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IoT-Enabled Smart Fence: Remote Security and Monitoring Using NodeMCU ESP32 and Blynk Syahrani, Fadhilah Putri; Saputra, Hadi Kurnia; Anori, Sartika; Agustiarmi, Winda; Ayasrah, Firas Tayseer; Thanh, Pham Van
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 1 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Digital Revolution
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.158

Abstract

The Internet of Things (IoT) has transformed home security by enabling automated remote monitoring and control systems. This study presents an IoT-enabled smart fence prototype that utilizes the NodeMCU ESP32 microcontroller and the Blynk application to provide secure, efficient remote gate operations. The system allows users to remotely open, close, and lock gates via mobile devices, addressing the limitations of traditional manual methods. Core components include ultrasonic sensors for real-time obstacle detection, relays, and motors, all integrated into a robust hardware-software framework. Testing revealed consistent system responses within two seconds under stable network conditions, with accurate obstacle detection ensuring the safety zone is maintained. Despite network stability challenges, the system is practical, user-friendly, and scalable for residential security applications. Future improvements could incorporate dual connectivity options to enhance network resilience and advanced sensor calibration to improve reliability across varied environments. This cost-effective prototype demonstrates significant potential for modern smart home security applications and future advancements.
Pengembangan Media Pembelajaran Interaktif Berbasis Canva Pada Mata Pelajaran Dasar Listrik dan Elektronika Nabila, Hasanah; Faiza, Delsina; Anori, Sartika; Agustiarmi, Winda
Jurnal Riset Pendidikan Multidisiplin dan Pengabdian Kepada Masyarakat Vol. 1 No. 2 (2025): Agustus-September
Publisher : SMA Negeri 1 Bangkinang Kota

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrppm.v1i2.60

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya minat dan pemahaman siswa terhadap materi abstrak pada mata pelajaran Dasar Listrik dan Elektronika (DLE) di SMK Negeri 2 Payakumbuh, akibat keterbatasan media pembelajaran yang digunakan guru. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Canva yang valid dan praktis untuk mendukung pembelajaran DLE, khususnya pada elemen ke-10 tentang Mesin-mesin Listrik, Elektronika, dan Instrumentasi. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Media divalidasi oleh ahli materi dan ahli media, serta diuji praktikalitas oleh 10 siswa. Hasil validasi menunjukkan bahwa media pembelajaran yang dikembangkan memenuhi kriteria “sangat layak” dengan total rata-rata persentase dari keseluruhan aspek adalah 87,86% oleh ahli materi dan 91,43% oleh ahli media. Uji praktikalitas oleh peserta didik memperoleh nilai 93,71%, menunjukkan media sangat praktis dan layak digunakan dalam pembelajaran. Kesimpulannya, media pembelajaran interaktif berbasis Canva ini efektif membantu guru menyampaikan materi secara menarik dan mudah dipahami, serta meningkatkan minat dan pemahaman siswa terhadap dalam proses belajar.
Sistem Kontrol Budidaya Ikan Mas Koki Berbasis Internet of Things (IoT) Fakri, Rangga Zaumil; Faiza, Delsina; Thamrin, Thamrin; Agustiarmi, Winda
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Budidaya ikan mas koki diminati petani karena nilai estetika dan ekonominya. Tantangan utamanya adalah menjaga kualitas air sesuai standar pH dan suhu. Sistem kontrol berbasis IoT menjadi solusi dengan pemantauan dan pengaturan otomatis kualitas air. Implementasi IoT membantu petani mengukur dan mengontrol pH dan suhu melalui aplikasi Blynk tanpa intervensi manual, serta mengotomatisasi kontrol peralatan seperti pompa dan pengumpan. Selain itu, sistem ini memungkinkan pemantauan jarak jauh, mengurangi penggunaan bahan kimia berlebihan, dan mendukung keberlanjutan budidaya. Penelitian menunjukkan bahwa sistem kontrol IoT meningkatkan efisiensi operasional, keseimbangan ekosistem kolam, serta kualitas dan kuantitas produksi ikan mas koki.
Pengaruh Model Problem Based Learning Menggunakan Padlet Terhadap Hasil Belajar Peserta Didik Mata Pelajaran Informatika di SMKN 2 Guguak Khairatunnisa, Khairatunnisa; Agustiarmi, Winda
Educational Journal Vol. 1 No. 3 (2026): FEBRUARI-APRIL
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/7wtzwg72

Abstract

The low learning outcomes of students in Informatics subjects in Vocational High Schools (SMK) indicate the need for the implementation of innovative and effective learning models. One alternative that can be used is the Problem Based Learning (PBL) model supported by digital learning media such as Padlet to improve student activity and learning outcomes. This study aims to describe the effect of the Problem Based Learning model using Padlet on student learning outcomes in Informatics subjects at SMKN 2 Guguak. This type of research is Experimental research. The experimental research method is a method used to determine the effect of a treatment on another thing in controlled conditions. This study used a quasi-experimental design. The population of this study was all 214 class X students, and the samples taken were 2 classes, namely X MPLB 1 AND X MPLB 2, totaling 64 people. The results of the study after the implementation of the Problem Based Learning Learning Model using Padlet showed an increase in student learning outcomes in Informatics subjects. In the Experimental class, namely class X MPLB 1, there was an increase in the Mean in the Pretest from 51.41 to 77.25 in the Posttest, an increase in the median from 48 to 80, an increase in the mode from 48 to 75, and a standard deviation from 12.74 to 9.38. In the experimental class, namely X MPLB 1, there was an increase in learning outcomes of 50.26%. While in the control class, namely class X MPLB 3, there was an increase in the Mean in the Pretest from 53.48 to 71.51 in the Posttest, an increase in the median from 52 to 70, an increase in the mode from 60 to 80, and a standard deviation from 14.29 to 10.64. In the control classes, there was an average increase of 33.71%. Thus, it can be concluded that the application of the Problem Based Learning model using Padlet is effective in improving student learning outcomes in Informatics subjects at SMKN 2 Guguak.
Prototype Alat Monitoring dan Kontrol Suhu dan Kelembaban Sarang Burung Walet Berbasis Internet of Things (IoT) Yusril; Agustiarmi, Winda
Journal of Golden Generation Engineering Vol. 2 No. 2 (2026): In Progress 2026 : Journal of Golden Generation Engineering
Publisher : PT. Lembaga Penerbit Penelitian Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65244/jggengineering.v2i2.416

Abstract

Sarang burung walet merupakan komoditas bernilai ekonomi tinggi yang memerlukan kondisi lingkungan yang stabil untuk mendukung kenyamanan dan produktivitas burung walet. Suhu dan kelembaban udara menjadi faktor utama yang memengaruhi kualitas sarang, sehingga ketidakstabilan kedua parameter tersebut dapat menurunkan hasil produksi dan mengganggu aktivitas burung walet. Oleh karena itu, diperlukan sistem yang mampu melakukan monitoring dan kontrol suhu serta kelembaban secara otomatis dan berkelanjutan. Penelitian ini bertujuan merancang dan membangun prototype alat monitoring dan kontrol suhu dan kelembaban sarang burung walet berbasis Internet of Things (IoT). Sistem menggunakan sensor DHT22 untuk membaca kondisi lingkungan, yang selanjutnya diproses oleh mikrokontroler dan dikendalikan secara otomatis melalui aktuator berupa fan, heater, dan humidifier berdasarkan nilai setpoint yang telah ditentukan. Sistem juga terintegrasi dengan platform IoT sehingga data dapat dipantau secara real-time melalui perangkat yang terhubung ke internet. Hasil pengujian menunjukkan bahwa sistem mampu membaca dan mengendalikan suhu serta kelembaban dengan tingkat akurasi yang baik, di mana nilai error masih berada dalam batas toleransi yang dapat diterima, sehingga sistem berpotensi mendukung pengelolaan lingkungan sarang burung walet secara efektif berbasis IoT.
Developing Interactive Multimedia for Informatics Learning to Support Quality Education (SDG 4) Delianti, Vera Irma; Agustiarmi, Winda; Ganefri; Yulastri, Asmar; Elfizon
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13807

Abstract

The rapid development of digital technology requires learning approaches that integrate interactive media to enhance student engagement and conceptual understanding. However, Informatics learning in many senior high schools is still dominated by teacher-centered instruction, which limits students’ opportunities to explore concepts actively. Therefore, innovative digital learning media are needed to support more interactive and student-centered learning environments. This study aims to develop and evaluate interactive multimedia for learning basic computer operations and software functions in Grade 10 Informatics. The research employed a Research and Development (R&D) approach using the Instructional Development Institute (IDI) model, which applies a systematic instructional design through three stages: define, develop, and evaluate. The study involved 30 tenth-grade students and two Informatics teachers at SMA Negeri 2 Bukittinggi, Indonesia. Data were collected through expert validation sheets, teacher and student response questionnaires, and learning outcome tests using a one-group pretest–posttest design. The results show that the multimedia achieved very high validity (4.62) and excellent practicality (90.6%). The effectiveness test produced an N-gain score of 0.60, indicating a moderate level of effectiveness. These findings suggest that the multimedia is valid, practical, and moderately effective for supporting digital learning aligned with Sustainable Development Goal 4 (Quality Education).