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Studi Kelayakan Potensi Penyinaran Matahari 34 Provinsi Di Indonesia Untuk Pembangkit Listrik Tenaga Matahari Skala Rumah Tangga Olnes Yosefa Hutajulu; Batumahadi Siregar; Muhammad Dominique Mendoza
Jurnal Insinyur Profesional Vol 2, No 1 (2022): JIP (Jurnal Insinyur Profesional)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (424.514 KB) | DOI: 10.24114/jip.v2i1.28232

Abstract

Penggunaan sistem pembangkit listrik tenaga surya saat ini menjadi pilihan alternatif sumber energi listrik, baik oleh lembaga pemerintah terkait maupun masyarakat di Indonesia. Namun terdapat permasalahan dimana ditemukan perbedaan perhitungan biaya untuk menginstalasi pembangkit listrik tenaga surya (PLTS) dari beberapa forum komunitas pengguna tenaga surya. Artikel ini menyajikan bahwa penyebab utama dari perbedaan perhitungan biaya tersebut adalah terdapat perbedaan potensi radiasi matahari yang dapat dikonversikan menjadi energi listrik setiap daerah di Indonesia. Alasannya karena Indonesia memiliki wilayah yang sangat luas dan terbagi ke dalam 3 zona waktu dan pastinya berpengaruh pada penyinaran matahari di setiap daerah. Pada artikel ini akan dilakukan studi literatur dan perhitungan dengan model matematis untuk mengukur potensi energi matahari yang tersebar di 34 provinsi di Indonesia. Fokus lokasi yang akan diukur adalah ibu kota dari tiap-tiap provinsi tersebut. Data potensi penyinaran matahari tersebut kemudian akan dimasukkan ke dalam formula perhitungan kapasitas modul surya yang diperlukan untuk membangun sebuah PLTS. Berdasarkan data tersebut akan di lihat apakah terdapat perbedaan kapasitas modul surya yang dibutuhkan jika ingin membangun PLTS. Berdasarkan hasil perhitungan yang telah dilakukan, diketahui potensi penyinaran matahari rata-rata di Indonesia adalah 4,95 kwh/m2/hari dengan kota Kupang menjadi kota dengan potensi tertinggi yaitu 6,36 kwh/m2/hari atau 28,40% lebih tinggi dari nilai rata-rata. Sedangkan kota Banda Aceh menjadi kota dengan potensi terendah yaitu 4,12 kwh/m2/hari atau 16,82% lebih rendah dari nilai rata-rata. Berdasarkan hasil perhitungan tersebut maka kota Banda Aceh memerlukan kapasitas modul surya lebih besar 22,66% dari kapasitas rata-rata pemasangan PLTS di Indonesia
ANALISIS KINERJA JARINGAN INTERNET FT-UNIMED DENGAN PROTOCOL ROUTING OPEN SHOTEST PATH FIRST (OSPF) DAN BORDER GATEWAY PROTOCOL (BGP) Muhammad Dominique Mendoza; Eka Daryanto; Olnes Yosefa Hutajulu
Jurnal Insinyur Profesional Vol 2, No 1 (2022): JIP (Jurnal Insinyur Profesional)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (665.653 KB) | DOI: 10.24114/jip.v2i1.27010

Abstract

The use of the internet network during the Corona Virus pandemic known as COVID-19 increased rapidly because learning had to be done online, one of which was experienced at Fakultas Teknik, Universitas Negeri Medan. Some network disturbances often occur because of the large data transmission requests from the data center. This problem occurs because the network being used is still using a static routing protocol where the data path configuration must be updated manually by the operator. The solution to this problem is proposed to change the routing protocol from static routing to dynamic routing. The proposed dynamic routing protocols are open shortest path first (OSPF) and border gateway protocol (BGP). The choice of these two types of protocols is because they have better performance and can be implemented on any type of hardware. In this article, we will discuss the analysis of the implementation of the OSPF and BGP protocols with simulations carried out using packet tracer software. The results obtained from the simulation are analyzed and it is known that the OSPF protocol has better performance than the previous protocol, namely static routing and BGP protocol. Based on the criteria of throughput, packet loss, delay and jitter, it is known that the OSPF protocol has better performance on throughput, delay and jitter.Keywords : Static routing, dynamic routing, OSPF, BGP
SALES LEVEL FORECASTING OF JASMINE FLOWERS WITH EXPONENTIAL SMOOTHING METHOD Harvei Desmon Hutahaean; Muhammad Dominique Mendoza; Charles Fransiscus Ambarita
INFOKUM Vol. 10 No. 4 (2022): October, computer, information and engineering
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.328 KB)

Abstract

The forecasting process is used to support the decisions of a company to get maximum profit. The sales of jasmine flowers have been growing rapidly lately, especially for the needs of environmental friendly decorative plants sector. It is necessary to predict the sales value of these flowers to prevent loss in business income during Covid-19 pandemic. The Exponential Smoothing method has been widely used for forecasting because it has a fairly good performance. The Exponential Smoothing method has several alpha parameters that are used, namely 0.1; 0.5; 0.9 to support calculations that will be used in forecasting. With these methods, calculations can be carried out to find the best optimal value with the smallest error rate. The chosen forecasting method is used to forecast jasmine flowers sales. Based on the results of the MAD (Mean Absolute Deviation) calculation, it can be seen that the smallest MAD value can be obtained at a value of α = 0.1, is 61.17. Forecasting the sale of jasmine flowers using the Exponential Smoothing method is most suitable for UD. Susan Melati with a value of α = 0.1. This shows that the historical pattern of actual data does not fluctuate or is relatively stable over time.
PENERAPAN METODE FLEX BLENDED LEARNING PADA SMKS IMELDA Reni Rahmadani; Ressy Dwitias Sari; Bagoes Maulana; Muhammad Dominique Mendoza; Tansa Trisna Astono Putri
Jurnal Teknologi Pendidikan (JTP) Vol 15, No 2 (2022): Oktober - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v15i2.39121

Abstract

Abstrak: Perkembangan ilmu pengetahuan dan teknologi yang semakin pesat mengharuskan banyak sektor dalam pendidikan melakukan perubahan. Pembelajaran blended learning adalah contoh dari salah satu pemanfaatan perkembangan teknologi informasi yang dimanfaatkan dalam sektor Pendidikan. Kombinasi pembelajaran dengan sistem tatap muka dan pembelajaran berbasis komputer yang dilakukan secara daring (dalam jaringan) maupun luring (luar jaringan) adalah bentuk pembelajaran blended learning Flex termasuk dalam jenis pembelajaran metode Blended Learning di mana proses belajar mengajar dilakukan dalam bentuk daring namun masih melakukan pembelajaran luring sebagai pendukung. Tujuan dari penelitian ini untuk melihat dampak dan manfaat dari penerapan flex blended learning dalam proses pembelajaran sehingga dapat mempermudah proses pelaksanaan pendidikan bagi guru dan juga siswa agar tujuan pendidikan dapat dicapai lebih maksimal. Data hasil penelitian diolah dengan menghitung nilai n-gain dan uji t untuk mengetahui dampak dari pembelajaran menggunakan flex blended learning. Hasil menunjukkan nilai n-gain siswa yang melakukan pembelajaran flex blended learning adalah 0,74 lebih tinggi daripada pembelajaran konvensional yang memiliki nilai 0,54. Uji t menunjukkan nilai sig. 0,00000018 dan nilai thitung 6,78 yang berarti pembelajaran menggunakan flex blended learning menunjukkan perbedaan yang signifikan terhadap pembelajaran konvensional. Dari hasil nilai n-gain dan uji t dapat ditarik kesimpulan bahwa pembelajaran flex blended learning dapat meningkatkan nilai hasil belajar siswa.Kata Kunci: Pembelajaran, Blended Learning, Flex Blended Learning.Abstract: The rapid development of science and technology requires many sectors in education to make changes. Blended learning is an example of one of the uses of information technology developments that are used in the education sector. The combination of learning with face-to-face systems and computer-based learning conducted online (in the network) and offline (outside the network) is a form of blended learning. Flex is included in the type of Blended Learning model where learning is carried out online but still does offline learning as a support. The purpose of this study is to see the impact and benefits of implementing flex blended learning in the learning process so that it can facilitate the process of implementing education for teachers and students so that educational goals can be achieved more optimally. The research data were processed by calculating the n-gain value and t-test to determine the impact of learning using flex blended learning. The results show that the n-gain value of students who do flex blended learning is 0.74 higher than conventional learning which has a value of 0.54. The t test shows the value of sig. 0.00000018 and t-count 6.78 which means learning using flex blended learning shows a significant difference to conventional learning. From the results of the n-gain value and t test, it can be concluded that flex blended learning can increase the result of student learning outcomes..Keywords: Learning, Blended Learning, Flex Blended Learning.
PENGARUH PENGGUNAAN MEDIA SOSIAL DALAM PENDIDIKAN TERHADAP PRESTASI AKADEMIK MAHASISWA Muhammad Dominique Mendoza; Olnes Yosefa Hutajulu; Azmi Rizky Lubis; Reni Rahmadani; Tansa Trisna Astono Putri
Jurnal Teknologi Pendidikan (JTP) Vol 15, No 2 (2022): Oktober - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v15i2.39120

Abstract

Abstrak: Saat ini, media sosial ada sebagai sarana untuk berkomunikasi di antara orang-orang terlepas dari lokasi, memungkinkan mereka untuk dengan mudah berbagi informasi, mengakses file, gambar, dan video, mengirim pesan, dan melakukan percakapan secara langsung (real time), dimana hal ini memungkinkan komunikasi yang mudah dan efektif. Studi menunjukkan bahwa media sosial mendukung kegiatan pendidikan dengan memfasilitasi interaksi, kolaborasi, partisipasi aktif, berbagi sumber daya, dan berpikir kritis. Penelitian ini berfokus pada pengaruh penggunaan media sosial terhadap prestasi akademik mahasiswa. Populasi yang digunakan pada penelitian ini berasal dari sampel mahasiswa pada Program Studi (Prodi) Pendidikan Teknologi Informatika dan Komputer (PTIK) sebesar 216 mahasiswa. Berdasarkan hasil pengujian didapat hasil bahwa variabel komunikasi dengan media sosial tidak memiliki dampak yang signifikan terhadap prestasi akademik siswa. Pada variabel Kolaborasi terdapat pengaruh yang signifikan secara terhadap prestasi akademik mahasiswa, kolaborasi memberikan pengaruh yang paling besar dan signifikan secara terhadap prestasi akademik mahasiswa. Pada variabel berbagi bahan dan materi melalui sosial media memiliki pengaruh positif dan signifikan terhadap prestasi akademik mahasiswa. Penelitian ini membuktikan perkembangan teknologi saat ini merupakan inkubator bagi munculnya aplikasi dan sarana komunikasi elektronik secara masif, dan media sosial merupakan salah satu sarana elektronik yang dapat berperan efektif dalam proses komunikasi berbagai bidang, terutama di bidang pendidikan.Kata Kunci: Media Sosial, Komunikasi, Kolaborasi, Berbagi Materi dan Bahan Ajar, Prestasi AkademikAbstract: Today, social media exists to facilitate communication among people regardless of location, enabling them to easily share information, access files, images, and videos, send messages, and have real-time conversations. This allows easy and effective communication. Studies show that social media supports educational activities by facilitating interaction, collaboration, active participation, resource sharing, and critical thinking. This study focuses on the effect of using social media on student academic achievement. The population used in this study came from a sample of 216 students in the Program Studi Pendidikan Teknologi Informatika dan Komputer (PTIK). Based on the test results, it was found that the communication variable with social media did not have a significant impact on student's academic achievement. The collaboration variable has a significant effect on student academic achievement, collaboration has the biggest and most significant influence on student academic achievement. The variable sharing of materials and materials through social media has a positive and significant effect on student academic achievement. This research proves that current technological developments are an incubator for the emergence of massive electronic communication applications and facilities, and social media is one of the electronic means that can play an effective role in the communication process in various fields, especially in the field of education.Keywords: Social Media, Communication, Collaboration, Sharing of Teaching Materials and Materials, Academic Achievements
Android-based Rooftop Solar Power Plant Capacity Calculator Application Development Olnes Yosefa Hutajulu; Muhammad Dominique Mendoza; Denny Haryanto Sinaga; Christin Erniati Panjaitan
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 6 No. 2 (2023): Issues January 2023
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v6i2.8343

Abstract

The utilization of solar energy to produce electrical energy in the form of a rooftop solar power generation system (PLTS) is an option to anticipate fossil energy scarcity and reduce pollution. The Indonesian government also urges the public to participate in using PLTS. However, until now there are only 4000 users throughout Indonesia. The main problem with the small number of PV mini-grid users is the difficulty of obtaining information related to the material requirements and costs for building a PV mini-grid system. Therefore, this research then proposes the creation of an application that can provide convenience for the community to calculate the capacity requirements of PLTS and its costs according to the electrical equipment that is operated as needed. This article contains the process of designing, manufacturing and testing an application for calculating the capacity and cost of a PV mini-grid. The design sprint method used in this research is in the design and manufacturing process. While the application testing uses the black box and usability testing. The final result of the testing process shows that with the black box testing method by 3 experts, it is known that all functions of the application are 100% "Valid" which is already functioning according to the design. Meanwhile, the results of usability testing with 30 respondents resulted in a usability level of 82.83. Based on the standard usability scale system, the usability testing results obtained are included in the "Very Useful" predicate and are ready to be used by the community.
Designing android-based learning media using the rapid application development method Reni Rahmadani; Khofifah Qalbun Salima; Adilla Ulfhi; Tansa Trisna Astono Putri; Muhammad Dominique Mendoza
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Android-based learning multimedia is a learning media used in the learning process because it can be used anytime and anywhere. Several barriers to learning have been identified in basic computer and network courses. Based on observations made on the introduction of computer hardware and software, the barriers found are the relatively low level of student knowledge of the subject matter, student involvement in the learning process is also low and the learning media still uses power point containing learning theories derived from books. This research uses UML as a multimedia development tool along with RAD (Rapid Application Development) methodology. Based on the results of trials conducted on students, the results obtained that students feel very interested in learning using android-based interactive multimedia in basic computer network subjects on computer hardware and software introduction material.
Role playing game as a learning media: case study on education industry course Muhammad Dominique Mendoza; Olnes Yosefa Hutajulu; Reni Rahmadani; Fevi Rahmawati Suwanto; Ishaq Matondang; Ressy Dwitias Sari
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Paradoxically, the current level of enthusiasm among the younger generation in studying the education industry is low. This phenomenon can be attributed to multiple factors, including the rapid spread of globalization, which has sparked a heightened interest among the younger generation in acquiring technological knowledge. Researchers employed the Game Development Life Cycle (GDLC) approach, consisting of six stages: initiation, pre-production, production, testing, beta, and release. Testing using the black-box method on 12 modules revealed that all modules performed flawlessly without any issues. Testing of the beta version of the game involved 62 testers who were instructed to play the game and complete a questionnaire. The findings were positive, with an average total score of 4.51 for the game elements. The gaming system performed well during testing, indicating its potential to be well-received by beta testers and users, as well as its ability to enhance students' learning motivation.