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Analisa Kegagalan Impeller pada Circulating Water Pump di PT. PLN Indonesia Power UP Indralaya Pratama, Muhammad Alif; Taufikurrahman, Taufikurrahman; Sundari, Ella; Syafei, Syafei
TEKNIKA Vol. 19 No. 2 (2025): Teknika Mei 2025
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.15030398

Abstract

Pompa CWP merupakan pompa yang berfungsi sebagai pompa pendingin dengan memompakan air laut dari cooling tower menuju ke kondensor. Salah satu bagian penting pada pompa CWP yang sering mengalami kerusakan adalah impeller. Impeller berperan dalam meningkatkan tekanan dan mengalirkan air sirkulasi dalam sistem pendingin. Penelitian ini tujuannya menganalisis faktor-faktor terjadinya kegagalan impeller dengan melakukan 3 jenis pengujian meliputi pengujian komposisi, impak, dan metalografi. Hasil pengujian komposisi menunjukkan bahwa material impeller adalah stainless steel austenitik tipe 304. Hasil uji impak pada material impeller SS304 memperoleh nilai rata-rata impak 0,162 J/mm2, tergolong nilai impak yang kecil dibandingkan dengan material baru stainless steel 304 memiliki nilai impak yang tinggi dengan rata-rata sebesar 1,23 J/mm2, dapat dilihat bahwa terjadi penurunan yang signifikan pada ketangguhan impeller. Pengujian metalografi menunjukkan struktur mikro yang terbentuk adalah austenite dan ferrite serta adanya porositas yang mengakibatkan berkurangnya luas penampang material yang menahan beban.
SOSIALISASI DAN PELATIHAN PEMANFAATAN LIMBAH AIR KELAPA MENJADI PRODUK NATA DE COCO DI DESA KEMBANG KERANG Arini, Naura Nazhyrah; Sarkono; Fahriansyah, Ridho; Amalia, Rizka Ayu; Putrini, Andini Justina; Mulyanugroho, Ade Isna; Muhanna, Arqan Doni; Asniwati; Risnawati; Wahyuningsih; Pratama, Muhammad Alif
Jurnal Wicara Vol 2 No 2 (2024): Jurnal Wicara Desa
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/wicara.v2i2.4115

Abstract

Kembang Kerang Village, located in the East Lombok Regency of West Nusa Tenggara's Aikmel District, has a wealth of agricultural potential, particularly in the plantation industry, specifically in the coconut commodities. A frequently underutilized byproduct that pollutes the environment is coconut water. By teaching and enabling community members—particularly organizations like PKK and KWT—to produce Nata de Coco from coconut water, this article offers an innovative alternative. The workshop, which took place in the village of Kembang Kerang, focused on how important it is to use discarded coconut water to lessen environmental damage and boost economic value. The training approach guarantees that participants may independently create and market the product through socialization, counseling, practice, and direct help in the creation of Nata de Coco. The following article guides readers through the entire process of creating Nata de Coco, from preparing the beginning to packaging. Rich in fiber and healthy nutrients, what follows Nata de Coco is made. To conclude, community creativity and abilities in turning coconut water waste into a viable economic venture have to be enhanced through training and outreach programs. A strong response to the training session's enthusiasm was displayed by the participants, which created opportunities for the village's coconut products to thrive sustainably and economically.
Gamification-Based Learning Design to Improve Student Engagement and Conceptual Understanding in Higher Education Rachmawati, Andini; Pratama, Muhammad Alif
International Journal of Educational Insights and Innovations Vol. 2 No. 2 (2025): June 2025 - International Journal of Educational Insights and Innovations (IJED
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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

Abstract

The integration of gamification in education has gained increasing attention as a strategy to enhance student engagement and learning outcomes. This study investigates the impact of a gamification-based learning design on improving student engagement and conceptual understanding in higher education. A quasi-experimental research method was employed involving 80 undergraduate students enrolled in a computer science course. The experimental group participated in a gamified learning environment incorporating elements such as points, badges, leaderboards, and mission-based tasks, while the control group followed traditional instructional methods. Quantitative data from pre-test and post-test assessments revealed that the experimental group showed significantly higher improvement in conceptual understanding. In addition, results from the Student Course Engagement Questionnaire (SCEQ) indicated increased levels of behavioral, emotional, and cognitive engagement among gamified participants. Qualitative feedback through interviews and focus groups supported these findings, highlighting enhanced motivation, participation, and collaborative learning experiences. The results suggest that gamification, when properly implemented, can create an engaging and effective learning environment. However, thoughtful design is crucial to ensure that gamified elements support learning goals without inducing unnecessary stress or competition. This study contributes to the growing body of evidence supporting gamification as a transformative tool in higher education.