining students' opinions and interests in learning through drill-and-practice multimedia learning methods, this study also seeks to ascertain the viability and validity of the created interactive quiz game as well as students' evaluations of the multimedia. A field survey administered to middle school students and a student assessment questionnaire for interactive quiz games were the two types of questionnaires employed in this study. The study's findings showed that nearly all students responded favourably to learning that combined interactive quiz games with drill and practice multimedia learning models; additionally, students evaluated the interactive multimedia learning quiz games extremely well, scoring 91.979% on the assessment scale; and learning outcomes increased.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">article text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/46</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.46</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 9-15</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/46/47</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.46.g47</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Ahmad Najih, Amanda Futihah</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/47</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Digging Deeper With Machine Learning for Unbalanced Multimedia Data Categorization</dc:title>
	<dc:creator>Nihayatusyifa, Nihayatusyifa</dc:creator>
	<dc:creator>Febrianti, Dita</dc:creator>
	<dc:subject xml:lang="en-US">Classification</dc:subject>
	<dc:subject xml:lang="en-US">Imbalance Data</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:subject xml:lang="en-US">Tracking</dc:subject>
	<dc:description xml:lang="en-US">Since many real-world data sets have skewed class distributions—in which the majority of data instances (examples) belong to one class and considerably fewer instances belong to others—classifying unbalanced data is an important area of research. While minority instances (fraud in banking operations, abnormal cells in medical data, etc.) in many applications actually represent the concept of interest, a classifier induced from an imbalanced data set is more likely to be biassed towards the majority class and show very poor classification accuracy for the minority class. Unbalanced data classification, particularly for multimedia data, continues to be one of the most difficult issues in data mining and machine learning, despite substantial research efforts. In this research, we present an extended deep learning strategy to address this difficulty and get encouraging results in the classification of skewed multimedia data sets. In particular, we examine the combination of advanced empirical research on convolutional neural networks (CNNs), a cutting-edge deep learning technique, and bootstrapping techniques. Given that deep learning techniques, like CNNs, are typically computationally costly, we suggest feeding low-level features to CNNs and demonstrate that this may be done in a way that saves a significant amount of training time while still producing promising results. The experimental findings demonstrate how well our methodology performs in the TRECVID data set when it comes to categorising highly unbalanced data.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">article text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/47</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.47</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 16-23</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/47/48</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.47.g48</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Nihayatusyifa, Dita Febrianti</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/48</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Development of Interactive Multimedia Learning Based on Educational Games in Basic Chemistry Learning Media</dc:title>
	<dc:creator>Oktadio, Albynola Agis</dc:creator>
	<dc:creator>Pardede, Andrew Naftali</dc:creator>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">Learning</dc:subject>
	<dc:subject xml:lang="en-US">Edugame</dc:subject>
	<dc:subject xml:lang="en-US">Media</dc:subject>
	<dc:description xml:lang="en-US">The purpose of this study is to investigate the features and efficacy of educational game-based MPI for high school colloid system learning. The stages of problem and potential identification, data collection, product design, design validation, product revision, product testing, design revision, use testing, and product revision were all included in the Research and Development (R&amp;amp;D) research method's design in order to produce a final product. Following the development process, learning media with the following qualities were created as the end product: 1) interactive; 2) engaging and enjoyable; 3) serving as a general and autonomous learning medium on high school curriculum; and 4) practical and compatible. All of the criteria—students who completed KSM 70, which represents no less than 70% of the total student body, students who exhibited very good interests, and students who exhibited very high activity, which represents no less than 70% of the total student body—were found to be effective in the trial use. With a completeness of 92.44%, very good interest of 87.33%, and very high activity of 88.11%, it can be concluded from the research and discussion results that MPI based on education games is effectively implemented in chemistry learning in class XI colloidal systems material at SMA Level.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">article text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/48</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.48</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 24-32</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/48/49</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.48.g49</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Albynola Agis Oktadio, Andrew Naftali Pardede</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/49</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">An Examination of Audio-visual Effects on Memory Capacity of Production Workers Based on Educational Targets</dc:title>
	<dc:creator>Kurniawan, Juliadi</dc:creator>
	<dc:creator>Tubagus, Putra</dc:creator>
	<dc:creator>Domingus, Rafael</dc:creator>
	<dc:subject xml:lang="en-US">Audio-Visual</dc:subject>
	<dc:subject xml:lang="en-US">Memory</dc:subject>
	<dc:subject xml:lang="en-US">Educational</dc:subject>
	<dc:subject xml:lang="en-US">Influence</dc:subject>
	<dc:subject xml:lang="en-US">Analysis</dc:subject>
	<dc:subject xml:lang="en-US">Audio-Visual</dc:subject>
	<dc:description xml:lang="en-US">Humans have two different types of memory: short-term memory and long-term memory. Information is momentarily stored in short-term memory before being transferred to long-term memory. A string of characters, numbers, colours, or names that can be spoken or presented in less than two seconds can be stored in short-term memory. Many work environments overwhelm workers; for instance, a tailor may be able to maximise productivity if he works while listening to music. One of the things that can affect the workplace is audio-visual. Humans differ in how old their short-term memory is. Those who are still productive tend to have stronger memories than those who are older. The purpose of this study is to ascertain, in light of educational attainment, how audio-visuals affect short-term memory in adults of working age. Because it can still use short-term memory to effectively receive, process, and communicate information in a work environment, productive age is used. The results of an analysis conducted using Work Design software and Design Tools for Methods Standard indicated that the mistake rate at the productive age level at the undergraduate education level had a greater impact than it did at the high school level. This may be the result of short-term memory loss brought on by ageing.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/49</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.49</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 33-39</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/49/50</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.49.g50</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Juliadi Kurniawan, Putra Tubagus, Rafael Domingus</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/50</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Literature Review: Study of the Use of Interactive Multimedia in Mathematics and Natural Sciences Learning in Indonesia</dc:title>
	<dc:creator>Hartanto, Bayu Sri</dc:creator>
	<dc:subject xml:lang="en-US">Computer Assisted Learning</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">Interactive</dc:subject>
	<dc:subject xml:lang="en-US">ICT</dc:subject>
	<dc:description xml:lang="en-US">The use of information and communication technology (ICT) in teaching has become an important issue in recent years in order to improve the quality of education. One use of ICT is as a learning tool, namely in the form of interactive multimedia. Learning using interactive multimedia develops on the basis of conventional learning which cannot meet students' learning needs. This interactive multimedia can be a supplement and complement to learning which represents learning resources. Interactive multimedia is multimedia that is equipped with a controller that can be operated by the user, so that the user can choose what they want for the next process. Interactive multimedia has been widely created and used in Mathematics and Natural Sciences learning in Indonesia. In this paper, a literature review study will be carried out on the use of interactive multimedia in learning in the fields of mathematics and natural sciences, to see developments, development methods, weaknesses and the results that have been achieved. On this occasion, the author provides observation results based on evidence through a literature review regarding the extent of multimedia use in learning, especially in the field of exact sciences such as mathematics and natural sciences.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">article text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/50</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.50</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 40-49</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/50/51</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.50.g51</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Bayu Sri</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/51</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Transforming Computer Network Learning: The Role of Animation Media in Developing Students' Understanding of Abstract Material</dc:title>
	<dc:creator>Zamzuri, Anwar</dc:creator>
	<dc:creator>Hasan, Mohd</dc:creator>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Network Systems</dc:subject>
	<dc:subject xml:lang="en-US">CISCO</dc:subject>
	<dc:subject xml:lang="en-US">Competence</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Networking</dc:subject>
	<dc:description xml:lang="en-US">The Malaysian Polytechnic's job is to supply the nation with semi-skilled labor to meet its demands. Numerous study programs, such as the Sequence Systems Diploma program, whose material is integrated with the CISCO professional certification program, have been established for this aim. This effort is in response to industry demand for skilled labor. However, based on examination decisions made by students, it was discovered that there might be shortcomings in the way this subject—which has a lot of abstract content—is taught, which could affect how well students do. This working paper proposes a transformation towards the use of new media such as animation, which has been proven through the study to be effective in depicting abstract lesson content to students. In this regard, a pilot study has been conducted among the teaching staff of this subject to identify the problems being faced. The results of a pilot study carried out in the form of interviews found that teaching staff actually faced problems in understanding students' abstract content in the form of lectures alone. This is because creating a workforce that is semi-skilled, competent, and capable of competing in the more demanding workplace of today requires a precise grasp of the contents of this abstract knowledge.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/51</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.51</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 50-55</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/51/52</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.51.g52</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Anwar Zamzuri, Mohd Hasan</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/52</identifier>
				<datestamp>2024-05-01T12:29:52Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of Music Brand Similarity Levels Using a Visual Computing Approach</dc:title>
	<dc:creator>Joshima, Jodhi</dc:creator>
	<dc:creator>Hillary, Maldric</dc:creator>
	<dc:subject xml:lang="en-US">Brand</dc:subject>
	<dc:subject xml:lang="en-US">Similarity</dc:subject>
	<dc:subject xml:lang="en-US">Logo</dc:subject>
	<dc:subject xml:lang="en-US">Computation</dc:subject>
	<dc:description xml:lang="en-US">Currently, many trademarks have emerged, especially for music equipment products circulating in the community. Especially in Indonesia, musical instrument brands with various models have emerged. The problem occurs when the brand is considered to resemble the original brand, which makes it uncomfortable for musicians. Even though the quality of the tone produced is not assessed from a brand perspective, it is felt by brand owners to be quite a violation of the code of ethics. This has an impact on marketing products that are considered genuine. In this paper, a concept will be proposed in determining whether a trademark is considered authentic in terms of the logo. Use of Visual Computing with SIFT and SURF algorithms. SIFT (Scale-Invariant Feature Transform) and SURF (Speeded-Up Robust Features) are two popular algorithms for feature extraction and matching in image processing. Both are frequently used in computer vision applications such as object detection, image matching, and object recognition. The results of this analysis will be used for musicians who want to buy musical equipment to be able to detect the logo to compare the success of a musical instrument product. The appropriateness of the quality itself will be discussed in a different discussion. The benefits that can be generated will make musicians, especially in Indonesia, more conscientious. The possibility of sorting so that you can like your own product will be very possible.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-04-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/52</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i1.52</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology; 56-63</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/52/53</dc:relation>
	<dc:relation>10.35671/jmtt.v3i1.52.g53</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Jodhi Joshima, Maldric Hillary</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/63</identifier>
				<datestamp>2025-01-03T14:17:31Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Combining Two Chaos Maps and Determining Selective Methods for MSB Bits in a Digital Image Encryption Algorithm</dc:title>
	<dc:creator>Munir, Rinaldi</dc:creator>
	<dc:subject xml:lang="en-US">Encryption</dc:subject>
	<dc:subject xml:lang="en-US">Image</dc:subject>
	<dc:subject xml:lang="en-US">Chaos</dc:subject>
	<dc:subject xml:lang="en-US">Selective</dc:subject>
	<dc:subject xml:lang="en-US">Arnold Cat Map</dc:subject>
	<dc:subject xml:lang="en-US">Logistic Map</dc:subject>
	<dc:description xml:lang="en-US">In order to reduce the computational volume, we employ selective encryption approaches in conjunction with a chaos-based picture encryption algorithm in this research. Two chaos maps are used, namely Arnold Cat Map and Logistic Map. Before encryption, the image is scrambled with Arnold Cat Map, then selective encryption techniques are applied by selecting only four MSB bits from each pixel to be XORed with the keystream generated from the Logistic Map. Experimental results show that the use of both chaos functions can produce confusion and diffusion effects, and the use of selective encryption techniques only processes 50% of the entire image data. The encrypted image shows a relatively uniformly distributed histogram, making it difficult for attackers to perform statistical analysis to find the key or plain image. Chaos sensitivity shows that this algorithm is safe from exhaustive-key search attacks. This method is sensitive to modest changes in the key, making it safe from exhaustive-key search assaults, according to experiments conducted by gently altering the initial value of chaos. This technique is immune to brute-force attacks because of its sufficiently huge key space.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-12-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/63</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i3.63</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 3 (2024): Journal of Multimedia Trend and Technology; 166-175</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/63/65</dc:relation>
	<dc:relation>10.35671/jmtt.v3i3.63.g65</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Rinaldi Munir</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/67</identifier>
				<datestamp>2025-01-03T14:17:31Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Marble Maze Game Design Using Augmented Reality Technology</dc:title>
	<dc:creator>Mahtarami, Affan</dc:creator>
	<dc:creator>Ertino, Eddo</dc:creator>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:subject xml:lang="en-US">Mixed Reality</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Marble Maze</dc:subject>
	<dc:description xml:lang="en-US">Augmented Reality (AR) combines computer-generated graphic objects with real objects, so that virtual collaboration occurs between the two types of objects. The main purpose of AR is the use of computers as devices to facilitate a job done by humans. Based on its characteristics, AR has great potential to be used as a computer game platform. The research reported in this paper raises the issue of utilizing AR as a computer game platform. The research was conducted in the form of developing a marble maze computer game using AR with an emphasis on the interaction aspect. The lighting conditions of the playing environment have a crucial influence. To get a consistent appearance, adequate lighting is needed. However, AR-based games are one of the interesting games to play. The game must be played in well-lit environments, with a flash light, or with a high-sensitivity camera in order to get around this. Nonetheless, the majority of volunteers acknowledged that they were open to playing games that used augmented reality.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-12-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/67</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i3.67</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 3 (2024): Journal of Multimedia Trend and Technology; 176-182</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/67/66</dc:relation>
	<dc:relation>10.35671/jmtt.v3i3.67.g66</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Affan Mahtarami, Eddo Ertino</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/68</identifier>
				<datestamp>2024-08-17T21:02:50Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">UI/UX Design Modeling on Chatting and Forum Applications Using Design Thinking</dc:title>
	<dc:creator>Anantya, Arya Rezza</dc:creator>
	<dc:creator>Wijaya, Anugerah Bagus</dc:creator>
	<dc:creator>Suliswaningsih, Suliswaningsih</dc:creator>
	<dc:subject xml:lang="en-US">UI/UX</dc:subject>
	<dc:subject xml:lang="en-US">Communication</dc:subject>
	<dc:subject xml:lang="en-US">Design Thinking</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:description xml:lang="en-US">Informatics is one of the study programs at the private university of Amikom University Purwokerto which prioritizes learning on the development of Information Technology, but the problems faced vary such as the absence of a campus facility for discussion and community, difficulty in conveying the problems they face, especially related to assignments and materials presented by lecturers. The purpose of this study is to design a visual concept of user interface design and prototype flow design for the Chatting and Forum Discussion Forum application using the Design Thinking method. The method used involves iterative steps to understand user needs, build prototypes, and test the resulting solutions. In addition, the usability testing method is used to test the prototype results of the interface that has been created, with a focus on user experience. The final result of this study is a user interface and prototyping that have passed the testing stage according to usability testing standards, task completion testing using the SEQ (Single Ease Question) method on each task has an average task completion above 6. And the results of the SUS (System Usability Scale) method have a value of 88.3 meeting the SUS acceptable scoring aspect with a grade scale B which shows that the project created is easy to use. Successfully designed a visual design concept through user interface and user experience design of online discussion forum platform media using the Design Thinking method through the stages of Empathize, Define, Ideate, Prototype, and Testing.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/68</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.68</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 64-76</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/68/54</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.68.g54</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Arya Rezza Anantya, Anugerah Bagus Wijaya, Suliswaningsih Suliswaningsih</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/69</identifier>
				<datestamp>2024-08-17T20:45:30Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Redesign of the &quot;Si Bangga&quot; Application at the Purbalingga Narcotics Agency Using the Design Sprint Method</dc:title>
	<dc:creator>Nuraziz, Reza Eka</dc:creator>
	<dc:creator>Hamdi, Aulia</dc:creator>
	<dc:subject xml:lang="en-US">Redesign</dc:subject>
	<dc:subject xml:lang="en-US">Sprint Method</dc:subject>
	<dc:subject xml:lang="en-US">Responsibility</dc:subject>
	<dc:subject xml:lang="en-US">Effectivity</dc:subject>
	<dc:description xml:lang="en-US">In the contemporary era driven by technological developments, global transformations encompass every aspect of human life, where the digital revolution, the internet, social media, and artificial intelligence are the foundations of change in communication, industry, and human interaction with the environment. While these developments bring significant benefits, they also pose challenges for privacy, security, and access gaps. In this context, the National Narcotics Agency (BNN) of Purbalingga Regency responded by launching the SiBangga application to improve efficiency in providing information and services related to the main tasks of the BNN through a mobile platform. Although this application is a progressive step, competitor analysis shows significant potential for development in terms of user engagement, responsiveness, and functionality. This study aims to identify areas that need to be updated in SiBangga to more effectively meet user needs and overcome competitor weaknesses. Using the Design Sprint method as the basis for the redesign, this study will produce an updated user interface to provide a better experience, ensure active engagement, and meet quality standards in the competitive digital technology market. Thus, this study not only responds to market and technology dynamics but also makes a positive contribution to the development of the SiBangga application for a more innovative and competitive future.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/69</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.69</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 77-86</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/69/55</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.69.g55</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Reza Eka Nuraziz, Aulia Hamdi</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/70</identifier>
				<datestamp>2024-08-17T20:45:30Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Designing an Educational Video About the Dangers of Software Piracy Using 2D-Based Motion Graphic Techniques</dc:title>
	<dc:creator>Puspitawati, Endah</dc:creator>
	<dc:creator>Prakosa, Herjuna Ardi</dc:creator>
	<dc:subject xml:lang="en-US">Video 2D</dc:subject>
	<dc:subject xml:lang="en-US">Educational</dc:subject>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Software Piracy</dc:subject>
	<dc:description xml:lang="en-US">This study explores the potential of 2D animation-based educational videos with motion graphic techniques as a tool to increase public understanding and awareness of the dangers of pirated software. With the increasing prevalence of pirated software that can be easily accessed from various websites, there needs to be an innovative approach to increasing public understanding and awareness of its negative impacts. This study uses pre-production, production, and post-production methods to produce animated videos. The focus of the study is on the use of 2D animation and motion graphics to communicate messages about the risks of pirated software effectively. By utilizing the advantages of 2D animation in efficiency, simplicity, and cost-effectiveness, as well as the ability of motion graphics to combine text and moving images, this study aims to increase public understanding, especially young people, students, and computer users, about the illegal consequences and negative impacts of using pirated software. The results of the study indicate that 2D animation videos with motion graphics can convey complex messages about the dangers of pirated software effectively and attractively.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/70</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.70</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 87-94</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/70/56</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.70.g56</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Endah Puspitawati, Herjuna Ardi Prakosa</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/71</identifier>
				<datestamp>2024-08-17T20:45:30Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Movie Recommendation System Model using Bisecting K-Means Technique and Collaborative Filtering</dc:title>
	<dc:creator>Gohzali, Hernawati</dc:creator>
	<dc:creator>Panjaitan, Dita Maria</dc:creator>
	<dc:subject xml:lang="en-US">Recomendation</dc:subject>
	<dc:subject xml:lang="en-US">Model</dc:subject>
	<dc:subject xml:lang="en-US">Film</dc:subject>
	<dc:subject xml:lang="en-US">Data Mining</dc:subject>
	<dc:description xml:lang="en-US">In the current film industry, the competition is very big. We can see it in online streaming content through the ratings obtained. Film itself is a visual work that is packaged as a product of public entertainment for a specific purpose. However, there are also many films that are considered not to meet the audience's expectations. Even the films presented are sometimes illegal or pirated films. We can also find out whether a film is recommended or not. The problem is that viewers rarely understand how to see recommendations or even provide appropriate film recommendations. This study aims to develop a film recommendation system model using a combination of K-Means bisecting and Collaborative Filtering. The film data used in this study comes from Movie-Lens which consists of 100,000 ratings from 668 users for 10329 film titles in 18 film genres. The training process consists of a cluster process with the K-Means bisecting algorithm and calculating similarity values ​​with collaborative filtering (item-based and user-based). The testing process is carried out to calculate the system error value by calculating the Mean Absolute Error (MAE) value. The results of the study show that recommendations with bisecting K-Means and user-based collaborative filtering get lower MAE values ​​compared to bisecting K-Means and item-based collaborative filtering.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/71</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.71</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 95-104</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/71/57</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.71.g57</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Hernawati Gohzali, Dita Maria Panjaitan</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/72</identifier>
				<datestamp>2024-08-17T20:45:30Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Comparison of the Work Process Methods for Scale Invariant Feature Transform and Sum of Squared Difference in Image Mosaic</dc:title>
	<dc:creator>Widodo, Anteng</dc:creator>
	<dc:creator>Ikhwan, Syariful</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Image</dc:subject>
	<dc:subject xml:lang="en-US">Mosaic</dc:subject>
	<dc:subject xml:lang="en-US">Transform</dc:subject>
	<dc:subject xml:lang="en-US">Ransac Method</dc:subject>
	<dc:description xml:lang="en-US">Mosaic image is an image made from a collection of many other small images placed side by side, so that from a distance it looks like one big image. The use of this mosaic image varies, for example in digital image processing, in the context of image analysis, mosaic can also mean the process of combining several images with overlap to create one large image, for example in geographic mapping using satellite imagery. Then as a pattern creation in the field of design, mosaic images are used to create complex or abstract patterns, which can be used in decoration, architecture, or product design. Mosaic image is a combination of several images to get a wider view. One of the problems in mosaic image is in the image matching process, the right image matching can produce a better mosaic image. This study will compare the image matching method with RANSAC and SSD. The mosaic image of both methods was tested using objective fidelity criteria. The results showed the RANSAC method with an MSE value of 121.5820 and a PSNR value of 27.2821 dB, while the SSD method with an MSE value of 140.8373 and a PSNR value of 26.6436 db. The RANSAC algorithm is good for use in cases of mosaic images with feature-based methods, while SSD is good for use in cases of mosaic images with direct methods.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/72</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.72</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 105-112</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/72/58</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.72.g58</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Anteng Widodo, Syariful Ikhwan, Irfan Santiko</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/73</identifier>
				<datestamp>2024-08-17T20:45:29Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Supplementary Factual Data An Encyclopaedia of Land Transportation Models in Jakarta Using Multimedia Technologies</dc:title>
	<dc:creator>Dharmayanti, Dharmayanti</dc:creator>
	<dc:creator>Permana, Dimas Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">Encyclopedia</dc:subject>
	<dc:subject xml:lang="en-US">Transportation</dc:subject>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:description xml:lang="en-US">The development of multimedia technology in various learning applications shows an increasing trend. According to the source (Head of IT Division AR &amp;amp; Co Indonesia) &quot;the future of Augmented Reality has many advantages compared to Virtual Reality because users can see and touch digital objects and can interact with digital elements. Using Augmented Reality technology means that it will give birth to a new type of interaction between humans and computers&quot;. Therefore, research was conducted to create an encyclopedia of Jakarta transportation using augmented reality technology. This encyclopedia book is in the form of a book containing seven models of Jakarta transportation with a marker in the form of a QR-code. Each marker on each page displays a three-dimensional model of transportation along with its animation. This encyclopedia book about Jakarta transportation was created using the ARToolkit library software. To create a three-dimensional organ using the Blender 2.64 application, while making the marker using Adobe Photoshop CS4. The output of this application is in the form of a three-dimensional vehicle model along with animation that will be seen and the webcam is highlighted on the marker.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/73</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.73</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 113-121</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/73/59</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.73.g59</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Dharmayanti, Dimas Dwi Permana</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/74</identifier>
				<datestamp>2024-08-17T20:45:29Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Micro Controller Modeling On Digital FX Pedal For Guitar And Bass Using Arduino Pro Micro</dc:title>
	<dc:creator>Bastyan, Hanafi Dana</dc:creator>
	<dc:creator>Utami, Putri Febi</dc:creator>
	<dc:subject xml:lang="en-US">Micro Controller</dc:subject>
	<dc:subject xml:lang="en-US">Design FX</dc:subject>
	<dc:subject xml:lang="en-US">Sound Effect</dc:subject>
	<dc:subject xml:lang="en-US">Arduino</dc:subject>
	<dc:description xml:lang="en-US">A musician, especially a guitarist or a bassist, is certainly familiar with digital sounds or tones. Almost in the current technological era, they also use technology in music. Currently, there are many digital music devices. One of them is the use of digital effects for guitars and basses. These devices very widely, from large to compact. Sometimes guitarists and bassists often have difficulty controlling them. This is because the design of the device is made minimalist, so that with the large number of preset tones available with a small number of controls, it will complicate their performance on stage. The use of digital effects requires a large storage capacity, therefore, the role of the digital effect is like a processor in the CPU. If so much storage is not controlled, then it is possible to forget the configuration settings. Therefore, control is needed as a support and a tool to remind the preset memory. Therefore, additional devices are needed to control the preset tones. This paper will discuss how to create a model to control preset tones in the digital effects they use. The goal is to make it easier when they perform on stage. With good control features, and the arrangement of the appropriate tone arrangement, guitarists and bassists will find it easy to manage the presets stored in the digital effect memory.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/74</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.74</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 122-129</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/74/60</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.74.g60</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Hanafi Dana Bastyan, Putri Febi Utami</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/75</identifier>
				<datestamp>2024-08-17T20:45:29Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">English Educational Game Modeling Using Goal Directed Design Method</dc:title>
	<dc:creator>Lupita, Maria</dc:creator>
	<dc:creator>Ambarwati, Theresia</dc:creator>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Human Computer Interaction</dc:subject>
	<dc:subject xml:lang="en-US">Children Application</dc:subject>
	<dc:description xml:lang="en-US">Language and Communication Development. Through play, children engage in conversation, listen to stories, and communicate with others. This enriches their vocabulary and helps them understand the structure of language. Early literacy is essential to early childhood learning. Playing with letters, words, and picture books helps children develop early literacy skills that are essential for later academic success. A learning aid in the media is an educational game. In this study, we developed an English vocabulary learning application for fruit and animal names. The application is used by kids between the ages of 4 and 6. The goal of this research is to create an application that will help kids recall things better and expand their vocabulary. We employ the Goal Directed Design Method for the design of the user interface. The research, modelling, requirements, definition, framework definition, refinement, and support are the eight primary stages of this method. Eighteen youngsters between the ages of four and six participated in this study. According to the application's evaluation, all participants were able to recall fruit and animal names with an approximate 10% increase.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/75</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.75</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 130-141</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/75/61</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.75.g61</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Maria Lupita, Theresia Ambarwati</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/76</identifier>
				<datestamp>2024-08-17T20:45:29Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Modeling Analysis of Arts and Culture Interest in Student Communities in Banyumas Using Talent Interest Matrix</dc:title>
	<dc:creator>Hapsari, Ariadne Tiara</dc:creator>
	<dc:creator>Banatuzka, Khurida</dc:creator>
	<dc:subject xml:lang="en-US">Organization</dc:subject>
	<dc:subject xml:lang="en-US">Production</dc:subject>
	<dc:subject xml:lang="en-US">Arts and Culture</dc:subject>
	<dc:subject xml:lang="en-US">Talent Interest Matrix</dc:subject>
	<dc:description xml:lang="en-US">Good leadership helps maximize the use of resources to achieve organizational goals. Data shows that this comes from young people who are enrolling in colleges in the Banyumas area. The local government, from the village to the region, plans a way so that local arts and culture are not easily influenced by other cultures. This method is used by the local government to encourage young people at the college level to improve community activities and college student activity programs. When the organization looks less professional, this problem arises. This is caused by a number of main factors, including problems related to the vision and mission, especially in managing the organization itself. Organizations founded by young people can face various unique problems due to the dynamics and unique characteristics of young members. Based on the problems found in the previous situation analysis, it is necessary to provide counseling and guidance to young students. This is especially true for students who are members of groups and communities in the college environment. This community organization focuses on the context of arts and culture in the Banyumas area, Central Java. Solutions must be used to address problems to improve leadership in organizations managed by young people. The first thing we do is provide an important understanding of leadership in organizations, then we go into the content, namely about arts and culture in the Banyumas region of Central Java.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-08-17</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/76</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i2.76</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology; 142-149</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/76/62</dc:relation>
	<dc:relation>10.35671/jmtt.v3i2.76.g62</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Ariadne Tiara Hapsari, Khurida Banatuzka</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/77</identifier>
				<datestamp>2025-01-03T14:17:31Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">MIDI Controller Design Using Arduino Leonardo as a Digital Audio Workstation (DAW) Management Tool</dc:title>
	<dc:creator>Darso, Darso</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Audio</dc:subject>
	<dc:subject xml:lang="en-US">Workstation</dc:subject>
	<dc:subject xml:lang="en-US">Microcontroller</dc:subject>
	<dc:subject xml:lang="en-US">Arduino</dc:subject>
	<dc:description xml:lang="en-US">It is very possible for a musician who works in the modern technology era to be familiar with digital sounds or tones. They even use technology in music in the modern era. Currently, there are many models of digital music devices, both physical and non-physical. One of them is a digital effect for bass and guitar. The size of the device ranges from large to simple. The obstacle faced is that musicians, especially those who are still new to utilizing technology, often have difficulty controlling it. This is due to the simple design of the device, which makes it more difficult to use on stage because of the many preset tones and controls available. Because digital effects require large storage capacity, their function is similar to the processor in the CPU. Technology devices such as the Digital Audio Workstation (DAW) feature allow users to produce their own music without having to rent a recording studio. On this occasion, this article will discuss the design of a MIDI manager model as a tool in carrying out the audio processing process. In the design, we use Arduino Leonardo technology with an ATmel Mega 32u4 processor as the control engine. The result is a device that can control features in DAW, which makes it easier for musicians to manage audio both during the recording process and on stage.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-12-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/77</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i3.77</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 3 (2024): Journal of Multimedia Trend and Technology; 150-158</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/77/63</dc:relation>
	<dc:relation>10.35671/jmtt.v3i3.77.g63</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Darso, Irfan Santiko</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/78</identifier>
				<datestamp>2025-01-03T14:17:31Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">City Brand Logo Design Methodology Using Local Citizen Participation Approach</dc:title>
	<dc:creator>Wiratama, Danang Adi</dc:creator>
	<dc:creator>Nugroho, Chendri Irawan Satrio</dc:creator>
	<dc:subject xml:lang="en-US">Logo</dc:subject>
	<dc:subject xml:lang="en-US">City Branding</dc:subject>
	<dc:subject xml:lang="en-US">Community Participation</dc:subject>
	<dc:subject xml:lang="en-US">Design Method</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:description xml:lang="en-US">The cruciality of a logo for city branding interests is comparable to the need for seriousness in the design process. Several studies have stated that the main problems with city brand logo design methods are: the ineffective involvement of local communities, and the low understanding that city branding is more than just designing a logo. This study aims to formulate a city brand logo design method that (1) involves local communities and (2) is connected to the overall city branding process. To that end, a study was conducted on city branding theory, brand personality, city brand visual identity, including case studies of city brand logo design in Indonesia. The city brand logo design method formulated here is divided into the idea search stage (research, brand personality exploration, city branding concept) and the visualization stage (testing preferences for logo types and their visual elements). At each stage, community involvement is carried out through questionnaires while the design team plays a role in designing alternatives for the community. This proposed method is able to facilitate collaboration between designers and the community in designing the city's visual identity, as well as providing branding output that is (not only a logo and slogan, but) integrated with the brand's personality, core ideas, and all strategies that play a major role in implementing city branding as a whole.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-12-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/78</dc:identifier>
	<dc:identifier>10.35671/jmtt.v3i3.78</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 3 (2024): Journal of Multimedia Trend and Technology; 159-166</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/78/64</dc:relation>
	<dc:relation>10.35671/jmtt.v3i3.78.g64</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Danang Adi Wiratama, Chendri Irawan Satrio Nugroho</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/80</identifier>
				<datestamp>2025-02-08T01:32:48Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of Social Commerce Success Using the Expectation Confirmation Model (ECM) Method</dc:title>
	<dc:creator>Wanti, Linda Perdana</dc:creator>
	<dc:creator>Prihantoro, Andesita</dc:creator>
	<dc:subject xml:lang="en-US">Social commerce</dc:subject>
	<dc:subject xml:lang="en-US">Expectation Confirmation Model</dc:subject>
	<dc:subject xml:lang="en-US">Consumer satisfaction</dc:subject>
	<dc:subject xml:lang="en-US">Purchase intention</dc:subject>
	<dc:subject xml:lang="en-US">Product quality</dc:subject>
	<dc:subject xml:lang="en-US">Transaction security</dc:subject>
	<dc:subject xml:lang="en-US">Shopping experience</dc:subject>
	<dc:description xml:lang="en-US">The rapid development of social commerce has changed the way consumers shop and interact with brands. However, the success of social commerce platforms cannot be separated from a deep understanding of the factors that influence consumer satisfaction and purchase intentions. This study aims to analyze the success of social commerce using the Expectation Confirmation Model (ECM) method. ECM is a model that explains that consumer satisfaction is influenced by the confirmation of their expectations of a product or service. This study identifies the main problems in social commerce, namely consumer uncertainty about product quality, transaction security, and shopping experiences that meet expectations. The research method used is a quantitative approach with a survey of consumers who have shopped through social commerce platforms. Data were analyzed using descriptive and inferential statistical techniques to test the research hypothesis. The results of the study showed that confirmation of consumer expectations about product quality, transaction security, and ease of use of the social commerce platform had a positive effect on their satisfaction. In addition, consumer satisfaction also influenced their repurchase intentions on the platform. Based on these findings, this study offers solutions for social commerce managers to increase the success of their platforms. These solutions include providing clear and accurate product information, ensuring transaction security, and improving an easy and enjoyable shopping experience.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2024-12-15</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/80</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.80</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 3 No. 3 (2024): Journal of Multimedia Trend and Technology; 183-192</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v3i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/80/67</dc:relation>
	<dc:relation>10.35671/jmtt.v4i3.80.g67</dc:relation>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/81</identifier>
				<datestamp>2026-03-08T12:43:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Exploring the Impact of Evolving Consumer Behavior on Purchase Intention in Social Commerce Environments</dc:title>
	<dc:creator>Budianto, Philip Antonius</dc:creator>
	<dc:creator>Halim, Erwin</dc:creator>
	<dc:creator>Setiawan, Ariiq Naufal Arrafi</dc:creator>
	<dc:creator>Effendi, Hafizd Rasya</dc:creator>
	<dc:subject xml:lang="en-US">Social commerce</dc:subject>
	<dc:subject xml:lang="en-US">Purchase intention</dc:subject>
	<dc:subject xml:lang="en-US">Social Media Marketing</dc:subject>
	<dc:subject xml:lang="en-US">Online Trust</dc:subject>
	<dc:description xml:lang="en-US">This Preliminary study explores the influence of evolving consumer behavior on purchase intention in the context of social commerce. In the contemporary landscape, where the convergence of social media and online shopping has become pervasive, a comprehensive understanding of the pivotal factors that influence purchasing decisions has become imperative. The research study will examine five primary variables: social media marketing content, consumer behavior change, consumer engagement, data security, and conversion rate. The findings indicate that marketing content, behavior change, data security, and conversion rate have a substantial impact on the growth of social commerce and purchase intention. However, consumer engagement does not demonstrate a significant effect. The data were collected from 50 respondents, and the survey was initiated in March 2025. Most of the participants are women (57.5%) and between the ages of 12 and 27 years (97.1%), which suggests that young consumers are actively involved. Most people live in Jakarta and the surrounding cities. Most of them have a diploma or a bachelor's degree, and 57% are currently studying. These statistics highlight the significant presence of young, educated people in the world of social commerce. The study gives businesses ideas to improve their strategies. These ideas include creating interesting content, building trust, and adapting to new consumer behaviors.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-08-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/81</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i2.81</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology; 52-61</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/81/97</dc:relation>
	<dc:relation>10.35671/jmtt.v4i2.81.g97</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Philip Antonius Budianto, Erwin Halim, Ariiq Naufal Arrafi Setiawan, Hafizd Rasya Effendi</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/82</identifier>
				<datestamp>2026-06-01T18:18:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Sentiment Analysis in User Reviews of Tourist Attractions in East Nusa Tenggara Using Machine Learning Classification</dc:title>
	<dc:creator>Agustina, Aulia Dian</dc:creator>
	<dc:creator>Arsi, Primandani</dc:creator>
	<dc:creator>Subarkah, Pungkas</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Sentiment Analysis</dc:subject>
	<dc:subject xml:lang="en-US">Support Vector Machine</dc:subject>
	<dc:subject xml:lang="en-US">TF-IDF</dc:subject>
	<dc:subject xml:lang="en-US">Google Maps</dc:subject>
	<dc:subject xml:lang="en-US">Travel Reviews</dc:subject>
	<dc:description xml:lang="en-US">This study aims to analyze user review sentiments for six tourist attractions in East Nusa Tenggara Province by utilizing a large amount of review data obtained from Google Maps. Data was collected through a scraping process using Serp API, followed by cleaning and text pre-processing to improve data quality. Sentiment labeling was performed automatically using the Indo-BERT model to obtain three sentiment classes: positive, negative, and neutral. Text feature representation was performed using the Term Frequency–Inverse Document Frequency (TF-IDF) method, then classified using the baseline Support Vector Machine (SVM) model and the optimized SVM model with Grid-Search CV. The evaluation results showed that the baseline SVM model produced an accuracy of 83.87%, but showed an imbalance in performance between classes with a Macro F1-score of 0.4287. After parameter optimization using Grid-Search CV, the optimized SVM model produced an accuracy of 78.27% with an increase in the Macro F1-score value to 0.4818. This increase indicates an improvement in the model's ability to recognize minority sentiment classes despite a decrease in overall accuracy. Overall, the optimized SVM model provides more balanced and representative classification results in describing tourists' perceptions based on online reviews, so it can be used as a basis for sentiment analysis in the tourism sector.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2026-04-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/82</dc:identifier>
	<dc:identifier>10.35671/jmtt.v5i1.82</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 5 No. 1 (2026): Journal of Multimedia Trend and Technology; 9-22</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v5i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/82/120</dc:relation>
	<dc:relation>10.35671/jmtt.v5i1.82.g120</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Aulia Dian Agustina, Primandani Arsi, Pungkas Subarkah, Irfan Santiko</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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			<header>
				<identifier>oai:journal.educollabs.org:article/85</identifier>
				<datestamp>2026-02-15T18:07:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of the Quality of the “Nu-Jek” Website on User Satisfaction Using the Webqual 4.0 Model</dc:title>
	<dc:creator>Fauziyah, Rahma Sari</dc:creator>
	<dc:creator>Krisbiantoro, Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Digital Transportation,</dc:subject>
	<dc:subject xml:lang="en-US">User Satisfaction,</dc:subject>
	<dc:subject xml:lang="en-US">Information Quality,</dc:subject>
	<dc:subject xml:lang="en-US">Website</dc:subject>
	<dc:description xml:lang="en-US">Nu-Jek is one of the rapidly growing e-commerce in the online buying and selling market. One of the mobile-based Marketplaces officially entered Indonesia in 2019. Nu-Jek has quite complete features, it can even book buses and hotel reservations. However, there are reports of problems with the missing chat feature, which can affect the quality of interaction. Then about the redesign of the UX and chat features for Nujek noted several usability issues on the main page of the application and the booking section. The study also proposed a new design to fix this problem. The purpose of this study is to analyze the quality of the Nu-Jek website using the Webqual 4.0 method with the variables usability, information quality, service interaction and their effect on user satisfaction both partially and simultaneously. The method used to analyze website quality is the WebQual 4.0 method. The results obtained in this study partially usability has a significant effect on user satisfaction. Information quality partially has a significant effect on user satisfaction. Then partially service interaction has a significant effect on user satisfaction. Simultaneously the variables usability, information quality, service interaction have a significant effect on user satisfaction.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/85</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i1.85</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology; 1-10</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/85/69</dc:relation>
	<dc:relation>10.35671/jmtt.v4i1.85.g69</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Rahma Sari Fauziyah, Dwi Krisbiantoro</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/86</identifier>
				<datestamp>2026-02-15T18:07:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Usability Evaluation of E-Learning Website User Experience Using the TUXEL Method: A Technique for User Experience Evaluation in Learning Management System</dc:title>
	<dc:creator>Ilmananda, Asri Samsiar</dc:creator>
	<dc:creator>Affandi, Arif Saivul</dc:creator>
	<dc:subject xml:lang="en-US">Usability</dc:subject>
	<dc:subject xml:lang="en-US">User Experience</dc:subject>
	<dc:subject xml:lang="en-US">E-learning</dc:subject>
	<dc:subject xml:lang="en-US">Evaluation</dc:subject>
	<dc:subject xml:lang="en-US">LMS,</dc:subject>
	<dc:description xml:lang="en-US">The purpose of this study was to determine the usability and User Experience (UX) on the E-Learning.net website with three aspects, namely general usability, pedagogical usability and user experience. This study uses the TUXEL method, a method used to evaluate usability and user experience in e-learning using three questionnaires, namely the problem reporting table, general LMS evaluation checklist and user experience evaluation. Data collection through validated questionnaires was then distributed to respondents by taking samples using non-probability sampling techniques. The sample used was obtained from a study of students at SMK N 12 Malang with a sample size of 10 students with characteristics of having knowledge about e-learning. The data obtained were analyzed using the descriptive analysis method. The evaluation results obtained from the three questionnaires, namely the problem reporting table, found 14 problems from the four variables, namely login, general interface, assignments and assessments. In the General LMS evaluation checklist, 18 problems were found from the four variables, namely Help and Documentation, LMS Learnability, Learning Through the LMS and LMS Flexibility. In the User Experience Evaluation, a positive mean value was obtained. The E-Learning website excels in the dimensions of support, innovation, creativity and motivation. E-Learning.net is suitable for use in independent learning.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/86</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i1.86</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology; 11-22</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/86/70</dc:relation>
	<dc:relation>10.35671/jmtt.v4i1.86.g70</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Asri</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/87</identifier>
				<datestamp>2026-02-15T18:07:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Development of Multimedia-Based E-Learning Models in Distance Learning Concepts</dc:title>
	<dc:creator>Cantika, Nourma Islam Dewi</dc:creator>
	<dc:creator>Bastian, Hanafi Dana</dc:creator>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">Blended Learning,</dc:subject>
	<dc:subject xml:lang="en-US">Elearning,</dc:subject>
	<dc:subject xml:lang="en-US">Effectifvity,</dc:subject>
	<dc:description xml:lang="en-US">Learning content is the most important thing in the teaching and learning process. In the distance learning model, content must receive important attention, because in distance learning, students get material with a greater proportion of reading content independently than face to face with the tutor. Moreover, currently the type of learning can be said to be developing with the help of information technology. The problem lies in the type of each person in implementing learning styles. Not everyone has a type as an active reader. The application of multimedia to distance learning content will help students absorb more learning materials. The method used is blended learning which combines conventional concepts with information technology to change the concept of learning to be more interactive. This is proven by the increase in learning outcomes of students who study using the blended learning concept using multimedia compared to those who study independently. In the current situation, namely the era of personalized learning, multimedia plays a very important role in the implementation of teaching and learning.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/87</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i1.87</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology; 23-30</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/87/71</dc:relation>
	<dc:relation>10.35671/jmtt.v4i1.87.g71</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Nourma Islam Dewi Cantika, Hanafi Dana Bastian</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/88</identifier>
				<datestamp>2026-02-15T18:07:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementing an AI Agent Chatbot to Improve Service Effectiveness in Mobile Phone Spare Parts and Service Stores</dc:title>
	<dc:creator>Salsabila , Futikhat</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Chatbot,  </dc:subject>
	<dc:subject xml:lang="en-US">WhatsApp Business,  </dc:subject>
	<dc:subject xml:lang="en-US">Artificial Intelligence, </dc:subject>
	<dc:subject xml:lang="en-US"> n8n,  </dc:subject>
	<dc:subject xml:lang="en-US">Services</dc:subject>
	<dc:description xml:lang="en-US">The development of digital technology encourages MSMEs to shift to automated service systems to increase efficiency. This study aims to develop a WhatsApp-based AI agent chatbot to improve the effectiveness of customer service at the Citra Karya Gemilang Store, especially in handling spare part stock information and cellphone service consultations. This study uses the Software Development Life Cycle (SDLC) Waterfall model with the stages of requirements analysis, system design, implementation, testing, and maintenance. The system was developed by integrating the WAHA API Gateway as a WhatsApp connector, n8n Workflow Automation as a conversation flow manager, Gemini AI as an artificial intelligence engine that understands message context, and Google Sheets as a dynamic database that stores product and service information in real-time. The implementation results show that the chatbot is able to provide a fast response 24 hours a day. Based on User Acceptance Testing (UAT) of 20 respondents, the system obtained a satisfaction level of 92% (Very Satisfied).</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/88</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i1.88</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology; 31-42</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/88/72</dc:relation>
	<dc:relation>10.35671/jmtt.v4i1.88.g72</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 author</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/89</identifier>
				<datestamp>2026-02-15T18:07:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Augmented Reality Model Design in Urban Farming Learning Activity Simulation Based on GamePlay-Centric</dc:title>
	<dc:creator>Rossy, Virgiani Tulean</dc:creator>
	<dc:creator>Rumagit, Paul</dc:creator>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:subject xml:lang="en-US">Learning Simulation</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Urban Farming</dc:subject>
	<dc:subject xml:lang="en-US">Gameplay-Centric</dc:subject>
	<dc:description xml:lang="en-US">Based on available statistics, Indonesia ranks fourth globally in terms of the number of mobile phone users. Android is one of the operating systems (OS) for smartphones that is expanding quickly. Based on the results of the survey, Android-powered smartphones are the most popular. With 85.9% of smartphones running Android OS, the number of users in the first semester of 2023 grew very quickly. IOS, with 62.0% of users globally, came in second. This is a result of the growing selection of games and apps for smartphones running Android OS. Accompanied by the rapid development of Android smartphones, Augmented Reality (AR) has emerged. Augmented Reality is an environment that inserts 3D virtual objects into the real environment. Gameplay-centric in the context of games refers to a type of game where the main focus and highest priority is on game mechanics and player interaction with the game system itself. The core mechanics of the game are highly emphasized and carefully designed. This could be a deep combat system, challenging puzzles, responsive and satisfying controls, or interesting world exploration. Player enjoyment and engagement come from how players interact with the game. Challenges, feedback, and progress in the game are the main attractions. Other elements such as narrative (story), characters, and visuals may be present, but their roles are more supporting or secondary. They are not the main focus of the gaming experience. In fact, some gameplay-centric games may have minimal or no story at all.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/89</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i1.89</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 1 (2025): Journal of Multimedia Trend and Technology; 43-51</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/89/73</dc:relation>
	<dc:relation>10.35671/jmtt.v4i1.89.g73</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Virgiani Tulean Rossy, Paul Rumagit</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/90</identifier>
				<datestamp>2026-03-08T12:43:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Drug Use Pattern Analysis Model Using the K-Means Algorithm as a Basis for Stocktaking Decision Making</dc:title>
	<dc:creator>Tania, Ayesha</dc:creator>
	<dc:subject xml:lang="en-US">K-Means Clustering</dc:subject>
	<dc:subject xml:lang="en-US">Drug Use Patterns</dc:subject>
	<dc:subject xml:lang="en-US">Stock Management</dc:subject>
	<dc:subject xml:lang="en-US">Data Mining</dc:subject>
	<dc:subject xml:lang="en-US">Community Health Centers</dc:subject>
	<dc:description xml:lang="en-US">Analysis of drug usage patterns using the K-Means algorithm aims to group drug usage based on its usage level and determine the most optimal number of clusters as a basis for more appropriate and efficient stock management recommendations. This study only focuses on drug usage data for the period of January 1, 2025, to June 30, 2025, with the variables used being the number of drugs used and their frequency of use. The approach used is data mining with the K-Means Clustering method, as well as cluster evaluation using the Elbow Method and Silhouette Coefficient. Using the Elbow method, the appropriate number of clusters is 3. This is indicated by the elbow point at k = 3, where the decrease in the WCSS value begins to decrease significantly. Evaluation of clustering quality using the Silhouette Score and Daevis-Bouldin Index (DBI) shows that the formed cluster structure has good quality. The Silhouette Score value reaches 0.61, and the DBI value is 0.53. This indicates that the data in each cluster is quite homogeneous, and the separation between clusters is quite optimal. The analysis results show that the most optimal number of clusters is three clusters, representing drug categories with high (fast-moving), medium (medium-moving), and low (slow-moving) usage levels. Each cluster has different but consistent usage characteristics. These findings provide a clear picture of the distribution pattern and drug needs at the Purwokerto Utara II Community Health Center,  and help identify the possibility of deadstock and stockouts. Thus, it can be concluded that the application of the K-Means algorithm is very effective in supporting drug stock management decision-making so that drug procurement planning can be carried out more accurately, efficiently, and sustainably.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-08-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/90</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i2.90</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology; 85-93</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/90/115</dc:relation>
	<dc:relation>10.35671/jmtt.v4i2.90.g115</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Ayesha Tania</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/91</identifier>
				<datestamp>2026-03-08T12:43:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Comparison of Support Vector Machine and XGBoost Algorithms in Sentiment Analysis of Visitor Reviews of Baturraden Tourism Forest</dc:title>
	<dc:creator>Utami, Catur Risma</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:subject xml:lang="en-US">Sentiment Analysis</dc:subject>
	<dc:subject xml:lang="en-US">Support Vector Machine</dc:subject>
	<dc:subject xml:lang="en-US">XGBoost</dc:subject>
	<dc:subject xml:lang="en-US">Google Maps</dc:subject>
	<dc:subject xml:lang="en-US">Tourist Attractions</dc:subject>
	<dc:description xml:lang="en-US">The Google Maps platform provides a platform for visitors to express their opinions through reviews. This study aims to compare the performance of the Support Vector Machine and XGBoost algorithms in sentiment analysis of Baturraden Tourism Park visitor reviews. Data were collected using scraping techniques and obtained 4,096 reviews. After going through preprocessing stages including cleaning, tokenization, normalization, stopword removal, and stemming, the data used in the analysis process amounted to 2,912 reviews. Word weighting was carried out using the TF-IDF method, and the SMOTE technique was applied to address class imbalance. The results showed that the Support Vector Machine algorithm performed better than XGBoost with an accuracy rate of 94.52% before SMOTE and 94.86% after SMOTE, while XGBoost obtained an accuracy of 92.80% before SMOTE and 93.15% after SMOTE. These findings indicate that the Support Vector Machine is more effective in classifying positive and negative sentiments. This study is expected to contribute to the application of machine learning methods to understand visitor opinions on the Google Maps platform. Especially in the context of tourist attractions.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-08-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/91</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i2.91</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology; 94-105</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/91/116</dc:relation>
	<dc:relation>10.35671/jmtt.v4i2.91.g116</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Catur Risma Utami, Irfan Santiko</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/97</identifier>
				<datestamp>2026-03-08T12:42:47Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Digital Vital Signs: Decision Trees as Behavioral Tripwires for Adolescent Smartphone Overuse</dc:title>
	<dc:creator>Nafi, Sulthon Fadhlun</dc:creator>
	<dc:creator>Krisbiantoro, Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Smartphone</dc:subject>
	<dc:subject xml:lang="en-US">Machine learning</dc:subject>
	<dc:subject xml:lang="en-US">Actionable risk</dc:subject>
	<dc:subject xml:lang="en-US">Risk markers</dc:subject>
	<dc:subject xml:lang="en-US">Clinical decision support</dc:subject>
	<dc:description xml:lang="en-US">Smartphones are a double-edged sword for teenagers; on the one hand, these devices provide a window to vast knowledge. However, the dark side of smartphones emerges when uncontrolled use is linked to mental health and exposure to negative content. Problematic smartphone use (PSU) occurs in 12–37% of adolescents and has been associated with sleep disturbances, depressive symptoms, and deterioration in academic functioning. Methods: We have trained an interpretable decision tree over a 1,000-participant dataset using stratified 80:20 splitting, class balancing, one-hot encoding, and grid search using cross-validation. Results: The model achieved 85.2% test accuracy (CV mean 85.0% ± 1.5%). Primary predictors were screen time per day (risk for &amp;gt;5.3 h/day associated with 4.3× increased risk), social media exposure (more than &amp;gt;2 h/day), and app variety (more than &amp;gt;5 apps/day). Extractable rules (e.g., &amp;gt;6.5 h screen time ∧ &amp;gt;2 h social media 92% precision for &quot;high&quot; addiction) permit tiered intervention thresholds. Conclusions: An interpretable decision tree provides strong prediction and converts insights into actionable behavioral thresholds for parents, schools, and developers for the purpose of early PSU intervention.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/97</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.97</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology; 133-144</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/97/105</dc:relation>
	<dc:relation>10.35671/jmtt.v4i3.97.g105</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Sulthon Fadhlun Nafi, Dwi Krisbiantoro</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/100</identifier>
				<datestamp>2026-03-08T12:42:47Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Effectiveness of QRIS Implementation in Supporting Digital Transactions for MSMEs</dc:title>
	<dc:creator>Bachtiar, Fadli</dc:creator>
	<dc:creator>Firmansyah, Ismail Alfi</dc:creator>
	<dc:creator>Fikri, Angger Rizalul</dc:creator>
	<dc:subject xml:lang="en-US">QRIS</dc:subject>
	<dc:subject xml:lang="en-US">MSMEs</dc:subject>
	<dc:subject xml:lang="en-US">Digital Transactions</dc:subject>
	<dc:subject xml:lang="en-US">Effectiveness</dc:subject>
	<dc:subject xml:lang="en-US">Survey</dc:subject>
	<dc:description xml:lang="en-US">This study evaluates the effectiveness of QRIS implementation for MSMEs by examining its impact on transaction efficiency, business growth, financial transparency, customer adoption, and challenges encountered. Data were gathered using structured questionnaires and analyzed using descriptive statistics as part of a quantitative descriptive approach. The results show that QRIS positively impacts MSME performance. More than 90% of respondents believed that QRIS enables digital payments, and 61.3% of respondents embraced QRIS primarily for transaction simplicity. In terms of company success, 80.7% of respondents said that the number of transactions increased, with 35.5% reporting notable increases and 45.2% reporting just modest gains. With 96.8% of respondents saying that QRIS helps or substantially helps with transaction recording, it also promotes financial transparency. Given that 48.4% of their consumers noted that only 40–70% of them utilize QRIS, the frequency of consumer use remains moderate. Notwithstanding the advantages, a number of obstacles still exist, such as erratic internet connections (35.5%), a lack of consumer adaptation (22.6%), technical malfunctions (16.1%), and worries about Merchant Discount Rate (MDR) costs, which over half of MSMEs said were onerous. In conclusion, QRIS has proven effective in supporting MSMEs' digital transformation, yet improvements in infrastructure, customer education, and fee structures are required to maximize its impact.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/100</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.100</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology; 126-132</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/100/104</dc:relation>
	<dc:relation>10.35671/jmtt.v4i3.100.g104</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Fadli Bachtiar, Ismail Alfi Firmansyah, Angger Rizalul Fikri</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/101</identifier>
				<datestamp>2026-03-08T12:42:47Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of Factors Affecting Student Interest in Using Mobile Banking</dc:title>
	<dc:creator>Pratiwi, Novita Dea</dc:creator>
	<dc:creator>Fariasih, Arin Fronika</dc:creator>
	<dc:creator>Kusuma, Tyas Pratama Puja</dc:creator>
	<dc:subject xml:lang="en-US">Compatibility</dc:subject>
	<dc:subject xml:lang="en-US">Perceived risk</dc:subject>
	<dc:subject xml:lang="en-US">Risk Acceptance</dc:subject>
	<dc:subject xml:lang="en-US">Satisfaction</dc:subject>
	<dc:subject xml:lang="en-US">Mobile Banking</dc:subject>
	<dc:subject xml:lang="en-US">Student Interset</dc:subject>
	<dc:description xml:lang="en-US">Study aims to analyze the effect of trust, compatibility, perceived risk, risk acceptance, and satisfaction on students’ interest in using mobile banking applications. Mobile banking has become one of the most widely used digital financial solutions due to its convenience and practicality, especially among young users who are familiar with technology. This research employs a quantitative approach using multiple linear regression analysis. The data are derived from a secondary dataset titled “COGENT ADOPTION M-BANKING PLS,” which contains survey responses from 219 students who use mobile banking services. The analysis results reveal that satisfaction, compatibility, and trust significantly influence students’ interest in using mobile banking, while perceived risk and risk acceptance show no significant effect. The coefficient of determination (R²) value of 0.570 indicates that the model explains 57% of the variation in students’ interest in mobile banking adoption. These findings highlight the importance of user trust, system suitability, and satisfaction as key factors in sustaining mobile banking usage. The study contributes both theoretically and practically by enriching the understanding of technology acceptance behavior among students and providing insights for banking institutions to enhance application design, strengthen security systems, and develop more user-oriented mobile banking strategies.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/101</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.101</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology; 154-160</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/101/107</dc:relation>
	<dc:relation>10.35671/jmtt.v4i3.101.g107</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Novita Dea Pratiwi, Arin Fronika Fariasih, Tyas Pratama Puja Kusuma</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/102</identifier>
				<datestamp>2026-03-08T12:42:47Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Classification of Hate Speech in TikTok Social Media Comments Using Naive Bayes Algorithm and TF-IDF Weighting</dc:title>
	<dc:creator>Utami , Putri Febi</dc:creator>
	<dc:creator>Krisbiantoro, Dwi</dc:creator>
	<dc:creator>Santiko, Irfan</dc:creator>
	<dc:creator>Riyanto, Andi Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Hate speech</dc:subject>
	<dc:subject xml:lang="en-US">TikTok</dc:subject>
	<dc:subject xml:lang="en-US">Multinomial Naive Bayes</dc:subject>
	<dc:subject xml:lang="en-US">TF-IDF</dc:subject>
	<dc:subject xml:lang="en-US">Text classification</dc:subject>
	<dc:description xml:lang="en-US">This research focuses on the classification of hate speech in Indonesian Tik Tok comments. Tik Tok, as a social media platform with high interaction intensity, generates a large volume of comments with diverse linguistic characteristics, including the use of formal and informal language. This linguistic variation poses challenges in the content moderation process, particularly in automatically identifying hate speech. The research dataset is secondary data obtained by combining public datasets and scraped Tik Tok comments, with an initial total of 5,698 comments. The collected data represent general user comments with variations in formal and informal language. To improve data quality, pre-processing stages were carried out including text cleaning, tokenization, normalization, stop-word removal, and stemming. After pre-processing, 4,542 comments were obtained that were suitable for use in the modeling process. Experimental results show that the Multinomial Naïve Bayes model with TF-IDF weighting is able to classify hate speech with high performance. Model accuracy reached 93% before parameter optimization and increased to 95% after hyperparameter tuning with an alpha value of 0.5. The confusion matrix results show a relatively low misclassification rate, although the class distribution in the dataset still shows imbalance. The findings of this study indicate that the Multinomial Naïve Bayes approach is effective in recognizing linguistic patterns of hate speech in Indonesian TikTok comments, including text with informal language characteristics.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/102</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.102</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology; 161-173</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/102/118</dc:relation>
	<dc:relation>10.35671/jmtt.v4i3.102.g118</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Putri Febi Utami, Dwi Krisbiantoro, Irfan Santiko, Andi Dwi Riyanto</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/103</identifier>
				<datestamp>2026-03-08T12:42:47Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">3D Bumper Animation Design as a Visual Identity Media for Wanarata Fest in Karangmangu Village</dc:title>
	<dc:creator>Azam, Muhammad Fadhil</dc:creator>
	<dc:creator>Astrida, Deuis Nur</dc:creator>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">3D</dc:subject>
	<dc:subject xml:lang="en-US">Bumpers</dc:subject>
	<dc:subject xml:lang="en-US">Visual Identity</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:description xml:lang="en-US">Wanarata Fest is a cultural event held in Karangmangu Village with the aim of introducing the potential of local culture and wisdom to the wider community. To support the delivery of the village's identity and potential, visual media are needed that can create a strong and representative first impression. This research aims to design a 3D bumper animation as a visual identity for Wanarata Fest, showcasing the cultural elements and character of Karangmangu Village. The method used in this research is the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, and testing. During the design stage, the selection of visual elements such as gunungan wayang (wayang puppet mountains), kuda kepang (horse-drawn carriages), joglo houses, and teak trees was based on observations and interviews with village officials to represent local cultural identity. Testing was conducted using the User Acceptance Testing (UAT) method, involving the committee and village officials as respondents. The test results showed that the 3D bumper animation received very positive ratings and acceptance, with all assessment indicators falling within the &quot;very appropriate&quot; category. This demonstrates that the designed 3D bumper animation is capable of representing the visual identity of Wanarata Fest and is suitable for use as an opening media for the event, with the potential for reuse in future events. Thus, 3D bumper animation can be an effective visual media solution in supporting the image and identity of local culture-based events.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/103</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.103</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology; 114-125</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/103/117</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Muhammad Fadhil Azam, Deuis Nur Astrida</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/104</identifier>
				<datestamp>2026-03-08T12:43:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Predicting Greater Jakarta Area House Prices Using Random Forest and Linear Regression</dc:title>
	<dc:creator>Agustin, Firli Firmansyah</dc:creator>
	<dc:creator>Zaki, Fariz Nur Fikri</dc:creator>
	<dc:subject xml:lang="en-US">Price Prediction</dc:subject>
	<dc:subject xml:lang="en-US">Machine Learning</dc:subject>
	<dc:subject xml:lang="en-US">Random Forest</dc:subject>
	<dc:subject xml:lang="en-US">Multiple Linear</dc:subject>
	<dc:description xml:lang="en-US">This study focuses on analyzing and predicting house prices in the Greater Jakarta Area using a machine learning approach, specifically comparing the performance of random forest regression and multiple linear regression. the increasing demand for adequate housing in Greater Jakarta Area, coupled with fluctuating house prices influenced by factors like land size, building size, number of bedrooms, bathrooms, and other facilities, necessitates an accurate price prediction system to assist both the public and businesses in decision-making. data was collected from Rumah123.com via Kaggle, followed by pre-processing and exploratory data analysis (EDA). the models were built using both algorithms and evaluated through 10-fold cross-validation, with an 80% training and 20% testing data split. the results demonstrate that random forest regression outperforms multiple linear regression, achieving a correlation coefficient of 0.5043 and a mean absolute error of 157,698,532. in contrast, multiple linear regression (m5p) yielded a correlation coefficient of 0.4895 and a mean absolute error of 209,890,933. therefore, random forest regression is recommended as a superior model for house price prediction in the Greater Jakarta Area region.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-08-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/104</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i2.104</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology; 106-113</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/104/102</dc:relation>
	<dc:relation>10.35671/jmtt.v4i2.104.g102</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Firli Firmansyah Agustin, Fariz Nur Fikri Zaki</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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			<header>
				<identifier>oai:journal.educollabs.org:article/105</identifier>
				<datestamp>2026-03-08T12:42:47Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
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			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
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	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="en-US">User Interface Design for Discrepancy-Simple Additive Weighting Evaluation Instrument</dc:title>
	<dc:creator>Sugiarta, I Made</dc:creator>
	<dc:creator>Sugandini, Wayan</dc:creator>
	<dc:creator>Andayani, Made Susi Lissia</dc:creator>
	<dc:creator>Suyas, P. Wayan Arta</dc:creator>
	<dc:subject xml:lang="en-US">Design UI</dc:subject>
	<dc:subject xml:lang="en-US">Discrepancy</dc:subject>
	<dc:subject xml:lang="en-US">DSS</dc:subject>
	<dc:subject xml:lang="en-US">SAW</dc:subject>
	<dc:subject xml:lang="en-US">Evaluation</dc:subject>
	<dc:subject xml:lang="en-US">Instrument</dc:subject>
	<dc:description xml:lang="en-US">In an effort to make it easier for users to understand how DSS-based instruments function without having to run the actual application, a user interface design is required. The purpose of this study was to show the quality of the user interface design of the Discrepancy-SAW evaluation instrument. The research approach used the R&amp;amp;D development model, which focuses on three stages of development. The three stages were design creation, initial design trial, and revision of the initial design trial. The subjects involved in the initial trial of the user interface design were 40 respondents. The trial tool was a questionnaire consisting of 10 questions related to the user interface design. Analysis of the trial data was carried out by comparing the percentage of user interface design quality with quality standards that refer to the eleven-scale categorization. The results of this study show the quality of the user interface design of the Discrepancy-SAW evaluation instrument in the good quality category by a quality percentage of 83.38%. The impact of the results of this study is that stakeholders in the field of education gain knowledge about the existence of the user interface design of the Discrepancy-SAW evaluation instrument. It is appropriate for use in determining the dominant factors that trigger inequality in the lecture process in the research methodology course.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/105</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i3.105</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology; 145-153</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/105/106</dc:relation>
	<dc:relation>10.35671/jmtt.v4i3.105.g106</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 I Made Sugiarta, Wayan Sugandini, Made Susi Lissia Andayani, P. Wayan Arta Suyas</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:journal.educollabs.org:article/138</identifier>
				<datestamp>2026-03-08T12:43:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Promoting Hydroponics Learning with Gamification Approach</dc:title>
	<dc:creator>Wang , Gunawan</dc:creator>
	<dc:creator>Sugianto , Ananda Dwi</dc:creator>
	<dc:subject xml:lang="en-US">Hydroponics</dc:subject>
	<dc:subject xml:lang="en-US">New learning method</dc:subject>
	<dc:subject xml:lang="en-US">Gamification</dc:subject>
	<dc:subject xml:lang="en-US">MDA method</dc:subject>
	<dc:subject xml:lang="en-US">Common goals</dc:subject>
	<dc:description xml:lang="en-US">Hydroponics is a farming technique without using soil media instead of water, it has many advantages compared to conventional general techniques in terms of resource efficiency. The use of hydroponics has gained wide popularity due to space optimization. Due to its simplicity, hydroponics method has attracted many new entrepreneurs especially from youngsters. Although it is quite popular nowadays, the hydroponics adoption for Indonesian farmers is quite limited due to lack of training exposure and access. The current training is still conducted in traditional classrooms with high costs and limited participants. The article proposes a new learning method using gamification method to empower new hydroponics entrepreneurs. The gamification method enables to deliver material in a more convenient way and reach a wider audience through mobile application. The article uses a common MDA framework to provide systematic material design and links to objectives. The outcome is expected to be used as a reference for hydroponics entrepreneurs to educate a larger audience.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-08-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/138</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i2.138</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology; 62-71</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/138/98</dc:relation>
	<dc:relation>10.35671/jmtt.v4i2.138.g98</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Gunawan Wang , Ananda Dwi Sugianto </dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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			<header>
				<identifier>oai:journal.educollabs.org:article/139</identifier>
				<datestamp>2026-03-08T12:43:05Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Understanding GenAI Adoption in Education: A Systematic Literature Review</dc:title>
	<dc:creator>Hidayat, Alifiansyah Arrizqy</dc:creator>
	<dc:creator>Rospricilia, Tita Ayu</dc:creator>
	<dc:creator>Rosidah, Nur Azizah</dc:creator>
	<dc:creator>Fauzia, Ramadhani Vanva</dc:creator>
	<dc:creator>Putra, Ian Mahendra</dc:creator>
	<dc:subject xml:lang="en-US">Generative</dc:subject>
	<dc:subject xml:lang="en-US">Artificial intelligence</dc:subject>
	<dc:subject xml:lang="en-US">Technology adoption</dc:subject>
	<dc:subject xml:lang="en-US">UTAUT</dc:subject>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:description xml:lang="en-US">This study conducts a systematic literature review of 40 peer-reviewed articles to investigate behavioral factors influencing the adoption of Generative Artificial Intelligence (GenAI) in education. Using PRISMA guidelines, the review identifies key constructs from the Unified Theory of Acceptance and Use of Technology (UTAUT) including performance expectancy, effort expectancy, social influence, and facilitating conditions as consistent predictors of GenAI usage. Additionally, complementary variables such as trust, perceived risk, self-efficacy, hedonic motivation, and ethical concerns are found to significantly shape user engagement. The integration of UTAUT with models like TAM, TPB, and SCT enhances explanatory depth, offering a multidimensional framework for understanding GenAI adoption. The study proposes a conceptual model and highlights the importance of inclusive, context-sensitive approaches to support responsible GenAI integration in academic settings.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2025-08-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/139</dc:identifier>
	<dc:identifier>10.35671/jmtt.v4i2.139</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 4 No. 2 (2025): Journal of Multimedia Trend and Technology; 72-84</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/139/99</dc:relation>
	<dc:relation>10.35671/jmtt.v4i2.139.g99</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Alifiansyah Arrizqy Hidayat, Tita Ayu Rospricilia, Nur Azizah Rosidah, Ramadhani Vanva Fauzia, Ian Mahendra Putra</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:journal.educollabs.org:article/145</identifier>
				<datestamp>2026-06-01T18:18:23Z</datestamp>
				<setSpec>JMTT:ART</setSpec>
				<setSpec>driver</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Review Model of Decision Support System (DSS) Methods in The Contextual of Multimedia Platform Selection</dc:title>
	<dc:creator>Muhyiddin, Zahran</dc:creator>
	<dc:creator>Khalifah, Noval</dc:creator>
	<dc:creator>Zidan, Mohamad</dc:creator>
	<dc:subject xml:lang="en-US">Decision Support System</dc:subject>
	<dc:subject xml:lang="en-US">Analytical Hierarchy Process</dc:subject>
	<dc:subject xml:lang="en-US">Simple Additive Weighting</dc:subject>
	<dc:subject xml:lang="en-US">Profile Matching</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia Application</dc:subject>
	<dc:description xml:lang="en-US">Selecting the right management multimedia application is a crucial strategic decision for organizations to optimize operations and minimize implementation risks. However, the vast array of application alternatives with diverse evaluation criteria often creates complexity in the decision-making process. This study aims to map the trends in Decision Support System (DSS) methods and identify the key criteria influencing management application selection through a Systematic Literature Review (SLR) approach. Based on the analysis of primary literature published between 2021 and 2026, it was found that the Analytical Hierarchy Process (AHP) and Simple Additive Weighting (SAW) methods are the most dominant approaches used. The results indicate that usability and cost efficiency are the primary determining factors consistently appearing across all reviewed literature, outweighing mere technical sophistication. These findings provide a framework for management practitioners to develop more effective vendor evaluation instruments by prioritizing the balance between functional capabilities and human resource operational readiness.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Amikom Purwokerto</dc:publisher>
	<dc:date>2026-04-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Text</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.educollabs.org/index.php/JMTT/article/view/145</dc:identifier>
	<dc:identifier>10.35671/jmtt.v5i1.145</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Multimedia Trend and Technology; Vol. 5 No. 1 (2026): Journal of Multimedia Trend and Technology; 1-8</dc:source>
	<dc:source>2964-1330</dc:source>
	<dc:source>10.35671/jmtt.v5i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.educollabs.org/index.php/JMTT/article/view/145/119</dc:relation>
	<dc:relation>10.35671/jmtt.v5i1.145.g119</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026  Muhyiddin , Noval Khalifah, Mohamad Zidan</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>
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</OAI-PMH>
