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Journal : The Indonesian Journal of Computer Science

Simulasi Perbandingan Motor Listrik dengan Mesin Pembakaran Dalam Sebagai Penggerak Sepeda Motor CVT Abdussalam, Muhammad Zayyana; Arini, Nu Rhahida; Windarko, Novie Ayub
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4425

Abstract

Fuel vehicle conversion to electric vehicle requires electric motor with power equivalently to the vehicle’s fuel engine. Some CVT motorcycle conversion experiment using BLDC motor propulsion resulting 40 km/hour maximum velocity electric vehicle. This study uses computer simulations to compare the performance of electric motor and gasoline fueled internal combustion engine. The results show that fuel vehicle performance overthrow electric vehicle where 200 kg total vehicle mass absorbing power about 4,9 kW for fuel vehicle and 2,8 kW for electric vehicle then 63 km/hour maximum velocity for fuel vehicle and 53 km/hour for electric vehicle. Those result become equal when both propulsion have equal input where absorbed power reach 2,7 kW and maximum velocity reach 50 km/hour.
Participatory Design in Developing Gamification on Introducing Renewable Energy to Teenage Students Burhan, Rifaatul Mahmudah; Rante, Hestiasari; Arini, Nu Rhahida; Hasnaoui, Abir
The Indonesian Journal of Computer Science Vol. 11 No. 1 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v10i2.3002

Abstract

The Covid-19 pandemic has had an impact on all sectors, including the world of education. Learning that has been done using traditional methods such as books has turned to virtual media such as zoom, google meet, and social media. This makes students less interested and feel bored. In addition, the current use of energy sources continues to increase which results in the depletion of energy sources. this is due to a lack of knowledge and awareness regarding renewable energy and energy sources. In this study, we used a participatory design method that involved teachers and students in collecting data that was relevant to everyday life. We also conducted interviews and asked students and teachers about their study habits and the meaning of renewable energy and their daily life related to energy, the impressions they have of attending classes, and any opinions for further improvement.This method is proven to help provide outstanding results in decision-making to build gamification applications as learning media that can attract interest and motivation to learn for students, especially junior high school students. As a result of the analysis of students' understanding and concern about renewable energy, it was analyzed as "enough" with a percentage of 57.1%. Based on the results of research and student opinions, we would like to suggest that there must be the development of learning methods or alternative media such as gamification for junior high school students.