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Pemanfaatan Energi Terbarukan Dengan Menerapkan Smart Grid Sebagai Jaringan Listrik Masa Depan: Pemanfaatan Energi Terbarukan Dengan Menerapkan Smart Grid Sebagai Jaringan Listrik Masa Depan Denny Haryanto Sinaga; Riz Rifai Oktavianus Sasue; Harvei Desmon Hutahaean
ZETROEM Vol 3 No 1 (2021): ZETROEM
Publisher : Prodi Teknik Elektro Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/ztr.v3i1.1251

Abstract

Nowadays Indonesia is facing the challenges with the very high growth of electrical energy needs. The increased has not been followed by the growth of power generation. Various policies have been carried out by the government include the use of renewable energy, which refers to Presidential Decree No. 5 in 2006 on National Energy Policy by setting the contribution target of renewable energy in the national primary energy mix by 17% in 2025 and electricity projects of 35,000 MW. However the focus of policy is not to touch the electricity management sector that actually has a large contribution in performing electrical energy savings. One of them is the implementation of smart grid systems. Smart grid is a continuation of the current system to the next generation vision that combines the use of sensors, communications, computing and control capabilities in some form to improve the overall functioning of the electricity distribution system. Smart grid technologies is the key to use energy resources efficiently distributed. Moreover the smart grid may encourage the application of renewable energy through distributed generation massively. The main focus in this paper is to discuss the prospects, opportunities and challenges in the implementation of smart grid in power distribution systems to improve efficiency and accelerate the use of renewable energy in Indonesia.
SALES LEVEL FORECASTING OF JASMINE FLOWERS WITH EXPONENTIAL SMOOTHING METHOD Harvei Desmon Hutahaean; Muhammad Dominique Mendoza; Charles Fransiscus Ambarita
INFOKUM Vol. 10 No. 4 (2022): October, computer, information and engineering
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.328 KB)

Abstract

The forecasting process is used to support the decisions of a company to get maximum profit. The sales of jasmine flowers have been growing rapidly lately, especially for the needs of environmental friendly decorative plants sector. It is necessary to predict the sales value of these flowers to prevent loss in business income during Covid-19 pandemic. The Exponential Smoothing method has been widely used for forecasting because it has a fairly good performance. The Exponential Smoothing method has several alpha parameters that are used, namely 0.1; 0.5; 0.9 to support calculations that will be used in forecasting. With these methods, calculations can be carried out to find the best optimal value with the smallest error rate. The chosen forecasting method is used to forecast jasmine flowers sales. Based on the results of the MAD (Mean Absolute Deviation) calculation, it can be seen that the smallest MAD value can be obtained at a value of α = 0.1, is 61.17. Forecasting the sale of jasmine flowers using the Exponential Smoothing method is most suitable for UD. Susan Melati with a value of α = 0.1. This shows that the historical pattern of actual data does not fluctuate or is relatively stable over time.
DEVELOPMENT OF PROBLEM BASED LEARNING (PBL) CHEMISTRY LEARNING MODULE ON SOLUBILITY AND SOLUBILITY PRODUCTS IN CLASS XI SMA NEGERI 15 MEDAN Freddy Tua Musa Panggabean; Juan Samuel Simanjuntak; Harvei Desmon Hutahaean; Jamalum Purba; Ani Sutiani
INFOKUM Vol. 10 No. 5 (2022): December, Computer and Communication
Publisher : Sean Institute

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Abstract

This study aims to determine the development of a chemistry learning module based on Problem Based Learning (PBL) on Solubility and Solubility Products in Class XI SMA Negeri 15 Medan. The sample in this study consisted of one class consisting of 30 students who were taught using the Problem Based Learning model. The instrument used is a test in the form of essay questions. The results showed that 1) the learning module based on Problem Based Learning on the material solubility and solubility product of chemistry learning which was developed based on expert judgment had met the BSNP eligibility standard, the average validation results obtained an average content feasibility score (3.84), the feasibility language (3.75), feasibility of presentation (3.75) and feasibility of graphics (3.76); 2) based on the assessment of teacher and student responses that have met the BSNP eligibility standards obtained based on material (3.84), appearance (3.87) and benefits (3.69); 3) student learning outcomes after being taught using Problem Based Learning chemistry learning modules are higher than the KKM (75) with an average of 81.07.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF PADA MATAKULIAH PENGGUNAAN DAN PENGATURAN MOTOR LISTRIK Muhammad Isnaini; Muhammad Dani Solihin; Harvei Desmon Hutahaean
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 9, No 2 (2022): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v9i2.41945

Abstract

Abstrak : Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif pada matakuliah penggunaan dan pengaturan motor listrik. Pengembangan media interaktif ini bertujuan untuk menyediakan alternatif media pembelajaran yang dapat memfasilitasi mahasiswa untuk belajar secara aktif, kreatif dan mandiri tanpa adanya keterbatasan ruang, waktu ataupun adanya pendidik. Penelitian ini menggunakan model pengembangan ADDIE yang terdiri dari 5 tahapan utama yaitu: (1) Analisis, (2) Perancangan, (3) Pengembangan dan (4) Implementasi dan (5) Evaluasi. Rancangan desain multimedia pembelajaran interaktif dibuat dengan menggunakan software Adobe Flash Pro CC. Dalam penelitian ini, teknis analisis data yang digunakan yaitu teknik analisis deskriptif yaitu mendeskripsikan tingkat validitas produk yang dihasilkan. Berdasarkan hasil keseluruhan validasi ahli materi memperoleh rata-rata sebesar 4,73, maka hasil validasi terhadap produk multimedia pembelajaran interaktif dari para ahli materi tersebut dikategorikan sangat baik. Hasil keseluruhan validasi ahli media memperoleh rata-rata sebesar 4,75, maka hasil validasi terhadap produk multimedia pembelajaran interaktif dari para ahli media tersebut dikategorikan sangat baik. Kata Kunci: Multimedia Pembelajaran Interaktif, Motor Listrik, Model ADDIE  Abstract: This study aims to develop interactive multimedia learning in the course of using and regulating electric motors. The development of interactive media aims to provide alternative learning media that can facilitate students to learn actively, creatively and independently without any limitations of space, time or the presence of educators. This study uses the ADDIE development model which consists of 5 main stages, namely: (1) Analysis, (2) Design, (3) Development and (4) Implementation and (5) Evaluation. The interactive learning multimedia design design is made using Adobe Flash Pro CC software. In this study, the technical data analysis used is a descriptive analysis technique, which describes the level of validity of the product produced. Based on the overall validation results of material experts obtained an average of 4.73, the validation results of interactive learning multimedia products from these material experts are categorized as very good. The overall validation results of media experts obtained an average of 4.75, so the validation results of interactive learning multimedia products from these media experts are categorized as very good. Keywords: Interactive Learning Multimedia, Electric Motor, ADDIE Model
Program Kemitraan Dalam Pendampingan Pengembangan Media Pembelajaran di SMK Swasta Imelda Medan Berbasis Komik Strip Harvei Desmon Hutahaean; Bagoes Maulana; Muhammad Dani Solihin; Muhammad Isnaini
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 3 No. 2.2 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara
Publisher : Cv. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (446.836 KB)

Abstract

Dalam pembelajaran media-media yang berbasis digital sudah banyak berkembang baik dari tingkat sekolah dasar sampai dengan tingkat perguruan tinggi. Media sebagai salah satu komponen dari pengajaran yang sangat berpengaruh terhadap proses pembelajaran. Dengan adanya media yang mendukung dalam proses pembelajaran, akan mampu meningkatkan kualitas hasil belajar siswa. Pada pelaksanaan Program Kemitraan Masyarakat yang diadakan di SMKS Imelda Medan, dimana SMKS Imelda Medan merupakan mitra dalam pelakasanaan program kemitraan masyarakat yang berada di wilayah Medan. SMKS Imelda Medan melaksanakan kegiatan pendidikan di bidang kejuruan. Para guru-guru di sekolah terebut dalam menyajikan bahan ajar hanya dalam betuk teks sehingga membuat tingkat kebosanan siswa meningkat. Solusi yang dilakukan dalam mengatasi permasalahan mitra yaitu melakukan pendampingan dan pelatihan pembuatan media ajar berbasis komik strip. Dimana komik strip ini memiliki daya tarik sehingga pesan yang disampaikan akan mudah dipahami. Komik strip yang dikembangkan berisi serangkaian cerita bergambar yang menarik dan berwarna. Oleh karena itu, dengan adanya Komik Strip para siswa lebih mudah memahami isi pelajaran dengan baik.
MEDIA PEMBELAJARAN INTERAKTIF MATAKULIAH PENGGUNAAN DAN PENGATURAN MOTOR LISTRIK DENGAN MEMANFAATKAN TEKNOLOGI FLASH Muhammad Dani Solihin; Erita Astrid; Rosma Siregar; Muhammad Isnaini; Harvei Desmon Hutahaean
Jurnal Teknologi Pendidikan (JTP) Vol 16, No 1 (2023): April - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v16i1.44822

Abstract

Abstrak: Media pembelajaran merupakan hal yang sangat penting dalam proses pembelajaran. Media pembelajaran yang baik sangat efektif digunakan dalam pembelajaran. Peneliti mengembangkan media pembelajaran interaktif dengan tujuan untuk menghasilkan produk berupa media pembelajaran dalam bentuk CD Interaktif yang dapat digunakan dalam proses pembelajaran. Media pembelajaran pada penelitian ini berdasarkan model desain ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Adapun metode penelitian dilakukan dengan menggunakan langkah-langkah penggunaan metode research and development  (R & D). Hasil penelitian menunjukkan CD Interaktif ternyata mendapat respon antusias dari mahasiswa dan sangat efektif digunakan dalam pembelajaran. Kata kunci: Media Pembelajaran, Model ADDIE, Penelitian dan Pengembangan Abstrack: Learning media is very important in the learning process. Good learning media is very effective in learning. Researchers develop interactive learning media with the aim of producing products in the form of learning media in the form of Interactive CDs that can be used in the learning process. The learning media in this study are based on the ADDIE design model (Analysis, Design, Development, Implementation, and Evaluation). The research method is carried out using the steps of using research and development (R & D) methods. The results showed that the Interactive CD received an enthusiastic response from students and was very effective in teaching and learning. Keywords: Learning Media, ADDIE Model, Research and Development
APLIKASI PEMBELAJARAN PERAKITAN KOMPUTER BERBASIS TEKNOLOGI AUGMENTED REALITY Harvei Desmon Hutahaean; Laksanama Nur Ramadhan; Bagoes Maulana; Marsangkap Silitonga; Muhammad Isnaini
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 1 (2023): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i1.46488

Abstract

Abstrak: Augmented reality adalah teknologi yang menggunakan kamera smartphone atau webcam pada laptop untuk menggabungkan objek digital di dunia nyata. Penelitian ini mengadopsi model pengembangan waterfall untuk pengembangan yang dibagi menjadi empat tahap: (1) analisis, (2) desain, (3) pengkodean dan pengujian sistem, (4) integrasi sistem dan pengujian verifikasi. Penelitian ini dilakukan di Kelas X Teknik Komputer Jaringan SMK Negeri 14 Medan. Tahap pengujian kelayakan produk dilakukan oleh dua ahli materi dan dua ahli media. Selain itu, dilakukan uji reaksi terhadap pengguna yaitu siswa. Teknik analisis data menggunakan alat survei angket, menguji keefektifan media, melakukan pre-test dan post-test, dan menghitung hasil menggunakan N-gain. Hasil pengembangan media pembelajaran berupa aplikasi Android merupakan media pembelajaran rakitan komputer berbasis teknologi augmented reality, yang terdiri dari tujuh bagian utama yaitu: AR 3D, video AR, KI/KD, materi pembelajaran, pilihan ganda. pertanyaan, Petunjuk dan Informasi Pengembang. Pengujian black box menunjukkan bahwa tidak ada kesalahan dalam merangkai fungsi komputer dengan semua fungsi yang ada pada aplikasi media pembelajaran AR.Hasil uji tuntas oleh 2 ahli media adalah 4,21, ahli materi 4,62, dan respon pengguna 4,60; (3) Berdasarkan hasil pretest dan posttest 32 siswa diperoleh nilai N-gain sebesar 84,14 tergolong kategori “Efektif”. Kata Kunci: Augmented Reality, Perakitan Komputer, 3D, Android  Abstract. Augmented reality is a technology that uses a smartphone camera or webcam on a laptop to incorporate digital objects in the real world. This research adopts waterfall development model for development which is divided into four stages: (1) analysis, (2) design, (3) system coding and testing, (4) system integration and verification testing. This research was conducted in Class X Computer Network Engineering SMK Negeri 14 Medan. The product feasibility testing phase is carried out by two material experts and two media experts. In addition, a reaction test was carried out on users, namely students. Data analysis techniques use questionnaire survey tools, test media effectiveness, conduct pre-test and post-test, and calculate results using N-gain. The results of the development of learning media in the form of Android applications are computer-assembled learning media based on augmented reality technology, which consists of seven main parts, namely: AR 3D, AR videos, KI / KD, learning materials, multiple choice. questions, Instructions and Developer Information. Black box testing shows that there is no error in assembling computer functions with all functions in AR learning media applications. Due diligence results by 2 media experts were 4.21, material experts 4.62, and user responses 4.60; (3) Based on the pretest and posttest results, 32 students obtained an N-gain score of 84.14 classified as "Effective" category. Keywords: Augmented Reality, Computer Assembly, 3D, Android.
Pendampingan Peningkatan Strategi Pemasaran Produk Industri Kreatif Sablon Pakaian Dengan Memanfaatkan Teknologi Informasi Marsangkap Silitonga; Harvei Desmon Hutahaean; Ali Akbar Lubis; Rosma Siregar
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 2 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Cv. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v4i2.955

Abstract

Usaha jasa desain dan sablon berbasis website sebagai media pemesanan merupakan usaha yang sangat menjanjikan, hal ini dikarenakan pesatnya perkembangan dunia fashion terutama yang sedang melanda anak muda di era modern sekarang menyebabkan kebutuhan akan ketersediaan fashion semakin meningkat. Ini bisa dilihat dengan begitu maraknya pusat perbelanjaan yang menjual dan mengiklankan bermacam-macam gaya fashion. Dalam kegiatan pelaksanaan program kemitraan masyarakat ini, beberapa permasalahan yang dialami mitra yaitu tidak adanya media pemasaran serta ketidaktahuan mitra dalam penggunaan teknologi untuk mempromosikan atau memasarkan produknya. Dengan adanya kegiatan PKM ini tim melakukan pendampingan dalam pengelolaan sablon serta pengenalan teknologi pemasaran. Dengan adanya teknologi baru dalam dunia sablon yang berupa digital printing semakin mempermudah dan memperindah hasil sablon. Pelaksanaan Program Kemitraan Masyarakat sangat membantu mitra dalam hal peningkatan strategi pemasaran pakaian sablon. Startup yang dikembangkan dapat memudahkan mitra dalam memperluas pangsa pasar dan mengenalkan produk sablon
DEVELOPMENT OF ELECTRICAL INSTALLATION TRAINER MEDIA WITH ADDITIONAL MEDIA HEIGHT FOR LAB EXPERIMENTS Muhammad Aulia Rahman Sembiring; Jongga Manullang; Lia Maharani Lubis; Denny Haryanto Sinaga; Harvei Desmon Hutahaean
Jurnal Scientia Vol. 12 No. 04 (2023): Education, Sosial science and Planning technique, 2023, Edition September-Nov
Publisher : Sean Institute

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Abstract

In order to provide more realistic and pleasant electrical installation trainer media for more effective practice, researchers have developed media with an extra media height for lab tests. This study makes use of feasibility analysis and experimental techniques. An alternative that was more comfortable and efficient for learning electrical installations was the electrical installation trainer with additional media height, according to research done with students who used the trainer before height was added. The research also revealed that increasing the media height in the electrical installation trainer had an impact on the quality of the lab experiment results.
TRAINER PENGATURAN MOTOR LISTRIK UNTUK PRAKTIKUM PENGGUNAAN DAN PENGATURAN MOTOR LISTRIK Isnaini, Muhammad; Dewy, Mega Silfia; Solihin, Muhammad Dani; Hutahaean, Harvei Desmon
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 2 (2023): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i2.54006

Abstract

Abstrak : Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif pada matakuliah penggunaan dan pengaturan motor listrik. Pengembangan media interaktif ini bertujuan untuk menyediakan alternatif media pembelajaran yang dapat memfasilitasi mahasiswa untuk belajar secara aktif, kreatif dan mandiri tanpa adanya keterbatasan ruang, waktu ataupun adanya pendidik. Penelitian ini menggunakan model pengembangan ADDIE yang terdiri dari 5 tahapan utama yaitu: (1) Analisis, (2) Perancangan, (3) Pengembangan dan (4) Implementasi dan (5) Evaluasi. Rancangan desain multimedia pembelajaran interaktif dibuat dengan menggunakan software Adobe Flash. Dalam penelitian ini, teknis analisis data yang digunakan yaitu teknik analisis deskriptif yaitu mendeskripsikan tingkat validitas produk yang dihasilkan. Berdasarkan hasil keseluruhan validasi ahli materi memperoleh rata-rata sebesar 4,73, maka hasil validasi terhadap produk multimedia pembelajaran interaktif dari para ahli materi tersebut dikategorikan sangat baik. Hasil keseluruhan validasi ahli media memperoleh rata-rata sebesar 4,75, maka hasil validasi terhadap produk multimedia pembelajaran interaktif dari para ahli media tersebut dikategorikan sangat baik. Kata Kunci: Multimedia Pembelajaran Interaktif, Motor Listrik, Model ADDIE   Abstract: This study aims to develop interactive multimedia learning in the course of using and regulating electric motors. The development of interactive media aims to provide alternative learning media that can facilitate students to learn actively, creatively and independently without any limitations of space, time or the presence of educators. This study uses the ADDIE development model which consists of 5 main stages, namely: (1) Analysis, (2) Design, (3) Development and (4) Implementation and (5) Evaluation. The interactive learning multimedia design design is made using Adobe Flash software. In this study, the technical data analysis used is a descriptive analysis technique, which describes the level of validity of the product produced. Based on the overall validation results of material experts obtained an average of 4.73, the validation results of interactive learning multimedia products from these material experts are categorized as very good. The overall validation results of media experts obtained an average of 4.75, so the validation results of interactive learning multimedia products from these media experts are categorized as very good. Keywords: Interactive Learning Multimedia, Electric Motor, ADDIE Model