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Prototype Sistem Deteksi Dini Kebakaran Hutan (Sd2kh) dengan Sensormatik Agung Setiawan; Budi Yanto
Prosiding SISFOTEK Vol 2 No 1 (2018): SISFOTEK 2018
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (580.914 KB)

Abstract

The island of Sumatra, especially Riau province every year continues to be encroached forest land into plantation land. This land conversion is generally done by burning the land for plantations, resulting in a national disaster in the form of forest fires. The condition of the land in Riau province is largely peat land and resulted in the difficulty of being extinguished during a fire, especially if the fire condition is large and spread. With the condition of peat lands, forest fires have a wider impact with the smoke haze that is difficult to overcome, thus becoming a national disaster. Weather conditions that are increasingly extreme dry season due to global warming, resulting in forest fires become more severe and affect all aspects of community life and animals in the forest. To solve the above problem, we need a detection tool which in the research will be made sistem deteksi dini kebakaran hutan (SD2KH) connected with Internet of Things (IoT), and integrated with mobile phone number of related agencies through SMS gateway. With this tool, it is hoped that the handling of smoke will soon be handled by the relevant agencies, so that the impact of smoke will not become widespread and become a national disaster.
The prototype of decision support system in condition infant detection with Fuzzy Tsukamoto Agung Setiawan; Budi Yanto; Kiki Yasdomi
International Journal of Health Science and Technology Vol 1, No 2 (2019): November
Publisher : Universitas 'Aisyiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (425.465 KB) | DOI: 10.31101/ijhst.v1i2.1100

Abstract

The baby’s condition is a condition that is vulnerable to environmental changes, especially weather changes. Knowledge of a mother in maintaining the health of baby also should be considered, especially in terms of nutritional intake. A healthy baby's condition affects the baby's growth and development. The development of a decision support system should be preceded by collecting and analyzing the data according to need. In this study, the variables were baby feeding items, namely Body Temperature (37.70c), Fuss (2.4), Restless (4.5), frequent bowel movements (3.7), watery bowel movements  (5.6), Bloating (3.5), Nausea (3.7), vomiting (3.2) , Stomachache (2.7) and Itchy Skin (2.8). The results of the calculations will result in defoliation as follows: Measles (1:48), septic (1:48), diarrhea (1:48), ISPA (7:36), enteritis (0.77), Miliary (1:48), OMP (1:48) and varicella (1:48). The range of fuzzy values ranges from 0 to 1, indicating the baby has enteritis or stomach problems. The calculation of defuzification obtained result of 8.1, so the condition of the baby is very sick and should be handled immediately by bringing to the medical personnel.
Collaborative learning to improve communication skills in information and communication technology subjects Rizki Koirum Hasibuan; Detri Amelia Chandra; Sri Wahyudi; Agung Setiawan
Jurnal Mandiri IT Vol. 11 No. 4 (2023): April : Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v11i4.186

Abstract

The process of learning and teaching in vocational schools must be standardized to the needs. Learning models, methods and media must support mastery of communication skills (Communication Skill). The aim of this research is to find out how effective the use of E-learning and Collaborative Learning is to improve Communication Skill on information and communication technology. Linearity test concluded that there is a significant linear relationship between each independent variable (Use of E-front and Collaborative Learning) with Improved Communication Skill. The normality test to get the results of the research data is not normally distributed, so the data is included in non-parametric statistics and uses the Mann-Whitney U test to get results that between the research class and the control class there are differences in learning outcomes in information and communication technology.
Model Pembelajaran Student Facilitator And Explaining Terhadap Peningkatan Kreatifitas Prestasi Belajar Siswa Sekolah Menengah Kejujuruan 1 Rambah Gina Sonia Amelya; Rina Wati; Sri Wahyudi; Agung Setiawan
Jurnal Pendidikan Tambusai Vol. 7 No. 2 (2023): Agustus 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Tujuan dari penelitian ini yaitu Untuk model pembelajaran Student Facilitator And Explaining dimana model pembelajaran ini dapat meningkatkan minat, bakat dan prestasi siswa Sekolah Menengah Kejuruan 1 Rambah. Jenis penelitian ini merupakan Penelitian Tindakan kelas dengan menggunakan pendekatan deskriptif dan pendekatan kualitatif. Sedangkan dalam penmgumpulan data menggunakan metode Tes presentasi belajar, oservasi keterlaksanaan belajar, wawancara serta dokumentasi. Tahap analisis data dalam penelitian ini adalah pereduksian data, penyajian data dan penarikan kesimpulan.
Penerapan ARCS Terhadap Mata Kuliah Kewirausahaan untuk Mendukung MBKM Ahmad Akhyar; Bela Salsabila; Agung Setiawan; Adyanata Lubis
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (485.547 KB) | DOI: 10.23960/27554

Abstract

Abstrak - Jurnal ini bertujuan untuk mengeksplorasi penerapan pendekatan ARCS (Attention, Relevance, Confidence, Satisfaction) dalam mata kuliah kewirausahaan sebagai upaya untuk mendukung Program Merdeka Belajar Kampus Merdeka (MBKM). ARCS merupakan pendekatan yang berfokus pada empat aspek penting dalam pembelajaran yaitu perhatian, relevansi, keyakinan dan kepuasan. Penggunaan teknologi augmented reality (AR) dapat meningkatkan minat dan keterlibatan mahasiswa dalam pembelajaran. Penelitian selanjutnya dapat melibatkan lebih banyak kelompok mahasiswa dan institusi pendidikan yang berbeda untuk memperluas generalisabilitas temuan. Penelitian juga dapat menggali lebih dalam tentang dampak jangka panjang dari penerapan pendekatan ARCS terhadap pengembangan kewirausahaan mahasiswaKata Kunci: Penerapan ARCS, Kewirausahaan, MBKM  
Pengaruh Virtual Learning Dengan Pembelajaran Jarak Jauh Terhadap Hasil Belajar Peserta Didik Rina Wati; Gina Sonia Amelya; Agung Setiawan; Sri Wahyudi; Adyanata Adyanata
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (436.382 KB) | DOI: 10.23960/27633

Abstract

This study aims to determine the effect of virtual learning with distance learning on student learning outcomes. The research method used in this study was Quasi Experiment by looking for the influence between X and Y. The population in this study were students of class XI TKJ SMK Negeri 2 Rambah, totaling 20 students with a sampling technique using total sampling where all populations became samples. Methods of data collection is done by using a test. Test the validity of the test instrument using the product moment relationship technique. The prerequisite analysis test consists of a normality test and a homogeneity test. The results of the study provide that virtual learning with distance learning has a significant effect on student learning outcomes.
Media Pembelajaran Bahasa Indonesia Menggunakan Aplikasi Canva Di SMAN 1 Rambah Samo Riky Prima; Mulyarjo Mulyarjo; Agung Setiawan; Detri Amelia Chandra
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.842 KB) | DOI: 10.23960/27426

Abstract

This journal article is a study using a qualitative descriptive approach. In this discussion, he will use the Canva application as a medium to learn Indonesian with SMAN 1 Rambah Samo using the Canva application. Learning media are the most important and useful tools for teachers in the classroom. In addition to using lecturing methods and books, teachers are also expected to have their own different learning media, and can also customize materials and conditions for each student. With the development of increasingly sophisticated technology, teachers need to be able to use technology as a learning medium. Teachers can use technology-based learning media as learning media and materials. One of which he uses her Canva application. Canva is an easy-to-access and use online application with a lot of attractive designs such as features, templates and categories that this application offers. This application has so many interesting and diverse designs that make the teaching and learning process in the classroom look more fun and less boring. By using this application, teachers can teach science, creativity and skills to their students, and these mediums can also be used in various aspects of life.    
Hubungan Antara Pengendalian Diri dengan Perilaku Agresif pada Siswa Sekolah Menengah Atas Anik Supriani; Irwan Hidayat; Agung Setiawan; Adyanata Lubis
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3187

Abstract

Education is the basis for individual progress, with education individuals will obtain various information and knowledge that can be used to develop themselves. In the process of developing, there will always be social interactions, so students need guidance to be able to reach this maturity, because there is still a lack of understanding, insight into self, environment, experience and determining direction in life. Adolescents can experience various psychosocial problems such as having a rude attitude, poor performance, anti-social behavior, experiencing depression and anxiety, disruptive behavior, and hostility between friends. One of the problems that can be experienced by adolescents is having aggressive behavior tendencies. Based on observations, some students engage in aggressive behavior such as making fun of, speaking harshly, lying, fighting the teacher, being nosy or disturbing their friends, and withdrawing or skipping school, this is caused by students who are unable to control themselves from aggressive behavior. This research is using descriptive quantitative method. The research instrument is by giving questionnaires to 120 respondents, namely high school students, and analyzed by normality test, linearity test, hypothesis testing. Based on the results of data analysis, the value of rcount 0.2505 > rtable 0.1496, it is concluded that the hypothesis is accepted, meaning that there is a significant relationship between self-control and aggressive behavior towards high school students.
PELATIHAN PENGGUNAAN INTERNET OF THINGS BAGI GURU SDN 027 RAMBAH Detri Amelia Candra; Jufri; Adyanata Lubis; Sri Wahyudi; Agung Setiawan; Firman Santosa
JURNAL MASYARAKAT NEGERI ROKANIA Vol 4 No 1 (2023): JURNAL MASYARAKAT NEGERI ROKANIA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat STKIP Rokania

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jmnr.v4i1.217

Abstract

Internet di era digital sekarang ini sangat penting peranannya dalam kehidupan sehari-hari. Internet kebanyakan digunakan sebagai media untuk mengerjakan dan menghubungkan berbagai aktivitas dan pekerjaan manusia dengan efektif, akurat, hemat, dan efisien. Seiring dengan perkembangan Teknologi Informasi dan Komunikasi khususnya Internet dengan segala fungsinya di antaranya surfing, browsing, email, dan cloud storge telah menjadi kebutuhan bagi banyak kalangan. Manfaat internet di bidang pendidikan merupakan faktor yang penting dalam membantu proses belajar mengajar. Internet membantu para guru dalam mencari informasi terkait kurikulum, modul, artikel, jurnal, referensi penunjang, pengetahuan umum, bisa membuat bahan ajar yang menarik dan dapat menyampaikannya kepada para siswa seatraktif mungkin serta dapat menyimpan bahan ajar tersebut secara digital (cloud storage) yang aman dari kehilangan data dan bisa sharing kepada sesama guru dan siswanya secara realtime. Pemanfaatan Teknologi Informasi dapat mempermudah guru untuk lebih berkreasi dan berinovasi dalam pengembangan materi pelajaran di kelas. Pelaksanaan Pengabdian kepada Masyarakat ini berupa penyuluhan dan pelatihan bagi guru SD Negeri 027 Rambah ini berguna meningkatkan kemampuan mengoperasikan Internet sehingga guru dapat memperoleh bahan ajar yang menarik sehingga membuat proses pembelajaran menjadi lebih efektif dan efisien dan menciptakan ruang bagi guru dan siswa untuk terlibat dalam sistem belajar mengajar yang lebih menyenangkan
Implemantasi Aplikasi Kahoot sebagai Media Pembelajaran Interaktif dengan Siswa SMP Negeri 1 Kunto Darussalam Irwan Hidayat; Anik Supriani; Agung Setiawan
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3924

Abstract

The use of technology and databases is starting to be in great demand by educators in the learning process. This technological advancement requires the ability of teachers to adapt, master and have competence in using technological tools to support the learning process. Digital technology is expected to be used to improve the quality of learning, by utilizing digital technology it is hoped that it can attract and increase students' learning motivation in learning. One of the technological innovations so that learning becomes conducive, interactive, interesting and can help teachers make evaluations of assessments of students is using the Kahoot platform. Kahoot is a game-based interactive learning media that is easily accessible and user friendly. One of the learning media that can be used in an effort to increase student learning motivation is by implementing digital gamification learning media that is packaged with educational-based online games, one of which is by implementing the Kahoot application which is one of the learning media. The purpose of this study was to determine the implementation of the Kahoot application in increasing student motivation. The method used is to use qualitative research with a literature study and field study approach, with subjects and research objects at Pasundan Banjaran High School. The results of the study stated that by implementing the Kahoot application as a learning medium it created interest and also the learning motivation of Pasundan Banjaran high school students increased drastically so that the expected learning competencies were achieved.