SciRepID - Scientific Publication Search

Publication Search

18,135 articles from 385 journals · 1,447 citations tracked

Showing 1-20 of 53

Analytics

Elvi Raziana; Sri Yamtinah; Djono Djono

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Pradipta, I Made; Pradipta, I Made; I Putu Gede Abdi Sudiatmika; Komang Hari Santhi Dewi

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One of the museums found in Bali is Subak museum in Tabanan Regency. The establishment of this Museum aims to preserve the traditional institution called Subak as a noble national cultural heritage, and to introduce to the younger generation and foreign tourists about the unique traditional irrigation system in Bali. Lack of supporting facilities in delivering information, making tourists who visit Subak Museum have minimal information. The solution needed in Subak museum is an Android-based E-Tourism application that is supported by Qr-Code technology so as to provide an interesting presentation of data. In making this application using the development of the Waterfall method and designed using the Unified Modeling Language (UML) with the Java programming language for Android and PHP for web services, and MySQL as a database. So that produced an android-based system in Subak museum Tabanan Regency. Based on the results of the tests carried out it can be concluded that the black box testing system functions have been running according to the planning. Then the result of the testing of users using questionnaires generated Application Benefits scores 90.8%, Ease of 86.93%, Interface 82% and Content 90.2%. 

Wahyu Hidayat; Fajar Alim Ba’a; Oki Prasetio; Wasis Haryono

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The advancement of information technology has driven the need for more effective and efficient attendance systems, especially for companies with a distributed workforce. PT. Asia Sinergi Solusindo faces challenges in managing employee attendance in real-time based on predefined work locations. This study aims to design a location-based attendance application system utilizing Global Positioning System (GPS) technology to ensure employees can only mark attendance at locations specified by the administrator. The system was developed using the *waterfall* software development methodology, encompassing requirements analysis, system design, implementation, and testing. The application was built on the Android platform with cloud-based database integration to centrally store attendance data. The results show that the system enhances attendance data accuracy, reduces fraud risks, and facilitates real-time employee attendance monitoring. Thus, this application is expected to provide an effective solution to support attendance management at PT. Asia Sinergi Solusindo.

Raisa Mutia Thahir; Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wien Kuntari

International Journal of Computer Technology and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

This research explores the integration of Augmented Reality (AR) technology into custom gift products by Tricksy.co to create a more interactive and personalized gift-giving experience. By utilizing EyeJack Creator, a platform for creating AR photo markers, the system allows customers to design gifts that display personalized videos when scanned. The process includes generating AR markers, integrating QR codes, and ensuring compatibility with both iOS and Android devices. System testing confirmed that the AR markers successfully displayed the videos as intended, with smooth functionality across different platforms. However, slow internet connections impacted the speed of AR content downloading. This study highlights the potential of AR to revolutionize the gift industry by adding a unique digital layer to physical gifts, offering both emotional and interactive value.

Ardiansyah, Farhan Ahmad; Wijianto, Wijianto; Noventari, Widya

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2024 Prodi PPKn Universitas Slamet Riyadi

Tujuan dari penelitian ini adalah (1) Mengembangkan media pembelajaran Pendidikan Pancasila menggunakan situs web Kodular, dan (2) Mengukur tingkat kelayakan media pembelajaran Pendidikan Pancasila menggunakan situs web Kodular yang dikembangkan pada materi hak dan kewajiban di lingkungan sekolah dan masyarakat pada elemen NKRI Fase E di SMA Negeri 1 Teras dengan luaran media pembelajaran berupa aplikasi smartphone android. Jenis penelitian adalah penelitian pengembangan dengan menerapkan model Sukmadinata yang terdiri tahap studi pendahuluan, pengembangan, pengujian. Sumber data adalah guru dan siswa SMA Negeri 1 Teras, dosen validator. Pengumpulan data menggunakan teknik wawancara,angket dan tes.  Uji validitas data menggunakan penilaian validasi dari va Tujuan dari penelitian ini adalah (1) Mengembangkan media pembelajaran Pendidikan Pancasila menggunakan situs web Kodular, dan (2) Mengukur tingkat kelayakan media pembelajaran Pendidikan Pancasila menggunakan situs web Kodular yang dikembangkan pada materi hak dan kewajiban di lingkungan sekolah dan masyarakat pada elemen NKRI Fase E di SMA Negeri 1 Teras dengan luaran media pembelajaran berupa aplikasi smartphone android. Jenis penelitian adalah penelitian pengembangan dengan menerapkan model Sukmadinata yang terdiri tahap studi pendahuluan, pengembangan, pengujian. Sumber data adalah guru dan siswa SMA Negeri 1 Teras, dosen validator. Pengumpulan data menggunakan teknik wawancara,angket dan tes.  Uji validitas data menggunakan penilaian validasi dari validator ahli. Hasil penelitian : (1) Hasil pengembangan media pembelajaran mendapatkan respon siswa pada uji terbatas yaitu “sangat baik” dengan skor 83.6, dan 95.1 yang berarti “sangat baik” pada uji luas. Nilai pretest dan posttest menunjukkan peningkatan rata-rata nilai 12,1 % dan mendapatkan skor N-gain 0.75 yang berarti media berkategori tinggi. (2) Kelayakan materi memperoleh  kriteria “layak” dengan skor 80 dan media memperoleh kriteria “sangat layak” dengan skor 98 . Dari hasil penelitian dapat disimpulkan dari segi materi layak dan media sangat layak sebagai media pembelajaran. lidator ahli. Hasil penelitian : (1) Hasil pengembangan media pembelajaran mendapatkan respon siswa pada uji terbatas yaitu “sangat baik” dengan skor 83.6, dan 95.1 yang berarti “sangat baik” pada uji luas. Nilai pretest dan posttest menunjukkan peningkatan rata-rata nilai 12,1 % dan mendapatkan skor N-gain 0.75 yang berarti media berkategori tinggi. (2) Kelayakan materi memperoleh  kriteria “layak” dengan skor 80 dan media memperoleh kriteria “sangat layak” dengan skor 98 . Dari hasil penelitian dapat disimpulkan dari segi materi layak dan media sangat layak sebagai media pembelajaran.

Mauritsia Mayasandri Keo; Laurensius P. Sayrani; Theny I.B.K Pah; Made N.D Andayana

DHARMA EKONOMI 2024 sekolah Tinggi Ilmu Ekonomi Dharmaputra Semarang

This study aims to determine and evaluate the Performance of the Food Crops Agriculture Service in the 2018-2023 Subsidized Fertilizer Distribution Program (Case Study of Rice Farmers, in Seso Village, Ngada Regency). Using a qualitative descriptive approach with Atik Septi Winarsih's theory and Robbins' theory which highlights Responsiveness, Responsibility, Accountability, Punctuality, Work Commitment. The study involved 12 Informants.The results showed that in the subsidized fertilizer distribution program, employees of the Food Crop Agriculture Office of Ngada Regency have not carried out their duties in accordance with the needs of farmers on agricultural land, this is due to communication deficiencies such as in terms of providing infrastructure, fertilizer stocks, and the problem of changing fertilizer price increases and in terms of special training in accessing the E-RDKK system. One of the factors that hinders access to this system is that farmers do not understand the use of the E-RDKK system through android phones and the lack of knowledge that farmers have. The Ngada Regency Food Crop Agriculture Office has also not provided sufficient facilities and infrastructure on farms because there are many delays in distribution that take more time than the specified time. Services at the Ngada Regency Food Crop Agriculture Office have not been in accordance with the implementation in the field so that farmers' needs have experienced delays in service. Another form of participation that supports the sustainability of the subsidized fertilizer distribution program is by conducting socialization activities. The form of participation that is carried out is contrary to community expectations where the completion time is delayed from the time that should be determined.

Nengah Riki; Tata Sutabri

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Rice pest control is one of the main challenges in the agricultural sector in Indonesia. Pests such as planthoppers, stem borers, and rats can cause significant losses to crop yields. Currently, many farmers have difficulty identifying pest types and how to control them quickly and effectively. Therefore, a technological solution is needed that can detect pests directly and provide recommendations for action. This study aims to design an Android-based application that is able to detect types of rice plant pests using visual images and provide recommendations for handling. This application is designed using digital image processing methods and is supported by a large pest database. This technology is expected to be an efficient and practical solution for farmers. The research method used in developing this application is a qualitative method, involving interviews with farmers, agronomists, and data collection related to pests and their damage patterns. This application utilizes AI-based pattern recognition technology to detect pests through photos taken directly by farmers. The results of the study showed that this application was able to detect several types of major pests with an accuracy of up to 85%. In addition, this application provides recommendations for handling steps based on guidelines from the Ministry of Agriculture. The trial showed that this application can help farmers identify pests faster than manual methods. The main contribution of this research is to create a technology-based solution to agricultural problems in Indonesia, especially in the rice sector. With this application, farmers can increase their yields through early identification and proper pest management. In future implementations, this application will continue to be developed to detect additional pests and expand its database. It is hoped that this application can be an important tool in supporting smart farming in Indonesia.

Fadhil Ahmad; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

This study explores the implementation of Task-Based Language Learning (TBLL) in developing an Android-based application to enhance English language proficiency. TBLL was chosen for its focus on real-world language usage, enabling users to practice English skills through practical tasks. The application is developed using the Flutter framework, which supports cross-platform functionality, providing ease of access for users. The study measures the improvement in English language proficiency without relying on surveys for data collection; instead, it uses performance data from users' in-app activities. The findings are expected to demonstrate that integrating TBLL into a digital platform can effectively enhance English proficiency, especially in practical communication skills. This Android-based application implementation is envisioned as an innovative solution for flexible and efficient language learning.

Zuhal Qad’r Al Auzaiy; Agus Dwi Santoso; Akhmad Kasan Gupron

Globe: Publikasi Ilmu Teknik, Teknologi Kebumian, Ilmu Perkapalan 2024 Asosiasi Riset Ilmu Teknik Indonesia

The tool that detects human movement has been designed with a passive infrared sensor based on Arduino ESP32 which can send messages via SMS to the ship's security system. This is the background to the need to improve the security system on ships. The aim of this research is to find out the movement in the ship's engine room. This system can find movements. This tool can detect a maximum distance of 6 m. This system consists of software and hardware that allows sensors to detect human actions. The software uses the C+ language program and is used on the Arduino ESP32. Press the switch to activate this device. A message will be sent to the owner's smartphone if there is movement. Methods and tool system design for applied scientific work that will be carried out using prototype research methods. Prototype research methods are used to produce certain products, and test their effectiveness. The results of the research in this applied scientific work are the level of accuracy of the PIR sensor which detects human movement at a maximum distance of 6 meters and sim800L as a message sender to Android. Beyond that the data is unreadable and invalid.

Wahyu Kurniawan; Lalu Mutawalli; Wire Bagye

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This training aims to provide training on the use of MIT App Inventor in creating Android applications to students at Bale Machine Digital. MIT App Inventor is a web-based platform that makes it easy for new users to program and create Android apps through a block-based Invalid source specified.men interface. The research methods used include problem identification, preparation, training implementation and evaluation. The results of this training show a significant increase in students' knowledge and skills in using information technology and creating Android applications. This training also provides basic skills that are much needed in today's digital era and can be the basis for developing business opportunities in the future.

Egha Pacsi Yudha Perdana; Sri Winarso Martyas Edi

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Lately, folklore is no longer well known by many people. The abundance of entertainment available on the internet has replaced entertainment in the previous era, including folklore. The game "Ink Journeys" is a game created in this study by presenting folklore as the story material in it. This game focuses on the main character who can enter a book containing a collection of folklore in Indonesia. The research began with collecting folklore circulating on the internet, then adjusted to the main story in the game. This study developed a method for implementing Finite State Machine. Different from previous research, Finite State Machine is implemented not only in character and object dialogues, but also applies Finite State Machine to the map area. With the Finite State Machine method, game makers will be more structured and focused when creating programs in the game. As for the players, players will be met with choices that will affect the story in the game. This game can only be played on Android and only has one folklore adapted into the game.

Muh. Nasrul; Agus Dwi Santoso; Teguh Pribadi

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

The shipping industry is closely related to economic growth in various countries. This transportation is very dependent on export and import activities. As the country's economy improves, especially in Asia, the maritime transportation business in Indonesia will also develop. The pattern of sending goods via sea transportation has changed, especially in terms of bulk transportation. which demands modern technology such as automation and intelligent control systems. This research aims to design and develop Android-based spreader control using Arduino Mega 2560 on a floating ship. This project is designed to increase efficiency and ease of operation in the loading and unloading process on ships, which previously still used manual control with a remote control or joystick which had limitations such as limited visibility. In this research, the spreader control system is connected to an Arduino Mega 2560 microcontroller via the HC-05 Bluetooth module, allowing the operator to control the spreader via an Android device. Test results show that data is obtained at a distance of 1 to 13 meters, the Android-based spreader control system shows a response time ranging from 1 to 9 seconds, which shows that the system is functioning properly. At a distance of 14 to 19 meters, the response time increases to 18 seconds, indicating quite good system performance. This shows that there is quite significant latency in data transmission. However, the system still managed to carry out spreader control well. At 20 meters, the system failed to respond to the spreader control. This shows that the effective range of this Bluetooth module is below 15 meters. This research makes a significant contribution to the development of automatic control technology in the shipping industry, especially in the use of intelligent control systems integrated with mobile devices.

Hani Nur Endah; Heni Sumarti; Hamdan Hadi Kusuma

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

EMG is a method widely used to estimate muscle activity and can help understand how muscles interact with each other that affects human movement control. In this study to detect muscle interaction during contraction and relaxation of the triceps elbow muscle. Non-invasive techniques are used in this study to characterize muscle electrical activity. In this study, additional loads were added to the contraction movement to observe whether there was a relationship between changes in muscle activity and the load carried by the muscle in male and female subjects. Signal changes can be read by the microcontroller ADC and then sent to Blynk. This study shows that during the relaxation movement, the subject has an average Vpp value of 0.007 V. When performing the contraction movement, the average Vpp value increases to 0.024 V. When a 2 kg load is added, the average Vpp value increases to 0.027 V. The heavier the load carried, the Vpp value of muscle activity also increases.

Azam Muzakhim Imammuddin; Wirayoga, Septriandi; Irfin Sandra Asti; Isac Ilham Akbar Habibi; Guntur Yanuar Astono +1 more

Jurnal Pengabdian kepada Masyarakat 2024 Pusat Riset dan Inovasi Nasional

Dengan memanfaatkan teknologi, pengembangan aplikasi Android untuk sistem poin tugas mengaji akan memberikan solusi yang inovatif dan praktis. Aplikasi ini akan memberikan fasilitas bagi pengajar untuk mencatat kemajuan setiap anak dalam menghafal dan memahami Al-Qur'an. Selain itu, orang tua asuh juga dapat mengakses informasi ini secara real-time, sehingga mereka dapat ikut terlibat dalam perkembangan pendidikan agama anak-anak mereka. Melalui penggunaan aplikasi ini, diharapkan akan lebih mudah untuk menciptakan lingkungan pembelajaran yang terstruktur, memberikan motivasi tambahan kepada anak-anak untuk belajar Al-Qur'an, dan menguatkan hubungan antara pengajar, anak-anak, serta orang tua asuh di Panti Asuhan Al-Husna.  Dalam rangka menyebarluaskan inovasi ini, dilakukan kegiatan pengabdian masyarakat dengan judul "Workshop Pembuatan dan Pelatihan Aplikasi Android Untuk Sistem Poin Tugas Mengaji untuk Panti Asuhan Al-Husna." Workshop ini bertujuan untuk memberikan pelatihan praktis kepada para pengajar dan pengelola panti asuhan mengenai cara pembuatan dan penggunaan aplikasi tersebut, sehingga mereka dapat memaksimalkan potensi teknologi dalam meningkatkan kualitas pendidikan agama anak-anak di panti asuhan.

Daniel Timothy Imannuel Silalahi; Intan Meutia Sari; Tiya Noviyanti

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

In today's digital era, advances in technology and science are growing very rapidly. Of course, advances in technology and science affect various things. One of them android-based gadgets is utilization to make it easier to find information or knowledge that can be easily accessed. This research aims to design and create an application for the introduction of endemic animals in Indonesia. Endemic animals are species that only exist in certain places and are not found in other places, such as islands, countries, or other geographic areas. Android is an operating system that has an open source nature that allows it to make it easier to recognize and access information about Endemic Animals in Indonesia. The research method for designing and making applications uses the Software Development Life Cycle (SDLC) method. The method begins with planning, analysis, design, implementation and testing. The final result of this research is an application for the introduction of endemic animals in Indonesia based on android. This application was successfully made with appropriate material and quiz features. Function testing on each feature is done with the black box method to ensure the material runs well to display images and material and the function on the quiz feature can function properly. Tests were also conducted with 3 android devices with different versions, namely versions 10, 12, and 13.

Muhammad Bima Saktia Kharissena; Agus Dwi Santoso; Dyah Ratnaningsih

Globe: Publikasi Ilmu Teknik, Teknologi Kebumian, Ilmu Perkapalan 2024 Asosiasi Riset Ilmu Teknik Indonesia

From this research, monitoring can be done using an ESP32 microcontroller that can run the HY-SRF05 ultrasonic sensor to take measurements of fuel in the tank and then the measurement results can be seen on the connected android. This tool is made to monitor the volume of fuel oil on board via android without having to check to the field. From the results of this study, it is obtained that the HY-SRF05 ultrasonic sensor can measure the fuel level (cm) with a distance of 30 cm from the bottom depth of the tank and then the fuel level data (cm) is processed by ESP32 and then the height data from the sensor reading is displayed via android which has been connected online via an internet connection in the form of fuel volume (L). Tests were carried out 10 (ten) times with 3 (three) different capacities, namely with a capacity of 25%, 50%, and 75% of the maximum capacity of the fuel and with 2 (two) test methods, namely testing in stationary tank conditions (A) and testing in tank conditions getting shocks (B). So that from this test, the total value of the tool error (error) in the stationary tank condition (A) is 0.426% and in the condition of the tank getting a shock (B) of 0.420%. Based on the test results, the tool is said to be able to work well between measurements using the HY-SRF05 ultrasonic sensor and the actual depth with a system accuracy level of 99.57%.  

Puput Mulyono; Singgih Purnomo

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The aim of this research is to create an Android-based cell mental check utility in which this software may be used as a medium to make it greater efficient and less complicated for people to prepare for the psychological test. The method in this research is collecting data regarding psychological tests, through writings and books, starting from question statements to searching for results that will be the output of this application. The result of this studies is an Android-based totally mental take a look at software that may be used on smartphones. the belief of this research is that an Android-based psychological take a look at application makes wearing out assessments less complicated and extra efficient due to the truth it may be accessed via a cellphone.

Mochamad Sofyan; Agus Budiyantara

Saturnus: Jurnal Teknologi dan Sistem Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The presence of employees in the company refers to their physical availability and mental involvement in carrying out their assigned duties and responsibilities. This includes punctuality, productivity, as well as positive contributions to company culture and achievement of organizational goals. The aim of the research conducted on employee attendance is to show how high the level of efficiency in using the attendance application is by comparing the TAM and UAT methods so that the difference in this concept determines whether employee responses are accepted or not. utilization of this technology, the TAM method is a framework for understanding technology adoption behavior based on user perceptions of usability and ease of use, while the UAT method testing is the process of testing software by end users to ensure suitability to business needs. The final comparison results obtained by the TAM and UAT methods had percentages of 84.69% and 87.38%. which is categorized as good in terms of utilization of attendance applications for employees.

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Gito Ardiansyah; Rozali Toyib

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

Students at SMA Negeri 1 Central Bengkulu are still dominated by the manual method, namely taking student absences by recording them on paper which will later be summarized from each student's attendance data. Because the manual recap of student attendance data also affects the information about attendance recaps which is still limited to the school, so parents/guardians cannot monitor student attendance levels. Inconsistency in attendance data can be detrimental to students, there is often a difference between the absences listed in the attendance register book/record into the system, which is one of the factors that makes the original data and data that have been verified into the system different. Utilizing the location of an Android smartphone to become an attendance system, which functions to provide location information based on the user's nearest location, assisting in searching for locations based on 6 existing parameters, namely education (high school/vocational school/university), hospital, hotel, restaurant, tourist attraction , and malls/traditional markets. It is hoped that this application will always be up to date so that this application follows developments in Android-based lecturer/teacher attendance information technology using the Flutter framework.