Claim Missing Document
Check
Articles

Found 24 Documents
Search

PENERAPAN METODE FUZZY SUGENO DALAM PEMILIHAN PENYULUH LAPANGAN KELUARGA BERENCANA TELADAN Prayantika Prayantika; Mesterjon Mesterjon; Reno Supardi
GATOTKACA Journal (Teknik Sipil, Informatika, Mesin dan Arsitektur) Vol 1, No 2 (2020)
Publisher : Perkumpulan Dosen Muda (PDM) Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/gatotkaca.v1i2.121

Abstract

Keputusan Presiden Nomor 9 Tahun 2004 tentang Jabatan Fungsional Penyuluh Keluarga Berencana dan Angka Kreditnya, kegiatan Pemilihan Penyuluh Lapangan Keluarga Berencana (PLKB) Teladan ini dilaksanakan sekali setiap tahunnya.proses penilaian yang dilakukan masih secara manual dan belum memiliki aplikasi. Tujuan Penelitian ini adalahuntuk menerapkan metode fuzzysugeno dalam proses pemilihan penyuluh lapangan keluarga berencana teladan sehingga dapat membantu proses pemilihan secara cepat dan dapat mencari nilai firestrength sebagai hasil akhir. Kata Kunci : Fuzzy Sugeno , NilaiFirestrength.
Physical Resistance Analysis Of Football Players In Ssb Abhiseva U-16 Limun Cage Bengkulu City Anggi Oxiander; Mesterjon Mesterjon; Mariska Febrianti
Hanoman Journal: Physical Education and Sport Vol 2, No 1 (2021)
Publisher : Perkumpulan Dosen Muda Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/hanoman.v2i1.285

Abstract

This research is a quantitative descriptive research. The method used is the method of analysis. The subjects of this study were 24 SSB Abhiseva U-16 players in Bengkulu City. The instrument used was the Bleep Test. The analysis technique used is to pour the frequency into the form of a bar chart. The results of this study indicate that the level of endurance of SSB Abhiseva Kandang Limun players in Bengkulu City is very low considering the highest frequency with very low category with 18 people or 75%. Analysis of the Physical Endurance of football players at SSB Abhiseva Kandang Limun in Bengkulu City which is categorized as very good 0 people or 0%, either 0 people or 0%, moderate 0 people or 0%, less 6 people or 25%, less 18 people or 75 %.
Contribution Of Body Body Towards Basket Under Skills In Basketball Extracurricular Private Vocational School 01 Arga Makmur Rian Arindi Pradinata; Mesterjon Mesterjon; Feby Elra Perdima
Hanoman Journal: Physical Education and Sport Vol 2, No 1 (2021)
Publisher : Perkumpulan Dosen Muda Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/hanoman.v2i1.287

Abstract

This study aims to determine the contribution of body flexibility to under basketball skills. The formulation of the problem in this study is whether there is a relationship between body flexibility and under basketball skills in basketball extracurricular activities at SMPN 01 Arga Makmur? and how big the contribution of body flexibility to under basketball skills in basketball extracurricular activities at SMPN 01 Arga Makmur? This research was conducted at SMP Negri 01 Argamakmur in 2020. The research method used is the correlation method with the statistical product moment, this research is objectively or as is with a sample of 24 basketball players taken by total sampling technique. The results of body flexibility data on under basketball skills r count = 0.97 r table = 0.361 then Ho is rejected and Ha is accepted. This means that there is a significant relationship between X and Y. The contribution of body flexibility to under basketball skills is K = r2 x 100% = 0.97% x 100%, namely 94.09%. So it can be concluded that there is a strong relationship.
IMPLEMENTASI FUZZY TAHANI DALAM MENENTUKAN PEMILIHAN MOTOR HONDA PADA PD. UTAMA MOTOR MENGGUNAKAN VISUAL BASIC 6.0 Mesterjon Mesterjon; Galih Putra Kusuma
Jurnal Media Infotama Vol 7 No 1 (2011)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5225.531 KB) | DOI: 10.37676/jmi.v7i1.42

Abstract

This study was conducted on February 28, 2013 until March 28 to PD 201. Main Motor Bengkulu city in order to make the application of Fuzzy Implementation Tahani In Determining Honda Motor Selection by Using Visual Basic 6.0 mainly determine the price variable motors, an empty weight of the motor, the motor length, the width of the motor, the motor height, capacity moto, motor torque, the motor volume . using Visual Basic 6.0. Based on the results of the study showed that it takes a simple application program in order to facilitate visitors to determine or select the appropriate motor criteria. application made in visual basic 6.0 programs can easily recommend the results consumers wantKeywords: Fuzzy Implementation
APLIKASI E-COMMERCE PADA PT. PURNA KARYA MEDIKALINDO BENGKULU Sri Handayani; Mesterjon Mesterjon; Indra Kanedi
Jurnal Media Infotama Vol 10 No 2 (2014)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1315.224 KB) | DOI: 10.37676/jmi.v10i2.245

Abstract

Has conducted research on the application of E-Commerce at. PT. Purna Karya Medikalindo Bengkulu. This study aims to provide solutions and help on how to make an e-commerce application system with php and mysql and market products online. Data were collected on March 28, 2014 in the form of product data and product images. The data is then processed into a source of discussion in this study. Besides the most important data is the procedure or mechanism of application of e-commerce itself is an act done after the purchase. The results of this study indicate that the need for an e-commerce application to be able to market and introduce products and the company to society at large and effective.Keyword: e-commerce, Marketing
IMPLEMENTASI METODE SELECTION SORT UNTUK MENENTUKAN NILAI PRESTASI SISWA KELAS 3 DAN KELAS 4 SD NEGERI 107 SELUMA Benardo Benardo; Mesterjon Mesterjon; Leni Natalia Zulita
Jurnal Media Infotama Vol 11 No 1 (2015)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (694.129 KB) | DOI: 10.37676/jmi.v11i1.256

Abstract

The purpose of this research is done is to make a determination of the value of the application achievement of students in grade 3 and grade 4 Elementary School 107 Seluma using Selection Sort. Where the research was conducted in 107 Seluma Elementary School.  Elementary School 107 Seluma a land grant from the community that was built in 1982. 107 Seluma Elementary School already use computers in doing office work, both internal and external to process words in Microsoft Word and create a table list values in Microsoft Excel. The process dilakukanpun still using manual systems, because the value of charging students a way to write numbers on a blank column on the sheet contained a list of values. It is difficult for the Elementary School 107 Seluma in determining student achievement in each class, because it takes a long time to add up all the values and calculate the average value of the students one by one using a calculator. Selection sort method used is descending, with a sort of greatest value to the smallest value of the results of student assessment. Will be found to rank students according to the values found for each subject. In this system, an assessment based on grade and half of the subjects that are in class and the semester will appear along with the value that he found. Application of the method of selection of students scoring system using Visual Basic.Net 2010 with a database in SQL Server 2008R2. The output generated from this assessment system, in the form of assessment reports that have been sorted in value based on the largest value to the smallest value.Keywords: Method of Selection Sort, Value Student Achievement
ALAT MEMATIKAN DAN MENGHIDUPKAN TELEVISI DENGAN SHORT MASSAGE SERVICE (SMS) MENGGUNAKAN MIKROKONTROLER ATMEGA 32 Roziman Roziman; Mesterjon Mesterjon
Jurnal Media Infotama Vol 11 No 2 (2015)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (870.468 KB) | DOI: 10.37676/jmi.v11i2.263

Abstract

Formulation of the problem is a tool that can make for control or turn on and turn off the TV via SMS. Software used includes operating systems, programming languages and software pengelolah data. The operating system used by Microsoft Windows 7 as the operating system. The programming language used is the programming language Basic - BASCOM AVR. The test is done to test the tool-off tv with this text goes well according to the plan that is when the modem receives a text from the form #Hidup hp then the microcontroller will process the data and gives orders to the tv to live and displayed on the LCD 16 x 2 and as well as command #Mati the tv would dieKeywords: cost of electricity, current sensors
PENGGUNAAN PHP MYSQL DALAM WEBSITE PENERIMAAN MAHASISWA BARU Mesterjon Mesterjon; Jumiati Siska
Journal Of Dehasen Educational Review Vol 1 No 1 (2020): Journal of Dehasen Educational Review, March
Publisher : UNIVED Press, Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (749.568 KB) | DOI: 10.33258/jder.v1i1.979

Abstract

Tujuan penerepan website Penerimaan Mahasiswa Baru ini mempermudah pengaksesan data calon mahasiswa dari sistem pengolahan data penerimaan ditujukan untuk melakukan kegiatan registrasi yang terstruktur dan informatif, sehingga dapat dihasilkan proses kerja yang lebih baik dan maksimal dengan menggunakan penyimpanan data yang tersentralisasi yang dapat memudahkan kegiatan perubahan data, pencarian dan publishing data dengan menggunakan teknologi komputer. Jenis penelitian yang digunakan adalah Penelitian ini adalah metode kualitatif. Subjek penelitian ini adalah prodi Pendidikan Komputer Universitas Dehasen Bengkulu. Prosedur penelitian terdiri dari gambaran penerimaan mahasiswa baru, pembuatan program dan uji program. Teknik pengumpulan data menggunakan lembar observasi, wawancara dan dokumtasi. Teknik analisis data yang digunakan adalah analisis data model interaktif. Berdasarkan hasil dari observasi dilakukan oleh peneliti bahwa website penerimaan mahasiswa baru dengan php mysql dapat diterapkan dan sangat bermanfaat bagi calon mahasiswa dan pihak prodi PendidikanKomputer Bengkulu.
Penerapan pendekatan bermain terhadap pembelajaran lompat jauh di Kelas X IPA Deo Fajar Pratama; Mesterjon Mesterjon; Supriyanto Supriyanto
Journal Of Dehasen Educational Review Vol 2 No 02 (2021): Journal of Dehasen Educational Review, July
Publisher : UNIVED Press, Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/jder.v2i02.1455

Abstract

Lompat jauh merupakan salah satu olahraga atletik dimana seseoang mengkombinasikan kecepatan, kekuatan, dan kelincahan untuk melempar dirinya dari papan tolakan. Olahraga ini telah menjadi bagian materi dari kurikulum pendidikan yang harus dipelajari. Lompat jauh adalah suatu aktivitas dalam atletik dengan gerakan yang dilakukan di dalam lompatan yang sejauh-jauhnya. Lompat jauh membutuhkan penguasaan teknik dasar yang baik dan benar, adapun lapangan lompat jauh yaitu jalur awalan 30-40 meter, panjang bak 9 meter, lebar bak lompatan 2,75 meter, lebar lintasan awalan 1,22 meter, lebar papan tumpu 20 cm, panjang papan tumpu 1,22 meter, bak lompat. Metode penelitian yang digunakan adalah kualitatif. Penelitian kualitatif adalah sebuah penelitian yang dilakukan untuk memahami sebuah fenomena secara mendalam dengan peneliti sebagai instrumen utama. Dalam penelitian ini peneliti mewawancarai bagaimana “Penerapan Pendekatan Bermain Terhadapa Pembelajaran Lompat Jauh Di Kelas X IPA 1 SMA Negeri 2 Argamakmur”. Dalam hal ini peneliti melakukan wawancara dengan guru olahraga SMA Negeri 2 Argamakmur. Wawancara dilakukan pada saat peneliti melaksanakan penelitian di SMA Negeri 2 Argamakmur, serta wawancara dilakukan secara terstruktur dengan berbagai pertanyaan yang telah di susun Berdasarkan hasil penelitian melalui wawancara, dan dokumentasi yang telah direduksi penerapan pendekatan bermain terhadap pembelajaran lompat jauh di Kelas X IPA 1 SMA Negeri 2 Arga Makmur sangat efektif dilihat dari jawaban yang telah diberikan oleh informan karena dapat meningkatkan minat siswa dan siswi dalam pembelajaran lompat jauh. Hasil dari wawancara terhadap guru dan siswa mengatakan bahwa dengan diterapkannya pendekatan bermain terhadap pembelajaran lompat jauh proses belajar menjadi menarik dan meningkatkan semangat belajar siswa dan siswi.
Computer Application Learning Model Based on Brain Gym to Improve Student Learning Outcomes of PKOM Dehasen University Bengkulu Mesterjon Mesterjon; Suwarni Suwarni; Diah Selviani
Budapest International Research and Critics in Linguistics and Education (BirLE) Journal Vol 3, No 4 (2020): Budapest International Research and Critics in Linguistics and Education, Novemb
Publisher : BIRCU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birle.v3i4.1526

Abstract

This study aims to produce a brain exercise-based computer application learning model to improve learning outcomes of PKOM students at Dehasen University Bengkulu. This type of research is a development research that produces a learning model based on brain exercise in understanding the concepts of the basics of using Ms. Excel whose syntax is a) introduction, b) core activities include (i) the problem giving phase, (ii) the investigation phase, (iii)) the group discussion phase, (iv) the class discussion phase, (v) the application phase, c) the closing phase. The development design according to Plomp (1999) consists of five phases, namely: initial investigation, design / design, construction / realization, testing, evaluation & revision and implementation. The subjects of this study were students of the first semester of Computer Education at Dehasen University Bengkulu for the 2019/2020 academic year with 18 students. Based on the results of the research, it can be concluded that: 1) from the results of the trials conducted 2 times which were limited trials in this study it can be concluded that all aspects are determined to state that the learning model and all the learning tools developed are practical and effective has been fulfilled then the development cycle to get a practical and effective learning model has ended. But even though all the criteria are met, there are some revisions that must be made to get the final prototype. Revisions made related to the use of language in model books and student activity sheets. After the revision was carried out, a final prototype was obtained, namely a valid, practical, and effective computer-based learning model for brain exercise.