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Analytics

Martina, Lidya; Khansa, Siti; Ahmad, Zaki

Jurnal Agrifoodtech 2024 Universitas 17 Agustus 1945 Semarang

Teknologi blockchain menawarkan solusi inovatif untuk meningkatkan transparansi, efisiensi, dan keamanan dalam sektor pertanian. Penelitian ini mengkaji potensi dan tantangan implementasi teknologi blockchain di sektor pertanian melalui meta-analisis sepuluh jurnal. Hasil penelitian menunjukkan bahwa blockchain dapat memfasilitasi pelacakan produk secara real-time, mengurangi penipuan, dan meningkatkan manajemen persediaan. Studi kasus pada rantai pasok produk organik mengungkapkan bahwa blockchain memungkinkan konsumen memverifikasi asal produk, meningkatkan kepercayaan, dan membantu petani mendapatkan harga yang lebih baik. Integrasi blockchain dengan Internet of Things (IoT) dan kecerdasan buatan (AI) juga menunjukkan potensi besar dalam meningkatkan produktivitas dan efisiensi. Namun, tantangan utama seperti kurangnya pengetahuan petani dan biaya implementasi yang tinggi perlu diatasi melalui pelatihan, dukungan teknis, dan kolaborasi antara pemerintah, lembaga pendidikan, dan sektor swasta. Proyek percontohan di beberapa wilayah menunjukkan keberhasilan awal, dan pengembangan lebih lanjut akan meningkatkan adopsi teknologi ini. Kesimpulannya, dengan dukungan yang tepat, blockchain memiliki potensi untuk merevolusi sektor pertanian, meningkatkan kesejahteraan petani, dan menjamin kualitas produk bagi konsumen. Implementasi yang sistematis dan kolaboratif akan memastikan bahwa teknologi ini dapat memberikan manfaat jangka panjang bagi seluruh pemangku kepentingan dalam rantai pasok pertanian.

Rahardian Luthfi Prasetyo; Ahmad Nugroho Jati; I Made Adhi Wiryawan; Muhammad Ibkar Azki Himmawan

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

Pemanfaatan spektrum gelombang radio telah meningkat pesat dalam beberapa dekade terakhir, namun tidak sejalan dengan ketersediaan frekuensi yang tersedia untuk pengguna. Fenomena ini diperparah oleh banyaknya pita frekuensi yang tidak digunakan oleh pemiliknya, yang menciptakan spectrum holes atau white spaces. Dalam konteks ini, teknologi Cognitive radio (CR) menjadi penting karena memungkinkan pengguna sekunder (secondary user) untuk mengakses dan menggunakan spectrum holes tanpa mengganggu pengguna primer (primary user). CR memungkinkan adaptabilitas perangkat radio dengan memanfaatkan cognitive cycle, dengan tahap utamanya adalah Spectrum sensing, di mana perangkat CR mencari spectrum holes dalam spektrum radio yang tersedia. Tahap berikutnya, Spectrum analysis dan Spectrum Decision, memungkinkan CR untuk mengoptimalkan penggunaan spektrum sesuai dengan kondisi yang ditemui. Paper ini bertujuan untuk melakukan tinjauan singkat terhadap implementasi CR, khususnya pada aspek spectrum sensing. Kami mengevaluasi berbagai teknik spectrum sensing, mengidentifikasi kelebihan, kekurangan, serta tantangan yang dihadapi. Dengan teknologi CR, pemborosan sumber daya spektrum dapat diminimalkan dan efisiensi komunikasi nirkabel dapat ditingkatkan. Paper ini memberikan pemahaman mendalam tentang pengembangan terbaru dalam spectrum sensing pada jaringan radio kognitif, serta memberikan panduan bagi penelitian dan implementasi di masa depan.

Lubis, Rico Tempati; Siringoringo, Ripaldo; R. Mandalahi, Agustin; Lumbantoruan, Domu Firmansyah; Nukadri, Nukadri

Sepak takraw telah menjadi bagian tak terpisahkan dari budaya dan identitas di Asia Tenggara, dan juga menjadi bagian penting dari kurikulum pendidikan jasmani di sekolah. Namun, ada kesenjangan dalam partisipasi dan pengembangan bakat dalam olahraga ini, yang dipengaruhi oleh faktor sosial-ekonomi. Penelitian ini menggunakan metode kualitatif dan review literature untuk mengeksplorasi pengaruh faktor sosial-ekonomi terhadap partisipasi dan pengembangan bakat dalam sepak takraw. Hasilnya menunjukkan bahwa faktor seperti pendapatan, aksesibilitas fasilitas olahraga, dan dukungan sosial memainkan peran penting dalam memengaruhi partisipasi dan pengembangan bakat dalam olahraga ini. Implikasi penelitian ini adalah penting bagi pembuat kebijakan dan praktisi olahraga untuk merancang program-program yang inklusif dan berkelanjutan untuk meningkatkan partisipasi dan pengembangan bakat dalam sepak takraw, terutama di komunitas yang beragam secara sosial dan ekonomi.

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

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

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

R. Mochammad Armand Giri Seno; arief jananto

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

PT. Danatrans Service Logistics has website-based information media, but the website only displays the services offered and if a customer wants to ask, they have to retype the PT email address. Danatrans Service Logistics will of course take quite a long time, so it will reduce the quality of service provided to customers via the website. This research has succeeded in developing the PT website. Danatrans Service Logistics with chat facilities between customers and the Billing, Customer Service, Document Requirements, Delivery, Emergency Services, Security & Insurance and Shipping Costs sections at PT. Danatrans Service Logistics so that it can improve the quality of customer service. Another feature in this research is chat statistics and chat grouping between admin and PT customers. Danatrans Service Logistics

Sukmawati Dewi; Adiatama Adiatama; Pegi Idha Amarela

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop a flipbook-based electronic module as a learning aid to improve students' abilities in solving mathematical problems on the topic of root forms. This module development method follows a learning design approach that focuses on interactiveness and visualization of complex mathematical concepts. The research was conducted involving class XI students in a high school as test subjects. Data collection was carried out through tests of mathematical problem solving abilities before and after using the module, as well as structured interviews with mathematics teachers and students. The results showed that the use of a flipbook-based electronic module significantly improved students' understanding of the concept of root forms and their ability to solve related mathematical problems. The implication of this research is the importance of integrating technology in mathematics learning to improve effectiveness and student learning outcomes.  

Dewi Wulandari; Akbar Al Masjid

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to improve the writing skills of fable stories in grade V students. The type of research used is R&D (Research and Development) or development research. This development research uses the ADDIE development model (Analysis, Design, Development, Impementation, and Evaluation). The researcher has developed a literacy portfolio book based on Tri-N teaching for students' writing skills. Data collection was conducted by observing the learning process, interviewing educators, tests in the form of pre and post tests, and questionnaires to determine student and teacher responses. Data collection is supported by documentation of the implementation of learning by applying the product. The results of research using this development product can be said to be feasible based on the assessment of media experts and linguists. Based on the results of the pre test, post test, teacher response, and student response, the use of Tri-N teaching-based literacy portfolio books can improve the writing skills of fifth grade elementary school students so that it can be said that this product is effective., 

Agus Wahyudi; Gresceilla Septiarini Anwar; Octavia Nuril Kamila; Danisa Rada Silviana

Jurnal Manajemen dan Ekonomi Bisnis 2024 Pusat Riset dan Inovasi Nasional

The creative industry sector has become one of the important contributors to national economic growth in many countries. This research aims to explore development strategies for the creative industry sector in Indonesia in order to encourage national economic growth. Using qualitative methods of literature study, this research analyzes various secondary data sources, including government reports, scientific journals, and publications related to the creative industry. The research findings reveal the great potential that Indonesia has in the creative industry sector, such as rich culture and diversity of creative resources. However, there are challenges that must be faced, such as the lack of supporting infrastructure, access to capital, and protection of intellectual property rights. This research proposes a development strategy that includes identification of leading subsectors, increasing competitiveness and innovation, as well as targeted government policies and support. By implementing this strategy, Indonesia can take advantage of the creative industries sector as a driver of sustainable economic growth and increase competitiveness in the global market.

Saragih, Agnes Liska Rosadani; Hasratuddin Hasratuddin

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

The purpose of this research was to produce a worksheet based on problem-based learning that would enhance students' ability to communicate mathematically when working with number pattern content. The quality of this LKPD refers to the effective aspect. This research uses a type of research and development (R&D) with a model developed by Borg & Gall. The subjects in this research were students in class VIII-5 of SMP Negeri 1 Tanjung Morawa with a total of 27 students. The object of this research is teaching materials in the form of PBL-based LKPD. Teacher response questionnaires, student response questionnaires, expert validation sheets, teacher interview question sheets, and tests of mathematical communication competence were the tools employed. Based on the research results, the effectiveness of LKPD can be seen from the achievement of learning completeness with an average individual learning completeness of 88 and for classical completeness of 96.3%. So the LKPD developed is declared "effective". Students' mathematical communication abilities are at a percentage of 90.1%, at high criteria, and it can be noted that for the N-Gain assessment, results were obtained with a student average of 0.74, meaning that there was an increase in students' mathematical communication abilities with high criteria. So, based on the results, it can be concluded that the LKPD developed in this research is valid, effective, and can improve students' mathematical communication skills.

Hikmah Ayu Retno; Alifa Rizka Utami; Aufadini Bunga Firmansyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This study aims to improve students' understanding skills in learning Mathematics, especially in Trigonometry material by using tic tac toe game-based learning media, which is called the Tic Tac Toe game. The Tic Tac Toe game is a type of tic tac toe game in which players mark the spaces in an 8×8 grid with their chips. The player who manages to place 5 tokens using the chips in a row in a horizontal, vertical or diagonal row will win the game. The Tic Tac Toe game is a fun and challenging game for students who play it. Students as players are required to answer the math questions listed on the question cards to be able to place chips into the chip spaces or boxes on the game board. The research conducted was in the form of R&D (Research and Development) development research. This research aims to develop a new product or perfect an existing product (Sugiyono, 2015). This research is an educational research and development study which aims to develop learning resources for educational games by utilizing the Tic Tac Toe game with trigonometry for class XI. The development model used by researchers is the ADDIE (Analysis-Design-DevelopmentImplementation-Evaluation) model which will be carried out in the ADDIE stages. ”. This game media consists of game boards, player chips, game cards and guidebooks. The game Tic Tac Toe is a development of the game Tic Tac Toe in general. Tic Tac Toe games usually only have a 3x3 grid, in contrast to Tic Tac Toe which presents a view with an 8x8 grid so that the scope of players can be even wider. In addition, this game media is also made with a size of 60x68 cm, accompanied by a magnetic plate on the board so that players can attach chips equipped with magnets to the game board. Another difference can be seen from the number of players who can play the game, where in the usual Tic Tac Toe game it can only be played by 2 people, while the Tic Tac Toe game can be played by more than 2 people or in groups.

Sawalichia Kusuma Ningrum

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Assessment is very necessary in evaluating student performance. Portfolio assessment is useful for measuring students' ability to formulate and reflect on an assignment by collecting material related to predetermined goals and desires. This research aims to identify, explain and summarize. Forms of developing portfolio assessment instruments in Indonesian language learning. The research method used is the literature review research method. The research results show that in portfolio assessment, the implications of portfolio assessment that refer to criteria can influence students, teachers and parents.  

Amiruddin Siahaan; Neliwati Neliwati; Sarah Lailatil Fadla

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The research conducted here is entitled “The Role of Madrasa Heads in the Development of Organizational Culture in MTs ‘Aisyiyah North Sumatra”, with the background that lack of implementation of organizational culture in this madrasa. The research method uses a qualitative research type with a phenomenological approach. As a source of data for this research, the researcher took several sources of information from the head of the madrasa, the deputy head of the madrasa for curriculum, the deputy head of the madrasa for students affairs, one teacher, and also two student at MTs ‘Aisyiyah North Sumatra. The research result revealed that, 1) the role of the madrasa head in developing organizational culture at MTs ‘Aisyiyah North Sumatra, namley a) forming cooperative relationship, b) creating innovaion or renewal, and c) providing motivation; 2) implementing organizational culture development at MTs ‘Aisyiyah North Sumatra is implemented through three things, namely a) developing student caracter, b) developing student interests and talents, and c) developing student knowledge; 3) supporting and inhibiting factors for the implementation of organizational culture at MTs ‘Aisyiyah North Sumatra, namely a) supporting factors: the role of the madrasa head, cooperative relationships within the madrasa, the community that supports the implementation of organizational culture in the madrasa, and b) inhibiting factors: teachers who not being optimal in carrying out their roles, lack of awareness among students to implement organizational culture in madrasa, lack of facilities in madrasa, and lack of understanding of parents regarding the mplementation of organizational culture in the madrasa.

Riza Indah Pramesti; Akbar Al Masjid

Currently, teachers are required to design and implement active, creative and innovative learning so that they can encourage students to learn better. One of the subjects in the Merdeka Curriculum is science lessons. With interesting media, students will feel happy and interested in participating in learning. An alternative solution that can be applied to increase the creativity of elementary school students is to develop flipbook learning media by implementing project-based learning that is integrated with the teachings of Ki Hadjar Dewantara, namely the Tri-N teachings which include niteni, niroake and nambahake. The flipbook learning media is designed to be as efficient as possible so that it can foster the creativity dimension of students. With the development of flipbook media, it is hoped that students will be more enthusiastic in learning. Based on the results of the implementation of flipbook-based digital science learning module products in science learning, response data was obtained from fifth grade elementary school students as product users, that the flipbook-based digital science learning module products that have been developed are liked by students and can help increase students' learning motivation in learning, can help them learn the materials studied, and can increase their creative dimensions.

M.Willy Riandi; Ariansyah Ariansyah; Andi Christian; M.Willy Riandi; Ariansyah Ariansyah +1 more

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

Toko Eldi Komputer merupakan sebuah usaha yang bergerak dalam bidang penjualan produk alat komputer . Sampai saat ini Toko Eldi Komputer hanya menggunakan sistem penjualan dan transaksi secara manual, yang dalam hal ini memerlukan terobosan baru untuk mengikuti perkembangan teknologi yang sedang berkembang di era sekarang ini karena pada dasarnya hampir segala usia menuntut sesuatu yang praktis dan lebih mudah. Dengan melihat beberapa permasalahan yang ada, peneliti mencoba merancang dan membangun sistem informasi penjualan barang pada Toko Eldi Komputer berbasis Web, maka dari itu, penulis memilih topik ini untuk skripsi yang berjudul “Sistem Informasi Penjualan Berbasis Web Pada Toko Eldi Komputer Dengan Metode Pengembangan Systems Development Life Cycle (SDLC)” yang tentunya menyediakan kecepatan dan kemudahan masyarakat untuk melakukan transaksi. Sehingga dapat memberikan kemudahan bagi Toko Eldi Komputer untuk mempromosikan produk, harga produk dan memudahkan masyarakat dalam membeli produk dan mencari tau harga produk. Sistem Informasi Penjualan Berbasis Web Toko Eldi Komputer dibangun menggunkan UML (Unifield Modelling Language) sebagai mode perancangannya dan Systems Development Life Cycle (SDLC) sebagai metode pengembangan sistem.

Nur Budi Nugraha

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.

Andika M. Faris; Damar Wisnu Saputro; Dina Rubiati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Math Card is a card-based board game that contains questions for mathematics learning media. The purpose of the Math Card is to make it easier and more interesting for students in math lessons to make it more fun. This research uses the ADDIE method, namely analysis, design, development, implementation, and evaluation.  At the analysis stage, analysis is carried out related to material needs by following per under the syllabus/curriculum and design needs to get design results that attract the attention of students. At the design stage, the design is carried out according to the needs of the Math Card, namely by designing cards, packaging, guidebooks, and game boards. The development stage is to develop the results of the material and design, namely compiling questions according to the syllabus and printing products. The implementation stage is to conduct trials for grade 10 SMK students in the classroom. The last is the evaluation stage, namely by improving and perfecting the Math Card learning method to be more effective and efficient.    

Salma Julia Imbarsyah; Salsa Silva Zahra; Riska Nabilah; Mulkan Habibi

Jurnal Hasil Kegiatan Bersama Masyarakat 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Dhuafa families are a group of families or communities with weaknesses in the economic sector so they must be helped. This group struggles hard every day against the poverty that plagues their lives and suffers increasingly severe economic impacts due to the high prices of basic commodities to meet their basic needs. Based on the analysis result, Ms. Citra, a resident of Sawangan Depok, is one of the poor groups who must be given attention and assistance. This service activity in the form of empowerment aims to improve the skills of poor families so that they can take better advantage of business opportunities through Takoyaki Business Development. By improving these skills, it is hoped that they can improve their economy by the problems they face and provide the support needed so that poor families can be financially independent and run businesses sustainably. This service method is carried out in several stages, starting with observing the condition of poor families, planning a program for empowering poor families, conducting a fundraising program, providing business capital assistance, and coaching poor families. This community service program show that empowerment activities help the poor family of Mrs. Citra, a resident of Sawangan Depok. Through the development of the Takoyaki business, this poor family seeks to improve the economy of Mrs. Citra's family.

Ranti Astari Rahayu; Irfan Ferdiansyah; Rika Dinda Lestar; Priskila Priskila; Asthevania Dhara Monika +1 more

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2024 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The research carried out has the aim of understanding regional development based on regional superior capabilities through regional economic management in Semarang City. Urban development always involves increasing the built-up area. On the other hand, the increase in population and commercial activities as well as limited urban areas have made efficient use of land a necessity that cannot be ignored. A set of urban development efforts such as residential areas, in regional development there are industrial and highway networks, drinking water networks and public buildings, green areas & facilities. The city of Semarang, as the economic center and capital of Central Java, provides regional development opportunities beyond other cities in Central Asia by implementing specific development strategies based on its regional potential. Data was collected through library surveys without requiring a field survey, but with data from books and periodicals. Based on research findings, Semarang has the potential to experience population growth, increasingly advanced science and technology, as well as economic development due to its maritime, tourism, trade, social, economic and cultural wealth.

Satriyono, Adiska Putra Bagas; Muhammad Faisal; Febby Rahmatullah Masruchin

SARGA: Journal of Architecture and Urbanism 2024 Universitas 17 Agustus 1945

Pasar tradisional sebagai entitas ekonomi dan budaya dihadapkan pada tantangan keberlanjutan, terutama di era globalisasi dan modernisasi. Artikel ini mengusulkan konsep "Pasar Rakyat Glura Srawung" sebagai inovasi desain untuk menjawab permasalahan yang dihadapi oleh Pasar Keputran Selatan di Kota Surabaya. Konsep ini mengintegrasikan fleksibilitas aksesibilitas pasar, modul lapak yang fleksibel, dan penerapan nilai-nilai budaya Srawung dalam lingkungan pasar. Melalui pendekatan deskriptif kualitatif, penelitian ini menghasilkan desain pasar yang diharapkan dapat meningkatkan vitalitas pasar, mempertahankan budaya lokal, dan memberikan kontribusi terhadap pelestarian pasar tradisional. Penelitian ini juga membahas potensi konsep Glura sebagai model untuk diterapkan pada pasar tradisional lainnya dan memberikan landasan bagi studi lanjutan dalam pengembangan desain pasar yang berkelanjutan.

Arinta, Rizka; Sri Kusrohnimah; Zulfikri Khakim

SARGA: Journal of Architecture and Urbanism 2024 Universitas 17 Agustus 1945

paradigma dalam merancang ruang telah mengalami pergeseran yang signifikan dengan perkembangan teknologi yang ada. Penelitian ini membahas transformasi dari pendekatan arsitektur perilaku tradisional menuju neuro-arsitektur, menekankan penerapan teori "Onion" oleh Mark Saunders dalam desain penelitian. Studi literatur ini mengulas berbagai penelitian yang menggabungkan neuroimaging, rekaman elektrofisiologi, serta analisis perilaku untuk memahami interaksi antara lingkungan fisik dan respon neurologis manusia. Melalui pendekatan sistematis yang mencakup filsafat, strategi, dan metodologi penelitian, penelitian ini menunjukkan bagaimana neuro-arsitektur dapat memberikan wawasan mendalam tentang pengaruh lingkungan kerja terhadap fungsi otak dan perilaku manusia. Hasil studi ini memberikan landasan kuat bagi pengembangan desain penelitian yang holistik dan metodologis kuat. Terdapat lima aspek utama sebagai pertimbangan penentuan desain penelitian yaitu 1) Permasalahan Psikofisiologis, (2) Basic Human Being, (3) Sensory Process, (4) Dinamika Respon Otak pada ruang, dan (5) Stimulasi pada ruang. Transformasi dari arsitektur perilaku ke neuroarsitektur mengintegrasikan pemahaman tentang perilaku manusia dengan respons neurologis dalam desain ruang yang lebih holistik dan berbasis ilmiah. Transformasi ini tidak hanya memperkaya pemahaman teoretis tetapi juga memberikan implikasi praktis bagi desain ruang kerja yang lebih sehat dan produktif.