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Ivander, Davin Danny; Khiroh, Siti Muhimatul

JURNAL ILMIAH TEKNIK INDUSTRI DAN INOVASI 2026 CV. ALIM'SPUBLISHING

Ketidaksesuaian kualitas pada proses assembly sepatu kulit kerap memicu siklus rework berulang yang menguras sumber daya waktu maupun biaya produksi secara signifikan. Penelitian ini mengkaji mekanisme pengendalian cacat yang diterapkan pada Product D-01 di Lini C PT XYZ, dengan menggunakan DMAIC sebagai kerangka perbaikan utama serta Pareto, P-Chart, Fishbone Diagram, 5 Whys, Failure Mode and Effects Analysis (FMEA), dan Cost of Quality (COQ) sebagai alat pendukung. Data primer bersumber dari catatan produksi internal perusahaan, pengamatan lapangan, dan wawancara terstruktur bersama pengawas produksi dan staf quality control. Pengukuran baseline menunjukkan bahwa Lini C menyumbang volume cacat paling tinggi di antara seluruh lini yang ada, dengan Product D-01 mencatat 10.487 pair cacat dari total output 80.387 pair, sehingga menghasilkan defect rate sebesar 13,05%. Distribusi Pareto mengidentifikasi wrinkle, incorrect colour, dan not straight sebagai tiga kategori cacat paling kritis. Penilaian FMEA menetapkan Risk Priority Number tertinggi sebesar 245 pada perilaku operator yang terburu-buru selama proses lasting dan brushing. Tindakan korektif mencakup pemasangan SOP visual, implementasi checklist QC pra-shift, verifikasi kondisi mesin secara rutin, dan penyediaan sampel referensi warna serta bentuk yang terstandar. Pemantauan selama dua periode berikutnya mengkonfirmasi penurunan defect rate secara bertahap menjadi 12,80% dan kemudian 11,65%, disertai penurunan estimasi biaya kegagalan internal dari Rp 2,36 juta menjadi Rp 1,86 juta per periode.

Rayhan Al Hayubi; Desmira Desmira

Jurnal Riset Rumpun Ilmu Teknik 2026 Pusat riset dan Inovasi Nasional

This study designs and implements an up-down counter system based on an AT89C2051 microcontroller programmed in assembly using the MC-51 application. The system modifies an existing digital clock board by mapping the display selector pins, seven-segment segment pins, pushbuttons, and buzzer to the microcontroller ports. The research method consists of literature review, hardware identification, algorithm design, assembly programming, program downloading, and functional testing using a 5 V DC supply. The implementation uses a four-digit common-cathode seven-segment display and a multiplexing routine to show the counter value in real time. The functional test shows that the system can display the initial value, increase the value through the up button, and decrease the value through the down button. The display is readable during operation, and the program can run on the target circuit after being downloaded to the AT89C2051. This study confirms that assembly programming on MC-51 can be applied to implement a simple counter system on a reused digital clock circuit. The main limitations are the absence of explicit button debouncing, overflow and underflow protection, quantitative response-time measurement, and non-volatile data retention.

Asri Putri Anugraini; Shinta Masitho Windriyani; Ary Artanty; Paulus Rah Adi Pawitra; Sari Mellina Tobing

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2026 Asosiasi Periset Bahasa Sastra Indonesia

The development of fine motor skills in elementary school-aged children is crucial for academic achievement and daily activities. However, some children still experience delays in fine motor skills due to lack of stimulation, a lack of varied teaching methods, and the impact of technology use and learning after the pandemic. This study aims to improve fine motor skills in elementary school children through Educational Activities Using LEGO Bricks. The method used is a play-based learning approach integrated into thematic learning. The activities were conducted in several structured sessions, including an introduction, core activities, and reflection and evaluation. Participants were elementary school students who actively participated in LEGO assembly activities both individually and in groups. The results showed improvements in fine motor skills, evident in improvements in hand-eye coordination, accuracy, concentration, and manipulative abilities. Students also demonstrated great enthusiasm and progress in creativity when creating various types of works. The discussion indicates that playing with LEGO is beneficial for training small muscles in the hands through pinching, pressing, and arranging activities, as well as supporting cognitive development and a passion for learning. In other words, the LEGO Brick Educational Play Movement has proven to be an innovative and fun learning medium, as well as effective in developing the fine motor skills of elementary school students.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

Diyajeng Luluk Karlina

International Journal of Mechanical, Electrical and Civil Engineering 2026 Asosiasi Riset Ilmu Teknik Indonesia

This research aims to design and develop a simple Dino-themed game based on a microcontroller, with the display using an I2C LCD. The game is inspired by the offline Dino game on Google Chrome, adapted to run on an Arduino Uno microcontroller. The research method used is Research and Development (R&D), consisting of stages such as needs analysis, system design, simulation using Wokwi, hardware assembly, programming, and testing. The system uses push buttons as input and a 16x2 I2C LCD as the output display. The testing results show that the system can respond quickly to user input and display character movement and score updates dynamically on the LCD screen. Although the graphical capability of the LCD is limited, the game runs well and successfully demonstrates the basic concepts of microcontroller programming as well as interactive input-output processing. Further development is recommended to enhance the graphical interface and add features such as sound effects and progressive difficulty levels.

Isak Klafle; Dian Ferriswara; Ulul Albab; Sapto Pramono

International Journal of Humanities and Social Sciences Reviews 2026 Asosiasi Penelitian dan Pengajar Ilmu Sosial Indonesia

This study aims to analyze the effectiveness of the Papua Special Autonomy policy in improving the welfare of indigenous communities by reviewing the achievement of policy objectives, integration and coordination between institutions, and policy adaptation to the socio-cultural conditions of the local community. The approach used is qualitative with the Qualitative Secondary Analysis (QSA) method, utilizing various secondary data sources such as policy documents, government reports, and relevant research and academic journals. The results of the study indicate that the Papua Special Autonomy policy was designed as an affirmative policy aimed at accelerating regional development, improving community welfare, and recognizing the rights of indigenous communities. This policy has produced several positive results, especially in increasing regional fiscal allocations, developing infrastructure, and expanding community access to education and health services. In addition, the establishment of special institutions such as the Papuan People's Assembly provides space for the representation of indigenous people's culture in the regional government system. However, the study also shows that the Special Autonomy policy faces several challenges, including suboptimal inter-institutional coordination, limited institutional capacity of local governments in managing Special Autonomy funds, and the incomplete integration of indigenous socio-cultural values ​​in the planning and implementation of development programs. Therefore, strengthening policy governance, increasing accountability in fund management, and expanding indigenous community participation are crucial factors in enhancing the effectiveness of Papua's Special Autonomy policy. This research provides theoretical contributions to public policy development, particularly in the context of implementing asymmetric decentralization and culture-based development policies.

Anggresta Putri Pratama

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The study analyzes the implementation of the 5S method (Seiri, Seiton, Seiso, Seiketsu, Shitsuke) in improving shoe production quality at the Assembly section of PT X through observation, interviews, and documentation. Involving supervisors, production leaders, and operators, the study aimed to assess the impact of 5S on production processes. The results showed that the implementation of 5S successfully created a more organized, cleaner, and standardized work environment. These improvements led to a reduction in potential work errors, increased process efficiency, and the establishment of an employee disciplinary culture. Employees became more aware of maintaining cleanliness and orderliness, which contributed to a smoother workflow and better quality control. The findings align with theories of quality management, organizational behavior, and operations management, demonstrating the benefits of 5S in enhancing operational effectiveness. This study confirms that integrating the 5S method into industrial practices, particularly during internships, is an effective strategy to encourage continuous improvement and enhance production quality in the industry.

Erick Tarantino; Agung Prayoga; Akmal Tirta Wijaya; Egidius Edi Putrawan Halawa; Firda Muflif Fauzi +4 more

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to strengthen students’ networking competencies through the implementation of straight and cross LAN cable assembly training at SMKN 53 Jakarta. The background of this research is based on the need to enhance students’ practical skills in basic computer networking, particularly in understanding cable configurations and applying crimping techniques according to industry standards. Many students experience difficulties in differentiating wiring standards and applying correct crimping procedures, which impacts their readiness for industry practice. This research employed a practical training approach combined with demonstration and hands-on methods. The participants were students of the Computer and Network Engineering program. Data were collected through observation, performance assessment, and competency tests before and after the implementation. The findings indicate a significant improvement in students’ understanding of cable color standards (T568A and T568B), accuracy in assembling straight and cross cables, and testing results using LAN testers. Students demonstrated higher levels of technical accuracy, problem-solving skills, and work discipline after the intervention. The implementation of structured practical activities proved effective as a medium for strengthening networking competencies. The study implies that continuous practice-based learning aligned with industry standards is essential in vocational education to improve students’ technical readiness and employability in the networking field.

Melda Agnes; Natasya Leuwol; Mayzer Mayzer; Yoma Yoma; Loksina Loksina +6 more

Jurnal Pengabdian Masyarakat Terapan 2026 Lembaga Pengembangan Kinerja Dosen

The training on computer network cabling serves not only to enhance students’ technical abilities but also to cultivate social values, collaborative behavior, and digital awareness within the school environment. The outreach activity conducted by students of Universitas Victory Sorong at SMA 2 Kabupaten Sorong aimed to strengthen students’ digital competence through the introduction of network devices and hands-on practice in creating LAN cables. The results indicate that this training effectively increased students’ understanding of computer network components, improved their practical skills in LAN cable assembly, and fostered cooperation and responsibility during group activities. From the perspective of Sociology of Education, the program contributed to the development of social capital by encouraging peer interaction, collaborative learning, and a deeper awareness of the role of technology in social life. This activity also addressed existing problems such as limited knowledge of network systems, lack of practical experience, and insufficient technology education in schools. Overall, the training led to improved technical comprehension, active participation, and enhanced social character formation. Therefore, computer network cabling training plays a significant role in promoting both digital literacy and social development among students in accordance with the principles of educational sociology.

Fajar Husain Asy’ari; Rio Subandi; Rizal Agri Wahyuadi; Sigit Prakosa A N

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of the digital era demands that youth possess practical and applicable information technology (IT) skills to enhance competitiveness in the workforce and entrepreneurship. However, the gap between theoretical knowledge and basic technical skills—such as computer assembly, installation, and troubleshooting—remains a real challenge among youth, particularly in community settings such as the Patitech Academy in Pati Regency. The training program was implemented using experiential learning methods and a participatory approach over three days. A total of 25 participants engaged in a series of activities, including socialization, technical training, intensive mentoring, and evaluation. Measurement instruments included written pre- and post-tests, practical performance observation, and satisfaction questionnaires. Data analysis showed a significant improvement in participant competencies. The average post-test score increased by 40.2% compared to the pre-test, with 85% of participants demonstrating mastery in assembling computers, installing operating systems, and performing basic troubleshooting independently. The troubleshooting aspect recorded the highest increase (45%). The success of the program was supported by direct learning methods, an ideal participant-instructor ratio, and a curriculum relevant to industry needs. Hands-on training proved effective in significantly improving youth technical IT competencies. The program not only built hard skills but also increased participants' self-confidence and independence. For sustainability, it is recommended to develop advanced modules, strengthen industry networking, and establish a digital alumni forum. The findings of this study can serve as a model for developing youth empowerment programs based on digital skills in other communities.

Anin Maftukhah; Muhammad Atiq; Danang Hendrawan; Raka Dian Mahardi; Muhammad Reyhan F

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2026 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The rapid development of the digital era requires human resources to not only master software, but also understand hardware infrastructure. This community service program aims to improve the technical competence and digital literacy of the people of Pati Regency through a PC assembly and optimization workshop. The method used is the Participatory Action Learning Sistem (PALS), in collaboration with "Pati Tech" as an industry partner, and utilizing the campus computer laboratory as a training center. Activities consisted of orientation, planning, and hands-on practice in PC assembly. The results of the community service program showed a significant increase in the technical skills of participants, as reflected in the average pre-test score of 52.5 which increased to 86.4 in the post-test. Participants are now able to assemble and optimize sistem independently. The implication of this activity is the formation of independent digital talents who can manage digital infrastructure, which is expected to support the development of the local creative economy in Pati Regency. This program contributes to improving technological skills relevant to the needs of the digital market.