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Remote IoT Blynk: suhu dan penerangan ruang laboratorium keperawatan Nazuarsyah Nazuarsyah; Ully Muzakir; Mukhroji Mukhroji; Rossiana Br Ginting; Wahyu Saputra
Jurnal Pendidikan Informatika dan Sains Vol. 11 No. 2 (2022): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v11i2.4720

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah alat monitoring dan kendali suhu serta penerangan ruangan yang berbasis Internet of Things (IoT) dan menggunakan Blynk. Bentuk penelitian ini adalah penelitian dan pengembangan yang terdiri dari beberapa tahapan, yaitu: Tahap perancangan alat kendali yang terdiri dari sensor DS18B20, Liquid Crystal Display (LCD), relay, Light Emitting Diode (LED), dan buzzer kemudian dihubungkan ke microcontroller NodeMCU esp8266. Perangkat yang akan dikendalikan yaitu lampu dan Air Conditioner (AC) yang dihubungkan langsung ke relay sebagai output. Tahap perancangan aplikasi monitoring serta kendali menggunakan platform blynk berbasis android yang dipasang pada smartphone. Setelah dilakukan pengujian pada hardware dan software, hasilnya rata-rata waktu respon untuk menghidupkan lampu sebesar 1,09 detik, dan untuk mematikan lampu sebesar 0,95 detik. Rata-rata waktu respon untuk menghidupkan AC sebesar 0,97 detik, dan untuk mematikan AC sebesar 1,04 detik. Alat ini tidak hanya dapat mengukur suhu ruangan, tetapi dapat juga digunakan sebagai alat ukur suhu tubuh pada manusia. Sistem ini dapat dimodifikasi untuk penghematan energi dan biaya.
Optimizing E-commerce Inventory to prevent Stock Outs using the Random Forest Algorithm Approach Ridwan, Achmad; Muzakir, Ully; Nurhidayati, Safitri
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 1 (2024): APRIL 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i1.2326

Abstract

This research investigates the effectiveness of the Random Forest algorithm in optimizing e-commerce inventory management. In a digital business that continues to grow, inventory management is crucial for smooth operations and customer satisfaction. The Random Forest algorithm, a development of the CART method by applying bagging techniques and random feature selection, was tested to predict inventory. An experimental design is used to test the algorithm's performance algorithms performance, using data relevant to the observed inventory variables. The analysis involves evaluating the performance of algorithms in predicting and preventing stockouts. The results show that the Random Forest algorithm provides more accurate inventory predictions than traditional methods. Comparison with linear and rule-based regression reveals higher accuracy, making this algorithm a promising choice for e-commerce inventory management. These findings imply that the Random Forest Algorithm can be an effective solution in overcoming the complexity and fluctuations of digital markets. Practical recommendations include a deep understanding of the data, engagement of trained human resources, and training strategies for optimal use of these algorithms. This research also contributes to the literature by expanding understanding of the application of the Random Forest algorithm in various contexts, including forest basal area prediction, supply chain management, and backorder prediction. In conclusion, the Random Forest algorithm has great potential to improve e-commerce inventory management, opening up opportunities for broader application in the digital business world. Proactive adoption of these algorithms can have a positive impact on operational efficiency, customer satisfaction, and a company's competitiveness in an ever-evolving market.
THE STUDENTS’ LEARNING TRAJECTORY IN GEOMETRY CONCEPT BY USING LOCAL INSTRUCTION THEORY BASED ON REALISTIC MATHEMATICS EDUCATION APPROACH Nasriadi, Ahmad; Sari, Intan Kemala; Salmina, Mik; Fitriati, Fitriati; Muzakir, Ully; Fajri, Nurul; Fitra, Rahmat; Rahmattullah, Rahmattullah
Jurnal Ilmiah Teunuleh Vol. 3 No. 4: Jurnal Ilmiah Teunuleh | December 2022
Publisher : Teunuleh Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51612/teunuleh.v3i4.123

Abstract

Abstract. This study aims to find out how learning trajectory is right for students in understanding the concept of geometry. Learning the area of triangles and quadrilateral areas through trivial problems may be easy for students, but not in the context of complex problems. Therefore, through learning with Realistic Mathematics Education (RME) approach is known learning trajectory that can help students learn geometry. From the results of the study showed that through the provision of problems that are situational and close to the experience of students give the impact of desire and motivation and challenge students to solve problems. From this experience, students realize or do not start building material concepts that should be obtained in learning mathematics. This is a suggestion that the teaching and learning process should present problems that can take advantage of the student's previous experience before it becomes a new formal concept.
The Comparison of Students Learning Result Based on Learning By Media and Learning by Video in Aljebra Concept Muzakir, Ully; Salmina, Mik; Nasriadi, Ahmad; Fitriati, Fitriati; Sari, Intan Kemala; Rahmattullah, Rahmattullah; Ramazana, Ramazana
Jurnal Ilmiah Teunuleh Vol. 4 No. 1 (2023): Jurnal Ilmiah Teunuleh
Publisher : Teunuleh Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51612/teunuleh.v4i1.124

Abstract

SMP Negeri 8 Banda Aceh has SPLDV learning media facilities and learning resources which are quite good, but the use of existing media and learning resources has not been utilized optimally which has an impact on student learning outcomes in mathematics. This study aims to determine what media is appropriate to use to motivate students in learning and increase student enthusiasm in learning. The research design used was True Experimental Design. The instrument used in data collection was a math comprehension test question. The application used to design video media is the SREEN O'MATIC. After the data was collected, it was analyzed using the T-Test. Based on the research results Calculated T-Value is 2.70 and T-Table Value is 1.70, this means is H1 accepted, so that H0 is rejected at a significant level ? = 0.05, it can be concluded that the teaching aids are better than video in SMP Negeri 8 Banda Aceh.
Measuring the Effect of Problem Based Learning With Instructional Video on Primary School Students' Problem Solving Skills Development Fitriati, Fitriati; Rahmi, Rahmi; Novita, Rita; Salmina, MIK; Sari, Intan Kemala; Nasriadi, Ahmad; Muzakir, Ully; Fajri, Nurul
Jurnal Ilmiah Teunuleh Vol. 4 No. 2 (2023): Jurnal Ilmiah Teunuleh
Publisher : Teunuleh Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51612/teunuleh.v4i2.125

Abstract

This study aims to analyse the efficacy of instructional video through problem-based learning model in developing problem-solving skills among primary school students. This research integrated in video instructional material related to statistics topics "data collection and data presentation" to improve student problem-solving skills. Quasi Post-test-only system experiment was used to achieve this study's goal. The model was introduced in three primary public schools in Banda Aceh, Indonesia, involving 163 grade 5 students. A post-examination test was administered after treatment. Independent t-test findings indicate a substantial mean difference between the control group and the experimental group with a significant level below 0.05. Accordingly, integrating classroom video collaboration with problem-based learning model helps students strengthen their understanding of statistics subject and enhance their problem-solving skills. Thus these findings suggest that PBL with instructional video is more successful than traditional teaching method to boost problem-solving ability among primary school students.
SISTEM IDENTIFIKASI MENGGUNAKAN RFID DAN SENSOR INFRARED BERBASIS IOT TERHADAP PENGEMBANGAN KAMPUS PINTAR Nazuarsyah, Nazuarsyah; Muzakir, Ully; Mukhroji, Mukhroji; Ginting, Rossiana; Munadi, Rizal
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 7, No 2 (2023)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v7i2.21632

Abstract

This study aims to discuss the development of an identification system tool to unlock doors using Radio Frequency Identification (RFID) and infrared sensors based on the Internet of Things (IoT). This research model is the development of prototyping, consisting of several stages, namely the needs analysis stage through interviews with lecturers and education staff, and conducting literature studies on previous research to get more information on this research. The design and design phase of the tool consists of RFID, infrared sensor, relay, and I2C LCD connected to microcontroller. The solenoid lock is connected directly to the relay as output. The test results on the hardware and software side, the average response time of the device to unlock from outside the room using RFID is 1.13 seconds, while the average response time of the tool to unlock from inside the room using infrared is 0.77 seconds. Thus, the results of this study found the average response time of infrared sensors is faster by 0.09 seconds than RFID. This system can be further developed using other access media such as bluetooth devices that are easily found in smartphones.
APPLICATION OF TEAM GAMES TOURNAMENT (TGT) LEARNING MODEL TO STUDENT LEARNING OUTCOMES ON THREE-DIMENSIONAL MATERIAL Ahmad Nasriadi; Siti Zakia Fadhli; Ully Muzakir
International Conference on Education, Science, Technology and Health (ICONESTH) 2023: ICONESTH
Publisher : International Conference on Education, Science, Technology and Health (ICONESTH)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/iconesth.vi.120

Abstract

This study aims to determine the application of the team games tournament(TGT) learning model to the learning outcomes of students on threedimensional material. Students of grade XII MIPA 5 SMA Negeri 9 BandaAceh who were the sample of this study amounted to 29 people selected throughthe purpose sampling technique. The approach used in this study is aquantitative approach with pre-test and post-test research types Data collectiontechniques use tests, observation, and documentation. Through the IndependentSample Test output table, t is calculated |-13.453| > 1.703 t table with sig. (2tailed) is 0.000 (p < 0.005) so it is significant. It can be concluded that theapplication of the team games tournament (TGT) learning model can improvestudent learning outcomes on three-dimensional material.
PERANCANGAN SISTEM OTOMATISASI PEMBUATAN PERANGKAT PEMBELAJARAN BERBASIS ANDROID Ginting, Rossiana; Prayudi, Satria; Mukhroji, Mukhroji; Muzakir, Ully; Nazuarsyah, Nazuarsyah; Keumala, Mirza
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 10, No 1 (2024): April 2024
Publisher : Ubudiyah Indonesia University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33143/jics.v10i1.4054

Abstract

Abstrak— Perancangan sistem otomatisasi pembuatan Perangkat Pembelajaran berbasis android ini merupakan teknik kebaruan yang sangat menguntungkan bagi Dosen dalam menyusun perangkat pembelajaran salah satunya yaitu RPS. Kelayakan bagi seorang dosen sebelum memulai awal perkuliahan adalah menyampaikan perangkat pembelajaran yang salah satunya adalah RPS. Untuk satu mata kuliah setiap dosen wajib membuat RPS yang secara umum terdiri dari lima belas halaman bahkan lebih sesuai dengan aturan Perguruan Tingginya. Kelengkapan atribut mata kuliah yang sangat banyak seperti capaian pembelajaran mata kuliah (CPMK) dan sub capaian pembelajaran mata kuliah (Sub CPMK) yang harus disesuaikan lagi oleh dosen dengan panduan kurikulum pastinya akan menyita waktu produktif dosen. Metode Penelitian menggunakan metode kualitatif dengan mengutamakan fokus pengamatan yang mendalam. Urgensi dari penelitan ini adalah dengan menggunakan perancangan sistem otomatisasi berbasis android ini, Dosen dapat menyusun RPS dengan sangat mudah serta dapat disusun kapanpun dan dimanapun hanya dengan menggunakan android.Kata kunci: Android, Otomatisasi, Perancangan, Perangkat PembelajaranAbstract— The design of an automation system for making Android-based Learning Devices is a novelty technique that is very beneficial for Lecturers in compiling learning devices, one of which is RPS. Feasibility for a lecturer before starting the lecture is to deliver learning tools, one of which is the lesson plan. For one subject each lecturer is required to make a lesson plan which generally consists of fifteen pages or even more according to the rules of the university. Completeness of the many subject attributes such as course learning achievements (CPMK) and subject learning sub-achievements (Sub CPMK) which must be adjusted again by the lecturer with curriculum guidelines will certainly take up the lecturer's productive time. The research method uses qualitative methods with an emphasis on in-depth observation focus. The urgency of this research is that by using this Android-based automation system design, lecturers can compile lesson plans very easily and can be compiled anytime and anywhere using only Android.Keywords: Android, Automation, Design, Lesson plan 
Science and Technology for the Export Product of Small and Medium Sized Enterprise (UKM) Kotaraja Rattan Muzakir, Ully
Jurnal Ilmiah Peuradeun Vol. 7 No. 3 (2019): Jurnal Ilmiah Peuradeun
Publisher : SCAD Independent

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/peuradeun.v7i2.312

Abstract

The objective of the Export Product Science and Technology Division (IBPE) is to boost the export growth of Small and Medium Sized Enterprises (SME) of rattan handicraft products in Aceh Besar Regency "Kotaraja Rotan" through improved management and product quality. The program also aims to accelerate the transfer of technology and management from STKIP Bina Bangsa Getsempena Banda Aceh as the implementer of IBP to SME "Kotaraja Rotan" as an industrial society as well as developing link and match between STKIP Bina Bangsa Getsempena Banda Aceh, SME, Aceh Besar District Government and large community. The method implemented is to provide assistance to the quality of raw materials, production processes, product quality, production management and marketing, quality of manpower, facilities and finance of SME. The conclusion of the program in this first year is the solution offered has successfully solved the problems faced by partners that are marked with the issuance of business license for partners, the availability of mall tools to guarantee the quality of products concerning the size and shape, availability of production space and good and clean showroom with partner needs. This IbPE program has encouraged the public spirit to be able to produce export products in order to compete in the international market.
SISTEM IDENTIFIKASI MENGGUNAKAN RFID DAN SENSOR INFRARED BERBASIS IOT TERHADAP PENGEMBANGAN KAMPUS PINTAR Nazuarsyah, Nazuarsyah; Muzakir, Ully; Mukhroji, Mukhroji; Ginting, Rossiana; Munadi, Rizal
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 7 No 2 (2023)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v7i2.21632

Abstract

This study aims to discuss the development of an identification system tool to unlock doors using Radio Frequency Identification (RFID) and infrared sensors based on the Internet of Things (IoT). This research model is the development of prototyping, consisting of several stages, namely the needs analysis stage through interviews with lecturers and education staff, and conducting literature studies on previous research to get more information on this research. The design and design phase of the tool consists of RFID, infrared sensor, relay, and I2C LCD connected to microcontroller. The solenoid lock is connected directly to the relay as output. The test results on the hardware and software side, the average response time of the device to unlock from outside the room using RFID is 1.13 seconds, while the average response time of the tool to unlock from inside the room using infrared is 0.77 seconds. Thus, the results of this study found the average response time of infrared sensors is faster by 0.09 seconds than RFID. This system can be further developed using other access media such as bluetooth devices that are easily found in smartphones.