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Deteksi Tepi Pada Bidang Sawah Yang Tidak Beraturan Hanifatul Rahmi; Nur Budi Nugraha
JURNAL UNITEK Vol. 10 No. 2 (2017): Juli-Desember
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v10i2.82

Abstract

Identifikasi pada citra bidang sawah dari pengambilan dari satelit atau pesawat adalah hal yang sulit dilakukan sehingga perlu keahlian khusus. Salah satu teknologi yang dapat di gunakan adalah menggunakan teknologi deteksi sudut untuk mengidentifikasi jumlah beras yang dapat dihasilkan pada bidang sawah yang tak beraturan. Penelitian ini bertujuan untuk dapat mencari deteksi tepi apa saja yang terbaik pada bidang sawah tak beraturan yang di dapat pada citra satelit. Simulasi jarak tanamana padi menggunakan deteksi sisi untuk mengkur bidang sawah yang tak beraturan untuk menghasilkan perbandingan yang akurat. Metode yang digunakan dalam penelitian ini menggunakan metode canny dan metode sobel. Dari hasil pengujian didapat bahwa Metode canny masih yang terbaik buat deteksi tepi karena pengamatan visual maka kinerje metode canny lebih baik dari pada metode sobel dan pengamatan jumlah paling tinggi piksel penyusun tepi obyek maka metode canny lebih sedikit dari pada metode sobel yang merupakan lebih baik.
Peramalan Penggunaan Penyaringan Air Laut Menjadi Air Tawar di PT. ABC Kota Dumai Hanifatul Rahmi
JURNAL UNITEK Vol. 13 No. 2 (2020): Juli - Desember
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v13i2.136

Abstract

Tujuan dari penelitian ini adalah untuk menentukan jumlah permintaan penyaringan yang digunakan untuk menyaring air laut menjadi air tawar di PT ABC Kota Dumai. Metode peramalan permintaan yang digunakan dalam penelitian ini adalah Time Series dengan metode Naïve, Moving Average dan Linear Trend. Pengolahan data dilakukan dengan menggunakan Software QM V5. Sample dari penelitian ini adalah filter yang dipakai pada Sea Water Reverse Osmosis pada PT ABC Kota Dumai pada bulan April 2020 sampai dengan Agustus 2020. Hasil pengujian dengan metode Linear Trend memiliki nilai kesalahan terkecil MAPE yaitu 15,138%, MAD sebesar 1,28 dan MSE 2,64. Hal ini menunjukkan bahwa metode Time Series yang terbaik untuk meramal permintaan filter dalam proses Sea Water Reverse osmosis karena memiliki nilai kesalahan yang kecil dibandingkan metode Naïve dan Moving Average.
Validity and Practicality of Online Learner Worksheets Based on Students' Mathematical Problem Solving Ability Hanifatul Rahmi
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 1 No. 1 (2023): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v1i1.2312

Abstract

Learner Worksheets (LKPD) are teaching materials that encourage students to learn independently that are methodically created based on a specific syllabus, packaged in a certain time unit, and displayed by utilizing online learning technology. The purpose of this project is to create an online Student Worksheet (LKPD) for students that focuses on answering math problems. It uses a development research (R&D) approach with the 4D model (Define, Design, Develop, Disseminate) in its creation. This research was conducted to determine the validity and practicality of LKPD based on mathematical problem solving on line and angle material in Sungai Penuh City. The instruments used are validation sheets and practicality sheets. Based on the results of the Material Expert test, an average score of 93% was obtained in the Very Valid category, and the results of the Media Expert test reached an average score of 91.81% in the Very Valid category. The results of the math teacher's response received a score of 100% in the Very Practical category and the results of student responses received an average score of 89.37% in the Very Practical category. Based on these results, it can be concluded that the online Student Worksheet (LKPD) based on mathematical problem solving is valid and practical for use as a learning resource. A valid and practical online LKPD can help improve learning effectiveness by allowing students to learn independently and interactively with teaching materials designed according to their needs.
Development of the Android-Based Edutainment Game 'Tekamatika' to Enhance Students' Creative Thinking Skills Hanifatul Rahmi
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.4148

Abstract

This study aims to develop and test the effectiveness of the Android-based edutainment game "Tekamatika" in enhancing students' creative thinking skills, recognizing the importance of these skills in addressing 21st-century challenges. The method employed is Research and Development (R&D) using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation, as well as systematic evaluation using the CIPP model (Context, Input, Process, Product). The instruments used include material expert validation questionnaires, teacher and student assessment questionnaires, creative thinking tests, and student perception questionnaires. Data are analyzed to measure the validity, practicality, and effectiveness of the product. The research results indicate that the "Tekamatika" game is valid with an average score of 4.1 from material experts, highly practical with an average score of 4.293 from teachers, and very practical with an average score of 4.7 from students. The improvement in students' creative thinking abilities was confirmed through a gain test of 0.65 and a paired sample t-test with a significance level of 0.0231<0.05. In conclusion, the "Tekamatika" game is proven to be valid, practical, and effective in enhancing students' creative thinking skills. The implications of this research suggest that edutainment games can be an effective teaching method, capable of increasing motivation, student engagement, and facilitating interactive understanding of mathematical concepts.