Design and Build A Multimedia System For Indonesian Religious Activities Based On Android v1 n2 010
Design and Build A Multimedia System For Indonesian Religious Activities Based On Android v1 n2 010
Design and Build A Multimedia System For Indonesian Religious Activities Based On Android v1 n2 010
Abstract
The people of Indonesia have a wide range of traditions and customs, as well as
religious activities. The public's interest in Indonesian religious activities has grown as a result
of the diversity of religious activities carried out by Indonesians. Multimedia has an essential
role in allowing individuals to obtain information fast, especially as technology advances. As a
result, in order to obtain information centrally, the public must search for appropriate
information, which takes time. In circumstances like these, the issue is creating and
developing an android-based multimedia system application that may assist the public in
learning about the Indonesian people's religious activities. This study intends to assist
Indonesians in obtaining information on their religious activities, so that they may quickly
obtain information and learn about and comprehend their religious activities. The
Luther–Sutopo version of the Multimedia Development Life Cycle (MDLC) was utilised,
including stages for idea, design, material gathering, assembly, testing, and dissemination.
This study led to the development of an Android-based multimedia system for religious
activities among Indonesians.
1. Introduction
Multimedia as a kind of information medium is becoming increasingly important as
technology advances. Gadgets are becoming the primary source of information. Gadgets are
complex tools that are designed for a variety of uses, including news, social networking,
hobbies, and even entertainment. The availability of gadgets plays a big role in people's ability
to obtain information quickly and readily, one of which is the community's ability to obtain
information about religious activities. Religious activities are those that are intended to improve
one's faith and piety towards God Almighty[2]. Religious activities of various religions can be
identified among Indonesians by places of worship, scripture names, and religious festival
customs.
Previous STTG study has already been completed (Garut High School of Technology).
Fatimah, Tresnawati, and Ma'rup[3] did the first study with the title of building puzzle games for
learning utilising multimedia techniques. Tresnawati & Wijaya [4] did both research under the
heading of the design of interactive media muroja'ah matan android-based coach. Tresnawati,
Satria, and Adinugraha[5] did three research under the term "creation of multimedia-based
hadith comic applications. Based on the foregoing, a multimedia system was developed to
assist users in learning about religious activities in Indonesia, including places of worship,
scriptural names, and religious holidays.
2. Research Description
The Luther - Sutopo Methodology is used in the creation of this study system,
including the stages of concept (concept), design (design), material collection (material
collection), manufacture (assembly), testing (testing), and distribution (distribution). The first
image is of a work breakdown. Structure with follow Stages on methodology multimedia Luther
- Sutopo.
a. Concept
The initial action is to make observations through interviews that are blessed
with the construction of applications, which is known as the concept (Concept).
Following observations, such as establishing the objective of application development,
determining the application users' targets, and assessing the needs and concepts in
the application to be built.
b. Design
Design (Design) is the stage of creating application architecture, look, style,
and materials for application demands once the concept has been defined. Then,
using a storyboard, construct a description of each scene by listing all of the things
that appear in each scene. By creating a design of activity sequences and activity
details, this design is structured with a Work Breakdown Structure.
c. Material Collecting
Material Collecting (Material Collection) collects material needed for the
creation of applications, such as photos, animations, audio, and so on, from the
outcomes of the design that has been developed.
d. Assembly
Assembly (Manufacturing) is the stage in which the application is built utilising
all of the items or multimedia elements that were collected during the material
collection stage. The design phases of this application, including as storyboards and
navigation structures, were used to create it.
e. Testing
After the application programme has been completed, testing can be done in
one of two ways: alpha testing or beta testing. The adaptation of the system is one of
the steps of this test, which attempts to determine the capacity to apply new
technologies / systems.
f. Distribution
The last step of the application software will be saved on storage media if it
passes the following test. The final application will be developed again for the better at
this step, which is usually referred to as the assessment stage.
3. Devices Used
Used devices in this application are:
a. Hardware
This application hardware uses:
● Toshiba satellite
● Intel (R) Core (TM) i5 3230M
● RAM 4GB
● HDD 500GB
Apps can run on smartphones with minimal specifications
● Android verses 4 KitKat
● CPU Dual Core
● RAM 512MB
b. Software Used
Creating image objects using Adobe Photoshop CS6 Application Creation
using Adobe Flash CS6.
b. Design
1. Script Design
Script design is a representation of information that explains the sequence of
occurrences; it gives an overview of the flow of applications to be developed. Table 2
of The Script Design breaks down the script design into various sections.
2. Storyboard Design
The purpose of storyboard design is to identify the plot or activities in an
application. Designing a Storyboard Table 3.
c. Material Collecting
The stage in which data is collected, as well as the material and archiving of
all materials that will be utilised in the application process. Materials gathered
throughout the development of multimedia system applications, such as graphics,
animations, and sounds, in accordance with design requirements.
d. Assembly
This is the stage of development when aspects such as script design,
storyboard design, and navigational structures from the design stage are combined
with materials such as photos, audio, and animations from the material gathering
stage to create an application utilising Adobe Flash CS6 software.
e. Testing
Alpha testing uses black box testing to see if the application's features and
functionalities can execute according to the user's demands.
f. Distribution
The distribution stage is where programmes that have passed the next Alpha
testing step are saved and installed, or installed on an Android smartphone using the
apk-shaped file format, and are ready to use by users.
4. Conclusions
Conclusions of this study are as follows:
a. Successfully achieving the purpose of benefit is to be able to introduce the
community to the religious activities of the Indonesian people through materials
described in the form of names of scriptures, places of worship, religious happiness,
and religious holidays, as well as a multiple choice quiz that serves as an evaluation.
b. Using Luther Sutopo's multimedia technique for study design and successfully
representing scripts, where scripts are part of the science of artificial intelligence.
c. Make Android-based applications an advantage by allowing consumers to access
them from anywhere and at any time.
References
[1] Widiawati and Sugiman, "The Effect of Gadget Use on Child Development
Power," E-Journal of Nursing, p. 6, 2014.
[2] U. Rahmawati, "Development of Santri Spiritual Intelligence," Research Journal,
p. 17, 2016.
[3] D. D. S. Fatimah, D. Tresnawati and C. S. Ma'rup, "Puzzle Game Design For
Learning Using Multimedia Methodology," Journal of Algorithms, 2017.
[4] D. Tresnawati and C. Wijaya, "Design Interactive Media Muroja'ah
Matan Jurumiyyah Based on Android," Algorithm Journal, 2016.
[5] D. Tresnawati, E. Satria and Y. Adinugraha, "Multimedia-Based Hadith Comic
Application Development," Algorithmic Journal, 2016.