https://jurnal.polibatam.ac.id/index.php/JAMN/issue/feed JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 2020-12-30T10:35:13+00:00 JAMN Admin jamn@polibatam.ac.id Open Journal Systems <p>Journal of Applied Multimedia and Networking (JAMN) is a journal published by Study Program of Multimedia and Networking, Politeknik Negeri Batam. The JAMN is issued 2 times a year in electronic form. The electronic pdf version is accessible on the internet free of charge. We encourage all interested contributors to submit their work for consideration. <em>e</em>-ISSN:&nbsp;2548-6853</p> https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2150 Media Pembelajaran Final Line Assembly Contactor Tesys D Size 1&2 Berbasis Video 2020-12-30T10:34:20+00:00 Henny Juliana henyjuliana2@gmail.com <p>Learning video is a learning process where users watch and listen and then get information in the form of knowledge and skills. Previously the operator was collected in class and got paper containing only pictures and writings, now operators can do learning on the laptop that has been provided by having a lot of material in the form of videos. The learning video is also equipped with an explanation dubbing, images of what material will be taken by the operator until the assembly process is finished or the product finished good. The method in this study uses the EPIC Model to measure the effectiveness of the video which has 4 dimensions, namely the Empathy Dimension, the Persuasion Dimension, the Impact Dimension and the Communication Dimension. The results of the video will be uploaded on the digital training website that is already available.</p> 2020-12-28T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2168 IMPLEMENTASI INFOGRAFIS PADA VIDEO BASIC MACHINE OPERATION MSP PT. INFINEON TECHNOLOGIES BATAM 2020-12-30T10:34:23+00:00 Getha Febriyani Putri gfbryniptr89@gmail.com Sandi Prasetyaningsih sandi@polibatam.ac.id <p>As a form of education on the process of operating a machine or facility to support a job, PT. Infineon Technologies Batam utilizes multimedia technology as a medium for delivering information to employees to better understand how the work process and how to operate the machine to be used. Multimedia used is video media, which contains the production process of the industry. One of the videos that will be produced, the MSP basic machine operation video which is targeted at operator employees in the MSP area (mark, scan, pack), is the final process in making semiconductor products. <br>The product produced in this thesis is the implementation of infographics on the video, using the action research completion method as a form of reflection by considering coloring and typography, so that the employees of PT. Infineon Technologies Batam can understand the video delivered quickly and easily. <br>This video will be used as a training media for new employees who do not understand the process and how the machine works and can be used as a reference for all employees at PT. Infineon Technologies Batam</p> 2020-12-28T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2206 Rancang Bangun Company Profile E-Life Solutions Plt Berbasis Web Sebagai Corporate Branding 2020-12-30T10:34:28+00:00 Nelsy Herman nelsyherlina@gmail.com Nur Zahrati Janah nur.zahrati@polibatam.ac.id <table width="593"> <tbody> <tr> <td width="387"> <p><strong>&nbsp;</strong></p> <p>E Life Solutions PLT (ELS) adalah sebuah perusahaan <em>spin off</em> dari Universiti Teknologi Malaysia (UTM) yang didirikan untuk mengkomersialkan fasilitas laboratorium dan keahlian di UTM. Perusahaan selalu memberikan informasi terbaru untuk meningkatkan reputasinya di pasar, mulai dari profil hingga produk dan jasa yang ditawarkan, namun kegiatan <em>branding</em> ELS saat ini masih tidak terstruktur. Kurangnya informasi jelas mengenai profil ELS, <em>website</em> yang tidak diperbaruhi isinya secara teratur, kaku dan kurang menarik sehingga menghambat dalam memberikan informasi. Untuk mengatasi masalah tersebut, maka diperlukan suatu <em>website</em> <em>company profile</em> yang dapat digunakan sebagai sarana promosi dan <em>branding </em>perusahaan. Oleh karena itu, penulis membangun <em>website</em> <em>company profile</em> sebagai <em>corporate branding</em> yang dapat memberikan informasi dan memperkuat <em>branding</em> perusahaan serta tampilan informasi pada <em>website</em> <em>company profile </em>E Life Solutions dapat diterima oleh pengguna. <em>Website</em> dibuat menggunakan <em>CSS Framework,</em> <em>HyperText Markup Language (HTML), mySql dan PHP de</em></p> <table width="593"> <tbody> <tr> <td width="387"> <p><strong>&nbsp;</strong></p> <p>E Life Solutions PLT (ELS) adalah sebuah perusahaan <em>spin off</em> dari Universiti Teknologi Malaysia (UTM) yang didirikan untuk mengkomersialkan fasilitas laboratorium dan keahlian di UTM. Perusahaan selalu memberikan informasi terbaru untuk meningkatkan reputasinya di pasar, mulai dari profil hingga produk dan jasa yang ditawarkan, namun kegiatan <em>branding</em> ELS saat ini masih tidak terstruktur. Kurangnya informasi jelas mengenai profil ELS, <em>website</em> yang tidak diperbaruhi isinya secara teratur, kaku dan kurang menarik sehingga menghambat dalam memberikan informasi. Untuk mengatasi masalah tersebut, maka diperlukan suatu <em>website</em> <em>company profile</em> yang dapat digunakan sebagai sarana promosi dan <em>branding </em>perusahaan. Oleh karena itu, penulis membangun <em>website</em> <em>company profile</em> sebagai <em>corporate branding</em> yang dapat memberikan informasi dan memperkuat <em>branding</em> perusahaan serta tampilan informasi pada <em>website</em> <em>company profile </em>E Life Solutions dapat diterima oleh pengguna. <em>Website</em> dibuat menggunakan <em>CSS Framework,</em> <em>HyperText Markup Language (HTML), mySql dan PHP dengan m</em>enggunakan metode <em>Website Development Life Cycle</em> (WLDC). <em>Website</em> ini memiliki fitur <em>home, about us, our business, our experieces, news dan contact us </em>serta fitur tambahan seperti <em>banner</em> dan <em>feedback form.</em> Dengan tercapainya rata-rata persentase kepuasan antarmuka pengguna, <em>website</em> <em>company profile</em> E Life Solutions diterima dengan sangat baik oleh pengguna.</p> <p><strong>&nbsp;</strong></p> <p><em>&nbsp;</em></p> </td> </tr> </tbody> </table> <p><em>ngan m</em>enggunakan metode <em>Website Development Life Cycle</em> (WLDC). <em>Website</em> ini memiliki fitur <em>home, about us, our business, our experieces, news dan contact us </em>serta fitur tambahan seperti <em>banner</em> dan <em>feedback form.</em> Dengan tercapainya rata-rata persentase kepuasan antarmuka pengguna, <em>website</em> <em>company profile</em> E Life Solutions diterima dengan sangat baik oleh pengguna.</p> <p><strong>&nbsp;</strong></p> <p><em>&nbsp;</em></p> </td> </tr> </tbody> </table> 2020-12-28T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2246 Stenographic Learning Video: Design And Analysis of Video Production Using And Without Using The Script 2020-12-30T10:34:34+00:00 Riski Acibi Kuncoro riskiacibi1998@gmail.com Evaliata BR Sembiring eva@polibatam.ac.id <p>The selection of the right learning media is one of the factors so that students can easily understand the material being discussed. One of them is by using video learning media. Producing a video script design becomes the basis for consideration in the video-making process. The script is the main reference or a guide in conducting video production activities. The activity of producing a video without using a script is a waste of nothing. So, research was made to produce a stenography learning video using a script and without a script. This research was made using the R&amp;D (Research &amp; Development) research method which will then be analyzed the comparison of the results of the two videos using qualitative analysis with a comparative model. The results obtained showed that the use of texts influences the process of learning video production compared to the results obtained. So the production of stenography learning videos using scripts is more effective than without using scripts.</p> 2020-12-28T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2396 Aplikasi Pembelajaran dan Panduan Fiber To The Home (FTTH) PT. Telkom Indonesia Berbasis Android 2020-12-30T10:34:35+00:00 Muhammad Sukri Al Amin sukryfarhana@gmail.com Nelmiawati Nelmiawati mia@polibatam.ac.id <p><strong>Learning Application and Guide Fiber To The Home (FTTH) of PT. Telkom Indonesia based on Android</strong></p> <p>This final project discuss about design and manufacture of the FTTH (Fiber To The Home) Learning Application and Design Guide for PT Telkom Indonesia's new technicians. The initial problem so that the emergence of this idea is that there is no specific platform at PT. Telkom Indonesia that discusses FTTH in detail that is easily accessible and carried everywhere by a new technician from PT Telkom Indonesia. Therefore, the idea arose to design a learning media as well as an FTTH guide on an Android-based basis to make it easier for PT. Telkom Indonesia's new technicians as learning media and as a guide in completing work in the PT. Telkom Indonesia area. This research uses the MDLC method or Multimedia Development Life Cycle (Luther Sutopo, 2003) in the manufacturing process. Then the application made by Adobe Flash CS6 software. With this application, it will easier for new PT. Telkom Indonesia technicians to learn and know what FTTH is so that they can do work as technicians in PT Telkom Indonesia's area effectively.</p> 2020-12-28T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2420 Company Profile KPKNL Batam dalam Bentuk Video 2020-12-30T10:34:40+00:00 Evaliata Br Sembiring evaliata@yahoo.com Try Widya Hastuti trywidya@gmail.com <p>Informasi tentang layanan KPKNL Batam perlu diketahui oleh masyarakat terutama pemangku kepentingan. Media informasi saat ini adalah brosur, buku profil, <em>banner</em>, situs dan media sosial. Namun, memiliki kekurangan terutama informasi tentang tugas, fungsi dan layanan KPKNL Batam seperti lelang dan penyewaan asset BMN. Solusi yang ditawarkan adalah video company profile. Metode penelitian menggunakan R &amp; D yaitu pembuatan video menggunakan pendekatan Luther-Sutopo dan analisis kelayakan sebagai media informasi berdasarkan kualitas video melalui aspek visual dan suara menggunakan skala Likert. Sementara analisis keefektifan video sebagai media informasi berdasarkan materi menggunakan pendekatan <em>Quasi Experimental</em> model <em>Nonequivalent Group Design</em> dengan pengolahan data uji-t. Hasil penelitian yaitu: (1)Video <em>Company Profile</em> berdurasi 3 menit 50 detik dalam format MP4, dapat dijalankan dalam berbagai perangkat serta dapat diakses secara <em>online</em> di media sosial KPKNL Batam; (2)Video memiliki kualitas yang baik berdasarkan pencapaian persentase 98,80%, sehingga layak memberikan informasi; (3)Video dinilai efektif sebagai media informasi berdasarkan aspek konten tentang layanan KPKNL Batam bagi pemangku kepentingan melalui hasil uji-t kelompok eksperimen dengan nilai Sig. sebesar 0,000 &lt; 0,05 nilai probabilitas; (4)Produksi video dapat dipengaruhi oleh perangkat, sehingga direkomendasikan untuk mengemas informasi dan layanan yang lebih spesifik dan rinci di KPKNL Batam.</p> 2020-12-28T15:16:06+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2475 Evaluasi User Experience Game 2D Bajaj Keliling Menggunakan Metode Game Experience Questionnaire 2020-12-30T10:34:43+00:00 Nike Joncicilia joncicilianike@gmail.com Riwinoto Riwinoto riwi@polibatam.ac.id <p>In this digital era, the smartphone game became popular for all people. Even though the number of gamers in Indonesia is increasing, it does not guarantee that every game has a large number of enthusiasts. Every game industry is competing to have a good user experience so that those interested in the game industry always increase. This indicates that user experience in a game is very important to support the success of a game. The Bajaj Keliling game has never done a user experience evaluation before. For the success of the Bajaj Keliling game, it is necessary to evaluate the user experience. After evaluating the user experience in the Bajaj Keliling game, a redesign will be conducted based on the recommendation of the first user experience evaluation, then the results of the redesign of the Bajaj Keliling game will be re-evaluated. The evaluation uses the Game Experience Questionnaire method, while the design process uses the Design Sprint method. After the first analysis, the results showed that the Core Module for the flow component was 2.17 and challenge components was 2.21, and the challenge components on the In-game Module was 2.22, all of these mean values were low and below the median. This shows that the game is easy to play and not too challenging. The solution implemented is to change the stage feature to a level and add a new challenge in the form of a question at the beginning of each level. After the second evaluation, the results on the Core Module for the flow component were 3.17 and challenge components were 3.09, the mean values increased and was above the median. The results of the challenge component in the In-game Module also increased to 2.37, but the mean value was still below the median.</p> 2020-12-28T15:17:27+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2508 Pembuatan Video Profil Masjid Sultan Mahmud Riayat Syah 2020-12-30T10:34:49+00:00 Ananda Roy anandaroy434@gmail.com Ahmad Hamim Thohari hamim@polibatam.ac.id <p>In making mosque profile videos, the author chooses to use video to make it more interesting to see both in the community and for a wider scope such as introducing the media as religious tourism. Methods for using data using observation and literature study. After obtaining data to solve existing problems, namely using SWOT analysis (strengths, weaknesses, opportunities, threats) in order to position which ones need attention in the mosque profile video and be different from other mosques. In making a video profile of the Sultan Mahmud Riayat Syah Mosque, the author uses the Luther Sutopo method. There are 6 (six) stages of the development method, namely concept, design, material collection, assembly, testing and distribution. The research that resulted from the making of video profiles was analyzed from the quality of the video which was measured from the material and media aspects using the Likert scale and got "Very Good" results from the respondents with an interpretation value of 83.4%. Then with an analysis of the aspect of public understanding using the One Group Pre-test and Post-test, which before watching the video with an average value of 45 and after watching the video increased with a value of 83.</p> 2020-12-28T15:20:41+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2525 Perancangan Motion Graphic Iklan Layanan Aplikasi Garuda Kasir Sebagai Media Promosi Di Sosial Media 2020-12-30T10:34:54+00:00 Syarifah Shakila Alatas syakilaalatass@gmail.com <p><span style="background-color: #ffffff; color: #000000; font-family: &amp;quot; noto sans&amp;quot;,arial,helvetica,sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: left; text-decoration: none; text-indent: 0px; text-transform: none; -webkit-text-stroke-width: 0px; white-space: normal; word-spacing: 0px;">Guidance programme that doesn’t provide appropriate information to the student will prevent them from progress their ideas even further as they want the opportunity to learn and benefit on the information given. Giving the broad extent of information given to the student, they need to be clear and be able to differentiate which information is clear and which is not clear, and what type of information is related to services, facts that have not changed and which facts can change over time. The solution that will be used to solve the problem is by using motion graphic as an intermediate platform aimed at the audience/community in delivering application service information which will later be shared with social and public media to attract the attention of audiences with interesting animations from different aspects of <em>motion graphic</em></span></p> 2020-12-28T15:22:14+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2586 Pengembangan Media Virtual Tour Gedung Teaching Factory Politeknik Negeri Batam 2020-12-30T10:34:58+00:00 Ika Juniar Kristiani ikajuniarkristiani93@gmail.com Riwinoto Riwinoto riwi@polibatam.ac.id <p><em>Virtual reality is currently growing rapidly; a variety of industrial products have emerged that are integrated with the virtual world in various sectors. </em></p> <p><em>Since 2018, the virtual laboratory of the Batam State Polytechnic has developed learning products that support virtual reality technology. These learning products are in the form of games and learning simulations. It is expected that through the learning products produced, the learning activities will be more targeted and the effectiveness of lectures will increase. </em></p> <p><em>Virtual touring is one of the benefits of virtual reality technology. In the tourism sector, many virtual touring media have been developed that are useful in the introduction and promotion of local tourism place. Adopting the advantages and benefits of virtual tours in the tourism sector, the education sector has also developed many virtual tour media that are useful in introducing related educational institutions or institutions. These benefits will be developed by Batam State Polytechnic to introduce one of the Lecture Buildings, the Teaching Factory. This virtual tour media will be addressed to Batam State Polytechnic guests who come to visit to introduce virtual laboratory facilities and students who need information on the location and condition of the Batam State Polytechnic Teaching Factory Building.</em></p> 2020-12-28T15:24:33+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2681 Pembuatan Konten Multimedia untuk Pencegahan Penularan Virus Covid 19 di Pasar 2020-12-30T10:35:00+00:00 Riwinoto Riwinoto riwi@polibatam.ac.id Selly Artaty Zega selly@polibatam.ac.id Evaliata BR Sembiring eva@polibatam.ac.id Afdhol Dzikri afdhol@polibatam.ac.id Gendhy Dwi Harlyan gendhy@polibatam.ac.id Happy Yugo Prasetya yugo@polibatam.ac.id Arta Uly Siahaan artauly@polibatam.ac.id Cahya Miranto cahya@polibatam.ac.id Ardiman Firmanda ardiman@polibatam.ac.id Ahmad Saropi saropi@polibatam.ac.id Melsha Haq Zulfikar melsha@gmail.com Weimpy Ocastian weimpy@gmail.com Gunawan Humiras Pangestu Nababan gunawanhumiras@gmail.com David Hasmito Tanbari davidhasmito@gmail.com Novi Anggraeni novianggraeni@gmail.com Ica Yolanda icayolanda@gmail.com <pre id="tw-target-text" class="tw-data-text tw-text-large XcVN5d tw-ta" dir="ltr" data-placeholder="Terjemahan"><span lang="en">The COVID-19 pandemic outbreak has caused difficulties for the community, for example official trips, tours, shopping, watching films and others, which in turn caused the general economy to decline. This is what makes lecturers, workers and students in the multimedia field take the initiative to make or develop multimedia products that have educational value to the public about the prevention of the Corona virus. One of the places that is the central point of the spread of the Corona virus is the market because the market is a meeting place for people who have an interest in buying and selling if one person is infected with Corona, the virus can spread to the community around the market. Therefore, the product we have developed is a multimedia product that contains educational materials for Corona virus prevention on the market. These products are community services and educational games, comic posters, motion graphics, video advertisements. The results of internal testing to students and external testing to communities related to traders show that comic media is best used in spreading service messages to the community.</span></pre> 2020-12-28T15:26:57+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2247 Implementasi Motion Grafis Dalam Tujuh Langkah Pelayanan Di KFC 2020-12-30T10:35:07+00:00 Arta Uly Siahaan artastic72@gmail.com Ade Yudha Setyawan adeyudhas@gmail.com <p>As a leading fast food restaurant in Indonesia, KFC is required to continuethe maintenance and always provide excellent service to customers. Along with the current technological advances of many learning media that utilize video media. The use of video media in conducting training and reminding of KFC employees that aimed for every employee to run Standard Operational Procedure (SOP) properly and correctly. Submission of information about the seven steps of service delivered through 2D video of Motion Graphic that uses sound effects, images, and typography so more effective and efficient. It was developed with some steps that started from<em> analysis, design, development, implementation and evaluation</em> (ADDIE model). By creating this motion grafic video, all the cashiers at KFC can run procedures Seven Steps Service well and correctly.</p> 2020-12-28T15:28:47+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2753 Model Penggunaan Laboratorium Game untuk Pengembangan Project Game dan Simulasi 2020-12-30T10:35:10+00:00 Agung Riyadi agung@polibatam.ac.id Riwinoto Riwinoto riwi@polibatam.ac.id <p>The use of laboratories in indonesia’s universities are usually only used as a means of learning for teaching activity. Unlike the use of europe’s laboratories, not only a means of supporting teaching, but can also be used for research, project development, training and others. Therefore, this study try to applied laboratory models that can be used not only for teaching activity. In this study, 4 models were applied for laboratory use including Teaching Models, Project Models, Evaluation Models and Research Models. The results obtained from the application of this model are the existence of mapping and learning models for courses that support each other in producing game development projects, and the results of evaluations of game development that can be used as research. With this, the use of a game laboratory can be more optimal.</p> 2020-12-30T08:30:20+00:00 ##submission.copyrightStatement##