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IMPLEMENTASI KIT TORSI ELEKTRIK SEPEDA UNTUK BANTUAN JALAN MENANJAK Widianto, Eko Didik; Prasetyo, Tri; Isnanto, R. Rizal
Transmisi Vol 18, No 2 April (2016): TRANSMISI
Publisher : Departemen Teknik Elektro, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (661.365 KB) | DOI: 10.12777/transmisi.18.2.80-86

Abstract

Sepeda menjadi pilihan alat transportasi yang ramah lingkungan dan hemat. Namun, untuk kontur jalan yang menanjak, pengguna sepeda memerlukan tenaga ekstra untuk dapat melewatinya, bahkan harus menuntun sepedanya saat di tanjakan cukup tajam. Hal ini dapat diatasi dengan memberikan alat bantu untuk menambah torsi secara elektrik. Dalam penelitian ini, kit torsi sepeda dikembangkan yang secara khusus untuk dapat mengontrol kecepatan motor DC  pada sebarang kemiringan jalan berdasarkan nilai sumbu Z akselerometer. Kit dikembangkan menggunakan papan Arduino Uno R3, modul akselerometer ADXL345 dan RTC DS3231. Alat telah dapat bekerja sesuai dengan spesifikasi fungsional yang ditentukan. Motor DC akan mulai berputar saat sudut tanjakan mencapai 20o. Kecepatan maksimal motor DC saat tanpa beban adalah 330 rad/detik dan dengan beban adalah 292 rad/detik.
The Effects of the Team-Game-Tournaments Learning Model on Primary School: Basic Dribble Moves in Basketball Games Prasetyo, Tri; Sir, Irvan; Amir, Atmam
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (694.918 KB) | DOI: 10.51574/ijrer.v1i2.274

Abstract

The objective of this study should be to examine how MIS Islamiyah Nidhomiyah students in Pasuruan, East Java, can enhance their basketball dribbling skills. This research approach involves collaborating with collaborators, researchers, and students in a classroom setting to undertake action research. Cycle II is where actions are taken. The students' average score was 65 after assessing the data on the results of the pre-action ball dribbling test in a basketball game using the Team Games Tournament (TGT) method, 10 students completed the test and five did not. Cycle I had an average score of 73 students, with 9 students finishing and 6 students failing. In Cycle II, the average number of students is 81, with as many as 14 students completing and one student failing to complete. Based on the findings of the implementation of the TGT cooperative learning model in basketball dribbling from pre-action, cycle I, and cycle II, it is reasonable to conclude that learning outcomes improved greatly in students of MIS Islamiyah Nidhomiyah, Rejoso District, Pasuruan.
Membangun Masa Depan Dengan Canva: Keterampilan Design Grafis Untuk Kesempatan Karir Lebih Baik Fayza Pramestia, Putri; Anggoro, Fachri; Muhamad Putra Bintang, Restu; Hidayatullah, Syarif; Oktavian, Rendi; Rachman Sanad, Alfy; Pranata, Masyihuril; Kaoniah, Lulu; Ammar Dzikra, Faishal; Mulya Mustajab, Heri; Prasetyo, Tri
APPA : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 4 (2024): APPA : Jurnal Pengabdian kepada Masyarakat
Publisher : Shofanah Media Berkah

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Program pengabdian kepada masyarakat berjudul "Membangun Masa Depan Dengan Canva: Keterampilan Desain Grafis Untuk Kesempatan Karir Lebih Baik" dilaksanakan dengan sukses di Sekolah Taruna Mandiri Pamulang. Program ini bertujuan untuk meningkatkan keterampilan desain grafis para guru melalui pelatihan penggunaan Canva. Hasil kegiatan menunjukkan peningkatan signifikan dalam kemampuan peserta untuk membuat bahan ajar yang lebih menarik dan interaktif. Antusiasme tinggi terlihat selama sesi praktis dan lomba poster, yang mencerminkan minat serta keterlibatan peserta dalam kegiatan. Diskusi dan penyuluhan yang diadakan memberikan pemahaman baru tentang peran desain grafis dalam meningkatkan kualitas pembelajaran. Para peserta kini lebih memahami bagaimana desain grafis dapat membantu meningkatkan keterlibatan siswa. Evaluasi menunjukkan bahwa sebagian besar peserta mengalami peningkatan keterampilan yang signifikan, dan umpan balik yang diterima sangat positif. Pelatihan ini tidak hanya memberikan manfaat praktis tetapi juga memotivasi peserta untuk terus mengembangkan keterampilan mereka. Dengan keterampilan baru ini, diharapkan para guru dapat menyajikan materi ajar dengan lebih kreatif dan efektif, sehingga mendukung peningkatan hasil belajar siswa. Program ini berhasil mencapai tujuannya, yakni meningkatkan keterampilan desain grafis para guru.
Response: Physical Education Learning Assignment Amid the Covid-19 Pandemic Candra, Oki; Wahyudi, Wahyudi; Prasetyo, Tri
INSPIREE: Indonesian Sport Innovation Review Vol. 3 No. 03 (2022): September
Publisher : INSPIRETECH GLOBAL INSIGHT & DPE Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53905/inspiree.v3i03.89

Abstract

The  purpose  of  the study. The purpose of this study was to find out how deep the response of students to the assignment assigned by the health physical education teacher in determining the number of respondents when the teacher gave physical education assignments. Materials and methods. This research was descriptive quantitative research. The research began by collecting assignments that have been given through online methods to students in the form of google form. The study population was 108 students of SMP IT Raudhatur Rahmah Pekanbaru, Riau. The sample in this study was all students of SMP IT Raudhtaur Rahmah. The sampling technique applied was total sampling. Results. The results obtained based on several assignments that have been given via google form in this study were as follows: For the subject of the passing and catching, dribbling, and shooting on basketball learning, the average scores were 54.25%, 46, 01%, and 42.02%, respectively. Teachers must be more active and creative in packaging the learning process so that it attracts students to take part in the Physical Education learning provided and considering that the response of students in learning physical education during the Covid-19 pandemic was low Conclusions. Online learning was very ineffective as a learning process as it was caused by many factors and can be proven by the low of student response in doing the task which has been given. a solution is needed so that the teaching and learning process can be carried out with an appropriate method so that students are not disadvantaged in the learning activities themselves, which not only receive the knowledge they need, but also includes learning related to the character and emotion that should be given by the teacher in the learning process.
The Impact of Motivation and Work Stress on Employee Performance at the Secretariat of the Regional People's Representative Council of Karawang Regency Prasetyo, Tri; Jamaludin, Asep; Nandang, Nandang
INVEST : Jurnal Inovasi Bisnis dan Akuntansi Vol. 5 No. 1 (2024): INVEST : Jurnal Inovasi Bisnis dan Akuntansi
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/invest.v5i1.630

Abstract

This study aims to determine the partial and simultaneous effects of work motivation and work stress on the performance of employees of the Secretariat of the Regional People's Representative Council (DPRD) of Karawang Regency. The method used in this research is descriptive verification method. This research was conducted at the Karawang Regency DPRD Secretariat. The sample of this study amounted to 90 employees of the Karawang Regency DPRD Secretariat The sampling technique in the study used the saturated sampling method. The analysis model used in this research is multiple linear regression analysis model. The results showed that there was a partial effect of work motivation and work stress on the performance of employees of the Karawang Regency DPRD Secretariat. Simultaneously, the magnitude of the influence of work motivation and work stress on employee performance is 35.6%, while the remaining 64.4% is explained by other factors not examined in this study.
Implementasi Dan Pengujian Teknik Preventif Cross-Site Scripting (Xss) Pada Aplikasi Php Berdasarkan Xsstrike Pebrianto, Juri; Susanto, Riky; Prasetyo, Tri
Media Jurnal Informatika Vol 17, No 1 (2025): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v17i1.5268

Abstract

Cross-Site Scripting (XSS) merupakan salah satu ancaman keamanan paling umum pada aplikasi web, khususnya pada aplikasi berbasis PHP Native yang belum menerapkan standar keamanan modern. Penelitian ini bertujuan untuk mengevaluasi efektivitas teknik preventif terhadap serangan XSS dengan menggunakan alat otomatis XSStrike. Metode penelitian yang digunakan adalah pendekatan eksperimen, di mana aplikasi PHP rentan diuji terhadap tiga jenis serangan XSS: Reflected, Stored, dan DOM-Based, baik secara otomatis maupun manual. Hasil pengujian menunjukkan bahwa serangan Reflected XSS dapat terdeteksi dengan confidence tinggi oleh XSStrike, sedangkan Stored dan DOM-Based XSS memerlukan teknik pengujian manual karena keterbatasan alat. Setelah implementasi validasi input, encoding output, dan Content Security Policy (CSP), injeksi skrip tidak lagi dieksekusi oleh browser dan hanya ditampilkan sebagai teks biasa. Kesimpulan dari penelitian ini adalah bahwa penerapan kombinasi teknik preventif secara signifikan dapat meningkatkan ketahanan aplikasi PHP Native terhadap berbagai bentuk serangan XSS.
The Effects of the Team-Game-Tournaments Learning Model on Primary School: Basic Dribble Moves in Basketball Games Prasetyo, Tri; Sir, Irvan; Amir, Atmam
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i2.274

Abstract

The objective of this study should be to examine how MIS Islamiyah Nidhomiyah students in Pasuruan, East Java, can enhance their basketball dribbling skills. This research approach involves collaborating with collaborators, researchers, and students in a classroom setting to undertake action research. Cycle II is where actions are taken. The students' average score was 65 after assessing the data on the results of the pre-action ball dribbling test in a basketball game using the Team Games Tournament (TGT) method, 10 students completed the test and five did not. Cycle I had an average score of 73 students, with 9 students finishing and 6 students failing. In Cycle II, the average number of students is 81, with as many as 14 students completing and one student failing to complete. Based on the findings of the implementation of the TGT cooperative learning model in basketball dribbling from pre-action, cycle I, and cycle II, it is reasonable to conclude that learning outcomes improved greatly in students of MIS Islamiyah Nidhomiyah, Rejoso District, Pasuruan.
Pengenalan Dasar Game Development Dengan Scratch: Upaya Peningkatan Kompetensi Digital Siswa SMA PGRI 22 Serpong Daffa, Muhammad; Anta Maulana, Achmad; Ranlam Hidayat, Adi; Saputra, Aril; Agung, Dimas; Rafian Syafiq, Fawwaz; Liong Ghozaly, Muhammad; Khairul Anwar, Rizki; Ramadhani, Rizki; Solahudin; Prasetyo, Tri
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This community service activity aims to enhance digital literacy of SMA PGRI 22 Serpong students through game development training using Scratch platform. The implementation method consisted of three stages: (1) introduction to Scratch interface, (2) hands-on practice in creating simple games, and (3) project presentation. Evaluation results showed 100% of participants (20 students) successfully created their first game prototypes within 3 hours of training. This activity not only improved understanding of basic programming concepts by 40% (based on pre-test and post-test) but also fostered students' interest in creative technology fields. The outputs including training modules, 20 simple game projects, and this publication article are expected to become a digital learning model for schools.