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Analisis Predictive Maintenance Peralatan Lab Berbasis Machine Learning Wiki Lofandri
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 1
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.64 KB) | DOI: 10.37034/jsisfotek.v5i1.164

Abstract

The rapid development of AI is also supported by our entry into the digital era and the Internet of Things (IoT). In using laboratory equipment, students are required to comply with the rules so that the equipment can be maintained properly. However, the tool used will cause thirst for the tool. This becomes a problem when the tool is needed for learning, while the tool does not function properly or is completely damaged. The research method used in Predicting Labor Equipment of the Department of Electronics FT-UNP is the Cross-Industry Standard Process for Data Mining (CRISP-DM) development method. CRISP-DM is a very reliable model. By utilizing Predictive Maintenance technology on each existing equipment, we can analyze data to identify damage with failure mode, so as to obtain data regarding the frequency of occurrence of damage and the severity of damage to labor equipment and setting a warning for labor technicians, at this time there will be an alarm for technicians to perform checking of equipment.
Meta-Analysis of TPACK Research on Mathematics Education Helsa, Yullys; Sartono, Sartono; Fajri, Bayu Ramadhani; Lofandri, Wiki; Desmaiyanti, Desmaiyanti
Plusminus: Jurnal Pendidikan Matematika Vol. 4 No. 2 (2024): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/plusminus.v4i2.1674

Abstract

Tujuan dari penelitian ini adalah untuk menguji pengaruh Pengetahuan Konten Pedagogis Teknologi (TPACK) terhadap kemampuan matematika calon guru dalam mengajar matematika. Desain penelitian adalah tinjauan pustaka, dan subjek yang disertakan adalah penelitian yang tersedia dari situs web jurnal daring. Subjek penelitian dipilih berdasarkan kriteria inklusi penelitian, dan sebagai hasilnya, enam artikel dipilih untuk analisis TPACK terhadap kemampuan matematika. Data dianalisis dalam meta-analisis berdasarkan ukuran efek. Temuan menunjukkan bahwa TPACK memiliki dampak yang signifikan terhadap kemampuan matematika calon guru sebagaimana ditunjukkan dari ukuran efek rata-rata sebesar 1,06. Hasil tersebut juga menunjukkan bahwa efek keseluruhan TPACK terhadap kemampuan matematika adalah 1,06 dan dapat diklasifikasikan sebagai efek yang tinggi. The purpose of this study is to examine the effect of Technological Pedagogical Content Knowledge (TPACK) on the pre-service teachers' mathematical ability to teach mathematics. The research design is a literature review, and the subject included is research available from online journal websites. The research subject was selected based on the research inclusion criteria, and as a result, six articles were selected for the analysis of TPACK on mathematical ability. Data were analyzed in a meta-analysis based on the effect size. The findings suggested that TPACK has a significant impact on the pre-service teachers' mathematical ability as shown from the mean effect size of 1.06. The results also indicated that the overall effect of TPACK on mathematical ability is 1.06 and can be classified as a high effect.
The Role of Smart Packaging in Improving The Quality and Safety of Bakery Products Rahayu, Ifnalia; Gusnita, Wiwik; Lofandri, Wiki
Jurnal Multidisiplin Sahombu Vol. 5 No. 03 (2025): Jurnal Multidisiplin Sahombu, (2025)
Publisher : Sean Institute

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

Abstract

The development of packaging technology presents smart packaging innovations that can improve the quality and safety of bakery products. Smart packaging consists of intelligent packaging and active packaging, which can provide real-time information about product conditions and extend shelf life through active interaction with the environment. This article discusses the concept, benefits, and implementation of smart packaging in the bakery industry, highlighting aspects of food safety, product durability, and consumer preferences for this packaging technology. It also reviews the trends and challenges in implementing smart packaging as an innovative solution for the quality-oriented and sustainable bakery industry.
TRACKME - Aplikasi Presensi Online Berbasis GPS dan Android Wiki Lofandri; Agariadne Dwinggo Samala; Aqil Afif
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 2 (2024): Vol. 12, No 2, Juni 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i2.128692

Abstract

TRACKME adalah sebuah aplikasi presensi online yang dirancang berbasis Global Positioning System (GPS) dan platform Android dengan tujuan meningkatkan efisiensi dan akurasi dalam pencatatan kehadiran karyawan. Model perancangan dalam penelitian menggunakan pendekatan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). aplikasi ini memanfaatkan teknologi GPS untuk melacak lokasi secara real-time, mengurangi kesalahan manusia, dan mempercepat proses pencatatan. Melalui pengujian BlackBox, seluruh fungsionalitas aplikasi telah terverifikasi sesuai dengan skenario pengujian, menunjukkan hasil yang baik. Hasil penelitian menunjukkan bahwa aplikasi mampu meningkatkan efisiensi dalam pencatatan kehadiran dengan memanfaatkan teknologi GPS dan foto selfie untuk verifikasi kehadiran. Potensi pengembangan lebih lanjut mencakup penggunaan teknologi pelacakan alternatif, penambahan fitur manajemen waktu, dan ekspansi ke platform lain. Dengan demikian, penggunaan teknologi GPS dan platform Android membuktikan bahwa aplikasi TRACKME dapat menjadi solusi efektif dalam memecahkan masalah pengelolaan kehadiran karyawan. Diharapkan, aplikasi ini dapat memberikan kontribusi signifikan dalam memperbaiki sistem presensi di berbagai sektor, sambil terus mengembangkan fitur-fitur tambahan untuk meningkatkan efisiensi dan efektivitasnya.Kata kunci : TRACKME; Sistem Presensi Online; Android; GPS; ADDIE. TRACKME is an online attendance application designed based on GPS and Android platform with the aim of enhancing efficiency and accuracy in employee attendance recording. Developed using the ADDIE design model, this application utilizes GPS technology to track locations in real-time, reducing human errors, and expediting the recording process. Through BlackBox testing, all functionalities of the application have been verified according to the test scenarios, demonstrating promising results. The research findings indicate that application can improve efficiency in attendance recording by leveraging GPS technology and selfie photos for attendance verification. Further development potential includes exploring alternative tracking technologies, adding time management features, and expanding to other platforms. Thus, the utilization of GPS technology and the Android platform validates TRACKME application as an effective solution for addressing employee attendance management challenges. It is anticipated that this application will significantly contribute to enhancing attendance systems across various sectors, while continuously evolving with additional features to improve efficiency and effectiveness.Keywords: TRACKME; Online Attendance System; Android, GPS, ADDIE.
Optimization of Timing and Follow-Through Principles in Animal Motion Design: A 3D Approach for the Educational Game 'Suaka Satwa' Juyendra, Atifa Syalsabilla; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 5 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i5.586

Abstract

This study optimizes the principles of timing and follow-through in 3D animation for the educational game "Suaka Satwa", which aims to introduce seven rare Indonesian animals to children aged 5–10. Using a Design Thinking approach, the study employs digital observation and literature review to identify the natural movement characteristics of each animal. The implementation of Inverse Kinematics (IK) and Forward Kinematics (FK) techniques was carried out to create realistic animations for idle, walking, and feeding movements. The results show a significant correlation between the animal's body size and the application of timing, as well as the effectiveness of follow-through in flexible body parts such as tails, trunks, and fins. The evaluation indicates that natural animation significantly contributes to the game's educational value by creating realistic and engaging visual representations. This research enhances animation standards in educational game development and offers an innovative approach to wildlife education.
Design and Development of the Moving Score Virtual Reality Game as a Game Programmer Maghribi, Muhammad Ridho; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.602

Abstract

The development of Virtual Reality (VR) technology opens up new opportunities to create exciting gameplay experiences while encouraging players to be more physically active. This study aims to design a VR-based game called Moving Score, focusing on the development of motion-based interaction systems and the implementation of responsive game mechanics. The game was developed using Unity and the XR Interaction Toolkit, featuring various elements such as a dynamic scoring system, visual and audio feedback, and real-time motion detection. The method used is prototyping, starting from needs identification, prototype development, to testing and iteration. The final results show that the game successfully delivers intuitive interaction, provides effective feedback, and enhances user engagement in a virtual environment. Moving Score not only offers entertainment but also holds potential as an educational medium that supports users' physical activity and movement coordination.
Designing a Moving Score Game Based on Virtual Reality from a UI/UX Designer Perspective Fernandes, Roy; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.605

Abstract

This final project discusses the design process of the Moving Score game based on Virtual Reality (VR), with a focus on developing a User Interface (UI) and User Experience (UX) that are easy to understand for users who are new to virtual reality. The game is designed to train users’ experiences in playing virtual reality through active interaction in an immersive virtual environment. The method used is a prototyping approach that includes observation, prototype development, testing, and revisions based on user feedback. The UI is designed to be simple, intuitive, and responsive to the user's body movements. Evaluation is conducted through SWOT analysis to identify the strengths, weaknesses, opportunities, and challenges of the UI/UX design. The results of the study show that proper implementation of UI/UX in VR games can enhance user engagement and provide an enjoyable and educational gameplay experience.
AI-driven IoT system for smart pet healthcare: real-time monitoring and early disease detection Rama, Alzet; Lofandri, Wiki
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 10 No. 2 (2024): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202526169

Abstract

The rapid growth of the pet care industry highlights the urgent need for innovative technologies that ensure the health and well-being of companion animals. Conventional approaches to pet healthcare often rely on periodic veterinary visits, which may delay the detection of early symptoms and compromise preventive care. This study proposes an AI-driven Internet of Things (IoT) system for real-time monitoring and early disease detection in pets. The system integrates wearable IoT sensors to continuously capture physiological and behavioral data—such as heart rate, temperature, activity levels, and sleep patterns—and transmits them to a cloud-based platform. Machine learning algorithms are then employed to analyze these multimodal data streams, enabling predictive insights into potential health risks. Unlike previous research that focuses primarily on livestock monitoring, this work emphasizes companion animals, providing a tailored solution for urban households. A prototype implementation demonstrates the feasibility of combining IoT-enabled data collection with artificial intelligence for anomaly detection and early warning alerts. The proposed framework not only improves pet healthcare management but also supports veterinarians in delivering data-driven diagnoses. This approach introduces a scalable model for the next generation of smart pet healthcare systems, aligning with global trends in digital health and personalized animal care
Analisis Efektivitas Pembelajaran Berbasis Proyek di SMK 2 Pariaman: Studi Kasus dalam Pengajaran Animasi Zalins Adekory, Nusrito; Lofandri, Wiki; Fajri, Bayu Ramadhani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.131192

Abstract

Penelitian ini mengkaji efektivitas metode Project-Based Learning (PBL) dalam meningkatkan keterampilan animasi siswa di SMK N 2 Pariaman. Melalui pendekatan Thematic Analysis, penelitian ini melibatkan 10 narasumber yang terdiri atas siswa, guru, profesional animasi, dan alumni, untuk menggali pandangan dan pengalaman mereka terkait penerapan metode ini. Lima tema utama yang diidentifikasi sebagai pendukung keberhasilan PBL adalah kerjasama tim, alur kerja, manajemen proyek, keterampilan teknis, dan kreativitas. Data dikumpulkan melalui wawancara mendalam yang dianalisis menggunakan tahapan sistematis sesuai panduan Braun dan Clarke (2018). Hasil penelitian menunjukkan bahwa PBL berkontribusi signifikan dalam meningkatkan keterampilan teknis, kemampuan kerjasama, serta kreativitas siswa, yang sangat relevan dengan kebutuhan industri animasi. Penelitian ini merekomendasikan evaluasi kurikulum secara berkala untuk memastikan pengalaman praktis yang diterima siswa lebih optimal dan sesuai dengan standar industri. Selain itu, implikasi dari penelitian ini dapat digunakan oleh institusi pendidikan vokasional lainnya untuk mengadopsi metode PBL dalam menciptakan pembelajaran berbasis praktik yang mendukung kesiapan kerja siswa di dunia industri kreatif.Kata kunci : Project-Based Learning, Pengajaran Animasi, SMK, Keterampilan Teknis, Kreativitas.This study examines the effectiveness of the Project-Based Learning (PBL) method in enhancing animation skills among students at SMK N 2 Pariaman. Using a Thematic Analysis approach, the research involved 10 participants, including students, teachers, animation professionals, and alumni, to explore their perspectives and experiences with the implementation of this method. Five key themes identified as contributors to the success of PBL are teamwork, workflow, project management, technical skills, and creativity. Data were collected through in-depth interviews and analyzed systematically following Braun and Clarke’s (2018) guidelines. The findings indicate that PBL significantly improves students' technical skills, collaboration abilities, and creativity, which are highly relevant to the needs of the animation industry. This study recommends regular curriculum evaluations to ensure students gain optimal practical experiences aligned with industry standards. Furthermore, the implications of this research can be applied by other vocational education institutions to adopt PBL methods, fostering practice-based learning that enhances students’ readiness for careers in the creative industries.Keywords: Project-Based Learning, Animation Teaching, Vocational School, Technical Skills, Creativity.
Konsep hybrid education dalam pembelajaran olahraga: model kolaborasi online-offline untuk transfer keterampilan praktis Rama, Alzet; Lofandri, Wiki; Dermawan, Andri; Firmanjaya Saputra, Anggi
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 11 No. 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202526283

Abstract

Disrupsi digital dalam pendidikan, khususnya pembelajaran olahraga, semakin terakselerasi oleh pandemi COVID-19. Peralihan paksa ke pembelajaran jarak jauh mengungkap keterbatasan pendekatan online murni dalam mengajarkan keterampilan psikomotorik yang memerlukan umpan balik dan koreksi fisik langsung. Di sisi lain, pembelajaran tatap muka tradisional juga memiliki kelemahan dalam fleksibilitas dan personalisasi. Oleh karena itu, penelitian ini bertujuan merumuskan sebuah model konseptual pendidikan hibrid yang sinergis untuk pendidikan jasmani. Melalui studi literatur konseptual dengan menganalisis temuan dari bidang blended learning, pedagogi olahraga, dan psikologi motorik, diusulkan sebuah model hibrid siklus tiga fase terintegrasi. Model ini terdiri dari: (1) Fase Online (sebelum praktik) untuk persiapan kognitif, (2) Fase Offline (saat praktik) untuk akuisisi keterampilan dan koreksi langsung, dan (3) Fase Online (setelah praktik) untuk refleksi dan penguatan melalui analisis video. Diskusi menjelaskan bagaimana model ini didukung oleh Teori Schema Schmidt, di mana setiap fase secara strategis membangun dan memperkuat recall schema dan recognition schema guna mendukung transfer keterampilan yang optimal. Kesimpulannya, model konseptual ini menawarkan kerangka kerja sistematis untuk menciptakan pengalaman belajar olahraga yang holistik. Dengan memadukan keunggulan lingkungan online dan offline secara sinergis, model ini berpotensi meningkatkan penguasaan keterampilan praktis secara signifikan. Penelitian mendatang perlu menguji model ini secara empiris serta mengeksplorasi integrasi teknologi imersif dan kecerdasan buatan untuk personalisasi umpan balik.