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Increasing Preparedness Against Earthquake and Tsunami Hazards by Educating and Training a Community in Sipora Island, Indonesia Putra*, Rusnardi Rahmat; Ono, Yasuke; Edidas, Edidas; Rani, Iskandar G; Utama, Rizky Indra
Aceh International Journal of Science and Technology Vol 10, No 3 (2021): December 2021
Publisher : Graduate School of Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.13170/aijst.10.3.23288

Abstract

This research introduces ways of preparing the community to play a direct role in reducing the risk of earthquake and tsunami disasters. Nagari Matobe is a village located in South Sipora. This location is in an earthquake tsunami-prone area. The regional government has prepared Matobe village to be a disaster-resilient village. A previous survey from 2019-2020 showed that the community of Matobe village lacked knowledge of earthquakes, tsunamis, and disaster mitigation systems. This research aimed to improve preparation for earthquake and tsunami disasters by making the people of Matobe village resilient to disasters. The steps taken to improve community preparedness were: 1. An initial survey on community conditions, buildings, soil characteristics, and the communitys preparedness to face earthquakes and tsunamis; 2. The creation of a topographic map; 3. Education and training for elementary school students, with simulations, on the mechanism of earthquakes and tsunamis, on how to evacuate and prepare for evacuation, through stories using Doraemon, Nobita, and Dorami, comic characters from Japan; 4.Providing education and training on building materials under the 2002 Indonesian building planning standards and plans for earthquake-safe buildings following the 2016 earthquake-safe building structure standards; 5. Education and training to strengthen existing buildings; and 6. A proposal for a tsunami evacuation map and the location of evacuation signs. The community in Nagari Matobe was very cooperative and took an active role during the implementation of this research. The evaluation questionnaire distributed to elementary school students showed that the students were delighted and, on average, thought that the education and training in preparedness were beneficial. This education and training became an important reference for the community and government in developing Matobe village to become a disaster-resilient village.
Rancang Bangun Sistem Monitoring Kontrol Kelembaban Tanah Pada Budidaya Pakcoy Berbasis IOT Ricky Fachrizal; Edidas Edidas
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 2 (2024): Vol. 12, No 2, Juni 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i2.123279

Abstract

 Pakcoy (Brassica sinensis L.) adalah sejenis sayuran dengan siklus hidup yang relatif singkat dengan rentang kelembaban tanah yang ideal untuk pertumbuhan tanaman pakcoy adalah antara 50% hingga 70%. Pada pertanian pakcoy terdapat kendala yang dihadapi oleh petani terkait penyiraman tanaman yang masih dilakukan secara manual yaitu pemborosan air yang sering terjadi setelah penggunaan air yang tidak terencana dengan baik. Tujuan dari penelitian ini yaitu merancang sebuah sistem yang dapat memonitoring dan mengontrol kelembaban tanah pada budidaya pakcoy berbasis Internet of Things. Pada perancangan sistem ini menerapkan metode eksperimen. Dari hasil pengujian yang dilakukan, sistem telah berjalan dengan baik. Pengontrolan penyiraman dapat dilakukan secara otomatis bersasarkan  soil moisture sensor dan DHT 11 sesuai standar kelembaban yang sudah ditentukan dan data hasil pembacaan sensor juga sudah bisa ditampilkan pada aplikasi monitoring (Thingspeak) dan  IFTTT yang sudah terkoneksi  google sheet dan pop-up notification smartphone.Kata kunci :  Pakcoy, Soil Moisture Sensor, DHT11, Internet of Things, Thingspeak Pakcoy (Brassica sinensis L.) is a type of vegetable with a relatively short life cycle with the ideal soil moisture range for pakcoy plant growth being between 50% and 70%. In bok choy farming, there are obstacles faced by farmers regarding watering plants which is still done manually, namely wastage of water which often occurs after water use is not well planned. The aim of this research is to design a system that can monitor and control soil moisture in pakchoy cultivation based on the Internet of Things. In designing this system, the experimental method was applied. From the results of the tests carried out, the system has been running well. Watering control can be carried out automatically based on soil moisture sensors and DHT 11 according to predetermined humidity standards and sensor reading data can also be displayed on monitoring applications (Thingspeak) and IFTTT which are connected to Google Sheet and smartphone pop-up notifications.Keywords: Pakcoy Cultivation, Soil Moisture Sensor, DHT 11, Internet of Things, Thingspeak, IFTTT, Google Spreadsheet
Rancang Bangun Sistem Buka Dan Kunci Pintu Ruangan Otomatis Berbasis Internet Of Things (IOT) Telegram & Camera ESP 32 CAM Damara, Dewaliko; Edidas, Edidas
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.26547

Abstract

Perkembangan teknologi akan membuat sistem berbasis Intellegence maupun Embedded semakin maju. Terutama pengembangan alat menjadi sensor yang menyerupai intelegensi kecerdasan manusia. Hal serupa juga terjadi pada sistem berbasis mikrokontroler, sensor gerak maupun sensor sidik jari. Dengan berkembangnya teknologi sensor dan mikrokontroler yang murah dan mudah, pengembangan alat menjadi lebih mudah dan lebih efesien dalam membuat alat yang pada beberapa abad lalu masih sangat sulit untuk membuat sistem berbasis intelegensi dan sistem turunan dikarenakan tidak adanya alat dan susahnya memprogram alat tersebut. Pintu adalah suatu media akses yang digunakan untuk masuk atau keluar dari suatu ruangan. Dalam kehidupan sehari-hari penggunaan pintu geser masih dioperasikan secara manual. Sistem keamanan merupakan hal yang sangat penting bagi seseorang yang sering meninggalkan rumah. Kunci memiliki peranan penting dalam sebuah sistem pintu. Keamanaan sangat diperlukan untuk menjaga diri dan aset-aset berharga. Tujuannya dapat memberikan kenyamanan atau kemudahan dengan sistem keamanan android. Prototipe ini dibuat dengan alat seperti RFID, Magnetic Sensor Door Switch, Arduino, Papan PCB, Header Koneksi, Kabel Jumper, Arduino, ESP 32 Cam, dan NodeMCU.
Penerapan Model Pembelajaran Kooperatif Tipe Teams Game Tournament Terhadap Hasil Belajar Bimbingan TIK Putra, Dino Adi; Refdinal, Refdinal; Edidas, Edidas; Fadhilah, Fadhilah
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 13 No. 2 (2021): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v13i2.1200

Abstract

This study aims to determine the effectiveness of the application of the Teams Game Tournament (TGT) Cooperative Learning Model on ICT Guidance Learning Outcomes at UPT SMP N 2 Painan. The type of research used is experimental research. This research uses numerical research procedures and the analysis uses statistics and uses quantitative methods. For the research results, the experimental class data is 78.933 with the control class average score is 69.76. The final test analysis where the tcount is 9.484 and ttable is 1.68 with a 95% significance level so that tcount > ttable, the research hypothesis is accepted. For student activity and response, the average result is 4,301 with a percentage of 86,037 with a very good classification and for the average student response result is 4,343 with a percentage of 86,871 with a very good classification. The effectiveness of the TGT learning model in the effectiveness trial, it was found that 87% of students got a score of 70 which was classically effective and for the control class, 43.33% of students got a score of <70 which was not classically effective. In terms of Gain Score, it gets a value of 37.31% (medium). In conclusion, there is an effect of the Team Game Tournament (TGT) cooperative learning model on student learning outcomes.
Analysis of factors forming the students’ business interests at Vocational High School 2 Payakumbuh Maulana, Fajar; Wakhinuddin, Wakhinuddin; Giatman, M.; Edidas, Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v3i1.3323

Abstract

This study aims to ascertain the Forming Factors of Business Interest of Students in the Department of Light Vehicle Engineering at Vocational High School 2 Payakumbuh based on the internal factors: (1) Education, (2) Personality, (3) Motivation, (4) Experience, (5) Knowledge, (6) Opportunities, (7) Commitment, (8) Discipline, and (9) Leadership. This type of study was quantitative descriptive. The study population was all TKR Department students in the academic year 2019/2020 consisting of 110 students. Then, there were 85 students as samples, using the Slovin formula with a precision of 5%. Data analysis techniques are descriptive analysis and confirmatory analysis for hypothesis testing. Confirmatory analysis there are 9 independent variables analyzed through Anti Image Matrix Analysis, from the results of the research trial there are 2 variables: Education and Knowledge have MSA scores that do not meet the requirements: 0.338 <0.500 and 0.353 <0.500 so only 7 variables for further analysis. In the analysis of communilities there are 3 variables which have values ​​below 0.500, namely Personality: 0.477, Experience: 0.306 and Commitment: 0.475, then this variable is discarded. The results of the analysis of the research trials formed a factor group of 3.128 which means that the factor was able to explain 78.2% of the 4 variables, and 21.8% of the other variables. It can be concluded that there are 4 variables: motivation, opportunity, discipline, and leadership which are the most dominant factors.
Needs Analysis in Learning Media Development Based on Augmented Reality (AR) for Computer Network Installation Courses Mubai, Akrimullah; Rukun, Kasman; Giatman, Giatman; Edidas, Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v3i1.3723

Abstract

This needs analysis research consists of field studies and literature studies. Where the purpose of this research is; 1) description of student achievement values ​​and learning processes, 2) the uses and constraints faced by students in the use of learning media Computer Network Installation, 3) formulation of instructional media needed in learning computer network installation. This research belongs to the type of qualitative descriptive research. The subjects of this study were 29 students of Informatics Engineering Education study programs and 2 lecturers of computer network installation courses. Data obtained using a questionnaire and analysis qualitatively through stages; arranging, tabulating, analyzing qualitative data and making interpretations of the results of the analysis according to the problems and objectives of the study which then makes conclusions. The results showed that; 1) there are still many students who have not reached the score above the minimum criteria and fail in carrying out the practicum process, 2) the biggest obstacle faced by students in implementing Computer Network Installation learning is the limitations of using instructional media that are less effective to support independent learning, 3) the media that need developed for learning Computer Network Installation which is learning media based on Augmented Reality (AR).
Teaching material development oriented on the saintific approach of 5M in learning automotive basic technology Supriadi, Supriadi; Suparno, Suparno; Giatman, M.; Edidas, Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v3i1.4223

Abstract

The purpose of this research is to develop interactive learning media on computer and basic networks subject that are valid, practical and effective. This reasearch is used the Four-D design model that is applied to develop and test the validity, practicality and effectiveness of interactive learning media in computer and basic networking learning. The research is used the Four-D model include defining, designing, developing, and distributing. The results of the validity test on interactive learning media are valid. Based on teachers and students responses about instructional media shows the results of interactive learning media are very practical and learning outcomes from students indicate the learning media has been effectively used for computer and basic networking learning. The analysis resultshows that interactive learning media is better in improving student learning processes
A need analysis for evaluation media development of the project-based quiz creator in computer and basic network subject Saputra, Deni; Sukardi, Sukardi; Giatman, M; Edidas, Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v3i1.7023

Abstract

This need analysis research consists of observations and literature studies. This research aims to 1) describe student learning outcomes in the learning process. 2) find the problems faced by students in Computer and Basic Network subject. 3) find Evaluation media solutions needed in conducting the assessment. This research was a descriptive quantitative research. The subjects of this research were 31 students of Grade X TKJ in Vocational High School 2 Lubuk Basung. The data were obtained from questionnaires and analysis through the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) to get conclusions. The results of the research showed that: 1) there were still many students who had not yet reached the Minimum Learning Standard. 2) the learning media used did not make it easy for students to understand the material. 3) the evaluation media used took a long time to get results.