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ALAT PENGHITUNG BERAT BADAN MANUSIA DENGAN STANDART BODY MASS INDEX (BMI) MENGGUNAKAN SENSOR LOAD CELL BERBASIS ARDUINO MEGA 2560 R3 Dewantara, Dewantara; Sasmoko, Priyo
Gema Teknologi Vol 18, No 3 (2015): April 2015 - October 2015
Publisher : Vocational School Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.667 KB) | DOI: 10.14710/gt.v18i3.21931

Abstract

Dewantara, Priyo Sasmoko, in this paper explain that a measuring instrument is a tool used by humans to help determine parameters such as height and weight. Most height and weight gauges used today still use simple and still conventional equipment. In addition, if manually, there are still frequent measurement errors that come from the measuring instrument itself or from the human. This happens because of inaccuracies in reading measuring instruments that lack precision or perhaps from the human factor itself. The purpose of this study was to create a digital height and weight automation system accompanied by displaying its ideal weight based on height. This system is built using Arduino as a system controller. The ultrasonic sensor is used as a measure of height. Load cell is used as a measure of weight. And a 20x4 LCD to display the output. From testing and analyzing the results of measurements of height according to the actual height, the results of measurements of weight have an error percentage of 0.53% - 2.77%. The system determines the ideal or not body weight based on BMI. Keywords: 20x4 LCD, Load Cell Sensor, Arduino.ReferencesFogaswara, Eka. 2013. Prinsip Dasar Kelistrikan dan konversi energy untuk SMK/MAK. Bandung: CV ARMICO.Massimo dkk, Arduino/Genuino Mega 2560. 28 Juli 2015.  https://www.arduino.cc/en/Ma in/ArduinoBoardMega2560. Diakses pada 28 Juli 2015.Anonim. Sensor. 5 September 2015. http://id.wikipedia.org/wiki/sensor. Diakses  pada 5 September 2015Anonim. HX711 Weight Scale ADC Modul. 6 September 2015. http://www.vcc2gnd.com/Diakses pada 6 September 2015Arifai, Samsul. Dkk, 2014, Rangkain Catu Daya. http://s3.amazonaws.com/academia.e du.documents/ Diakses  pada 24 Agustus 2015Malvino, Prinsip-prinsip Elektronika, Buku satu, Salemba Teknika, hal 66Anonim. Catu daya. 6 September 2015. http://profil.widodoonline.com /Elektronika/komponen/praktik um/teori-dasar-catu-daya.html
Eksplorasi Keindahan alam dan budaya Melalui Study Tour ke Pura Tanah Lot, Bali Tamah, Jeni Vegas; Wahid, Abdul; Penta, Rafid Ula; Dewantara, Dewantara; Kanedi, Indra
Jurnal Dehasen Mengabdi Vol 3 No 1 (2024): Maret-Agustus
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdm.v3i1.5902

Abstract

Study tour is one of the effective ways to directly learn about the natural beauty and culture of a region. This journal documents our experiences during a study tour to Tanah Lot, Bali. We explored the natural wonders, got to know the local culture, and felt the warmth of the local community. By combining direct experiences and deep reflections, we were able to enrich our understanding of the cultural richness and natural beauty of Bali.
Eksplorasi Keindahan alam dan budaya Melalui Study Tour ke Pura Tanah Lot, Bali Tamah, Jeni Vegas; Wahid, Abdul; Penta, Rafid Ula; Dewantara, Dewantara; Kanedi, Indra
Jurnal Dehasen Untuk Negeri Vol 3 No 2 (2024): Juli
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i2.5897

Abstract

Study tour is one of the effective ways to directly learn about the natural beauty and culture of a region. This journal documents our experiences during a study tour to Tanah Lot, Bali. We explored the natural wonders, got to know the local culture, and felt the warmth of the local community. By combining direct experiences and deep reflections, we were able to enrich our understanding of the cultural richness and natural beauty of Bali.
Pemanfaatan Kecerdasan Buatan Dalam Era Digitalisasi Untuk Mendukung Kompetensi Siswa Mona, Prahasti; Kalsum, Toibah Umi; Sallaby, Achmad Fikri; Asyhari, Ahmad; Dewantara, Dewantara
Jurnal Dehasen Untuk Negeri Vol 3 No 2 (2024): Juli
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i2.6449

Abstract

Increasing the competency of Vocational High School students must continue to be improved through various strategies as an effort to prepare themselves to be able to compete in the world of work and industry. The aim of implementing this Community Service is to introduce the development of information technology through artificial intelligence in the era of digitalization in an effort to support student competence. The use of artificial intelligence through activities to introduce various artificial intelligence software or technologies is carried out through face-to-face methods which are carried out at SMKN 3 Bengkulu City. The strategy in community service activities is implemented through presentations and presentations involving resource persons by lecturers with assistance provided by students. Furthermore, in addition to presenting the material in the form of a presentation, an interactive dialogue was held with the participants regarding the material presented. Based on the results of implementing Community Service (PKM) activities, it can be concluded that students understand the use of artificial intelligence in supporting student competencies. Furthermore, during the implementation there was interactive interaction through questions from students regarding the development of artificial intelligence technology. This also shows that artificial intelligence in the digitalization era can support the competence of vocational high school students.
Pembuatan Game Edukasi Tebak Gambar Berbasis Andoid Dewantara, Dewantara; Khairil, Khairil; Sallaby, Achmad Fikri
Jurnal Media Infotama Vol 21 No 2 (2025): Oktober
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v21i2.9373

Abstract

The current development of technology provides great opportunities in the field of education, one of which is through educational game media. This research aims to design and develop an Android-based educational game that can be used as an interactive learning medium for early childhood, specifically for students of Pajar Harapan Kindergarten in South Bengkulu Regency. This game features a picture guessing concept with three main themes: names of animals, names of fruits, and Indonesian national heroes, where players must arrange letters or answer multiple-choice questions based on the images displayed. The development method used is the Waterfall model, which includes stages of analysis, design, implementation, testing, and maintenance. Testing results indicate that this game can enhance children's interest in learning by presenting material in a fun and interactive manner. Feedback from teachers and students regarding this application is also positive, indicating that the game is effective as an alternative learning medium. It is hoped that this application can continue to be developed and used more widely in early childhood education environments