The purpose of this research is to develop interactive multimedia namely Smile English that can be used as the media for learning reading especially for self-preparation on the Test of English for International Communication (TOEIC) material. This reading interactive media used a simulation model. This idea exploded after observing and collecting the data in the internal environment of Politeknik Negeri Batam Based on the placement test, it was found that about 540 (49,23%) of Polibatam students' test were categorized into the intermediate level and the rest were elementary and novice level. It means that the students need to improve their preparation before taking the test to an accomplished better score. Smile English was developed by using R and D research. In this case, the researcher followed the step of the Luther-Sutopo method which was started from concept, design, material collecting, assembly, testing, and distribution. It was designed using Adobe Flash software which in this software combined text, sound, and animation. The research result showed that the implementation of Smile English was successful to help the students in preparing themselves for the TOEIC test. Therefore, 60 students from Politeknik Negeri Batam had a good result in joining the TOEIC test, especially for the reading section.
Programming is not just about writing programs that are "as long as they are", "as long as they can run", "as long as they can deliver the results they expect". Programming requires good methods, techniques, and methodologies so that the written program is an effective program. It is true that many people can make programs, but only a few can program properly. In current technological developments, Algorithms play an imperative part in the field of programming. Especially in the lectures of the Department of Informatics, its relationship is strong with its specific algorithmic programming for students of Multimedia Engineering and Network Study Program. An understanding of algorithms is needed so that it can make the program more effective and efficient. To be able to help students understand the Algorithm and programming material, suitable learning media are important. Media that can be used are 2D Animation Video and Live Shoot Motion Graphic. Given the development of learning media in the form of 2D Animation Video and Live Shoot Motion Graphic that can help students understand the concepts of Algorithms and Programming, it is necessary to conduct research related to testing the effectiveness of learning. This study compares the effectiveness of the use of 2D Animation Video with Live Shoot Motion Graphic on the first-semester student of Multimedia Engineering and Network, Politeknik Negeri Batam. The results of this study indicate that learning using 2D video with live shoot motion graphics is relatively better than learning using power-point.
Film adalah salah satu media komunikasi modern dan efektif sebagai pengiriman informasi atau pesan yang baik, mendukung cerita yang menarik, suara yang jernih, gambar yang jelas, dan video dengan resolusi tinggi, serta proses editing film akan sangat membantu untuk membuat film menjadi lebih jelas dalam mewujudkan tujuan dari film yang akan dibuat. Perkembangannya begitu cepat, hal ini terjadi dalam semua aspek, baik dari segi cerita sampai pelaksanaannya. Seiring dengan perkembangan zaman yang ada saat ini, film pun mengalami suatu perkembangan dengan memiliki banyak sekali genre film yang beredar ditengah – tengah masyarakat, Salah satunya adalah genre film horror yang diangkat dari kepercayaan masyarakat yang terjadi di lingkungan sekitar yaitu mitos. Tugas akhir ini penulis membuat film pendek yang mengangkat mitos larangan tidur pada waktu magrib serta menerapkan teknik color grading dan musik scoring sebagai solusi untuk menciptakan kualitas video digital. Masalah ini menarik untuk dibahas karena akan membantu meningkatkan dan memberikan warna baru dalam perfilman Indonesia.
E-catalogue is an optional way to facilitate the process of marketing in a company and increase its revenue. Its digital form allows a company to perform regular updates quickly and easily at zero cost, ensuring the accuracy of product data when it is presented to customer. Unlike conventional catalogs, e-catalogs facilitate a direct relationship between the company and its customers. The benefit of the e-catalog should be felt by both company and customers. Unfortunately, designing an ideal e-catalog that can give mutual benefit for company and customers is relatively tricky. It's easy for e-catalog product data to become messy and inconsistent. It's tedious and time-consuming to continuously update and manage the data. This study aims to design a standardized web-based catalog using task-centered design to give more benefits for the company and customers. By using a well-structured questionnaire, data were obtained from both company and customers. The questionnaire was developed using a modified-Nielsen's usability testing model. This model considers several factors that influence the usability of a system namely learnability, efficiency, memorability, errors, and satisfaction. Of the overall indicators, the average number of user satisfaction is 86.72% (minimum threshold = 80%) which means the web-based catalog is very feasible. Therefore, it can be concluded that the e-catalog can be well-received by the company and its customers.
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