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Analisis Kinerja Reactive Routing Protocol dalam Mobile Ad-Hoc Network (MANET) Menggunakan NS-2 (Network simulator) Olivia Kembuan; Widyawan; Sri Suning Kusumawardani
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 1 No 1: Februari 2012
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.236 KB) | DOI: 10.22146/jnteti.v1i1.1

Abstract

Mobile Ad-Hoc Network (MANET) is the type of network that can connect people without depending on fixed infrastructure. Dynamic topology that characterizes this network leads to different routing process compared to wired-network with fixed topology. The two main classes of routing protocols for mobile ad-hoc networks (MANETs) are proactive and reactive (or on-demand). Reactive routing protocols consume less bandwidth compared to proactive routing protocols because they establish the route on demand. This thesis presents the simulation results and performance analysis of reactive routing protocol Dynamic Source Routing (DSR) and Ad Hoc On-demand distance Vector Routing (AODV). The analysis is based on packet delivery ratio, routing overhead, average delay, and averagethroughput by varying the number of nodes and speed of nodes. The simulation is performed using NS2 network simulator. The results show that AODV outperforms DSR in more stress situations, however DSR outperforms AODV in less stressful situations (smaller number of nodes and lower speed of nodes). DSR produces higher delay in all scenarios, therefore this protocol not recommended for MANET with the need for low delay.
Sistem Peringatan Dan Penanganan Dini Kebakaran Berbasis Internet Of Things(IoT) Aldo Napu; Olivia Kembuan; Kristofel Santa
JOINTER : Journal of Informatics Engineering Vol 3 No 01 (2022): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v3i01.45

Abstract

Fire is one of the disasters that often occur in Indonesia. Especially in densely populated areas that have the potential to cause problems in the event of a fire. The obstacle that occurs is that firefighters are often late in handling due to various factors, so the damage and losses due to fires are greater. This study aims to create an internet of things (iot) based fire detection system. The system uses 3 sensors, namely the Irflame fire sensor, the Mq-2 gas sensor and the Dht11 temperature sensor and are assembled on the Nodemcu ESP8266 microcontroller. In experiments that have been carried out in a 3.5 mx 3.5 m room, the fire sensor can detect a small fire up to a distance of 30 cm and a large fire of 230 cm, then it will turn on the water pump when a fire is detected. When the Mq-2 sensor detects a gas leak above 300 PPM, it will turn on the fan to decompose the gas. The DHT11 sensor reads the room temperature value continuously and is set to a minimum temperature of 32˚C, the system will give a warning from the buzzer. The result of the design of this tool is that the system can send information through the blynk application on the user's smartphone and can handle fire signs based on the designed output.
PENERAPAN MODEL PEMBELAJARAN PROBLEM POSING UNTUK MENINGKATKAN HASIL BELAJAR KOMUNIKASI DATA SISWA SMK Kevin Fransisco Karangan; Olivia Kembuan; Peggy Veronica Togas
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 1 No. 6 (2021): EduTIK : Desember 2021
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.548 KB) | DOI: 10.53682/edutik.v1i6.3219

Abstract

Penelitian ini bertujuan untuk mengetahui apakah penggunaan media pembelajaran Problem Posing dapat meningkatkan hasil belajar siswa kelas XI TKJ SMK Negeri 5 Manado pada mata pelajaran Komunikasi Data, setiap siklus dilakukan berapa tahap yaitu: tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Jenis penelitian ini menggunakan penelitian tindakan kelas dengan menggunakan desain dua siklus dari Kemmis dan Mc. Taggart. Instrument penelitian ini menggunakan ujian/tes praktek berdasarkan materi pembelajaran Komunikasi Data Sampel terdiri dari kelas XI TKJ sebanyak 13 siswa. Proses penelitian ini berlangsung dengan 2 siklus dan 8 tatap muka. Hasil penelitian menunjukkan bahwa persentasi ketuntasan belajar siswa pada siklus 1 sebanyak .60,38%. Setelah dilakukan siklus 2, persentase ketuntasan belajar siswa meningkat menjadi 86,53%. Karena hasil belajar meningkat pada siklus 2 maka dapat disimpulkan bahwa Penerapan media pembelajaran Problem Posing dapat meningkatkan hasil belajar Komunikasi Data siswa kelas XI TKJ di SMK Negeri 5 Manado.
PENGARUH MODEL PEMBELAJARAN SAVI TERHADAP HASIL BELAJAR PRAKARYA TIK SISWA SMP NEGERI 10 HALMAHERA SELATAN Aleksandri Mauraji; Olivia Kembuan; Peggy Togas
Ismart Edu: Jurnal Pendidikan Teknologi Informasi Vol. 1 No. 02 (2020): Desember
Publisher : Program Studi Pendidikan Teknologi Informasi dan Komunikasi, Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (281.733 KB)

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan model pembelajaran berbasis masalah terhadap hasil belajar pemrograman web siswa kelas x di SMK Negeri 1 Tondano. Metode penelitian yang digunakan adalah metode penelitian quasi experimental design dengan menggunakan desain penelitian pretest-posttest control-group design, sedangkan pengumpulan data penelitian dilakukan dengan menggunakan soal tes pilihan ganda. Teknik analisis data menggunakan bantuan aplikasi SPSS 22 dan penghitungan dengan rumus varians berbeda. Kesimpulan yang diperoleh adalah model pembelajaran berbasis masalah berpengaruh terhadap hasil belajar pemrograman web siswa kelas x di SMK Negeri 1 Tondano dimana rata – rata nilai kelas yang menggunakan model pembelajaran berbasis masalah lebih tinggi dibandingkan kelas yang mengguanakan model pembelajaran konvensional.
Rancang Bangun Sistem Pariwisata Buton Tengah Berbasis Web satin la ruma; Olivia Kembuan; Made Krisnanda
JOINTER : Journal of Informatics Engineering Vol 3 No 02 (2022): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v3i02.100

Abstract

Central Buton is an area located in the Buton archipelago, Southeast Sulawesi which is a former heritage area of the Sultanate of Buton where the area has many natural and cultural tourist charms that must be preserved. This study aims to design and implement web-based tourism in Buton Tengah. The method used in the development of this application is Waterfall in which there are five namely Analysis, Design, Coding, Testing, and Implementation of Maintenance Programs, with the PHP programming language and Sublime Text 3. The result of the research is that the Central Buton Tourism system is website-based and has a service function, namely the function of providing tourist information, booking tickets, so that the sales system can be improved for the better. Testing this system using the Black Box testing method, so that it is able to answer and show that the system created is in accordance with the objectives of the researcher and is able to meet user needs.
PERANCANGAN DAN IMPLEMENTASI APLIKASI PERMAINAN EDUKATIF BAGI SISWA Olivia Kembuan; Ni Dewi Eka Suwaryaningrat; Merry Cristin Natalia Liow
CAKRAWALA DINI: JURNAL PENDIDIKAN ANAK USIA DINI Vol 10, No 2 (2019): November 2019
Publisher : UPI Kampus Cibiru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.149 KB) | DOI: 10.17509/cd.v10i2.18705

Abstract

Abstract:. One of the principle in pre-school education is play-based learning. This research utilizes technology to develop computer games based media learning for pre-schoolers. We are used Multimedia Development Life Cycle (MDLC) to develop this application. There are six stages in this sistem development method; these six steps include concept, design, material collecting, assembly, testing, and distribution. These media have five features using Indonesian language, there are riddles games, simple counting games, drawing menu, words construct game and coloring menu. This media learning game was implemented to fifteen preschool students with an age range between 3-5 years with their teacher accompaniment. The result showed that this application could be used as an alternative media learning for the student and the teacher of preschool to develop the children creativity and competencies.Keyword: educational game, pre-schoolers Abstrak: Salah satu prinsip pelaksanaan Pendidikan Anak Usia Dini (PAUD)  yaitu belajar melalui bermain atau bermain seraya belajar. Penelitian ini memanfaatkan teknologi untuk mengembangkan media pembelajaran anak berbasis aplikasi permainan. Metode pengembangan sistem yang digunakan dalam kegiatan ini adalah metodologi Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu perumusan konsep (concept), perancangan (design), pengumpulan materi (material collecting), pembuatan (assembly), pengujian (testing), dan pendistribusian (distribution). Aplikasi permainan edukatif berbahasa Indonesia ini memiliki 5 (lima) fitur yang dapat dimainkan secara acak antara lain, Menu Tebak-tebakkan, Menu Berhitung, Menu Menggambar, Menu Susun kata, dan Menu Mewarnai. Aplikasi ini diuji-coba pada 15 (lima belas) orang siswa PAUD berusia 3-5 Tahun dengan bimbingan para tenaga pendidik. Aplikasi permainan ini dapat digunakan sebagai media pembelajaran alternatif pembelajaran guru dan siswa Pendidikan Anak Usia Dini (PAUD) dalam mengembangkan kreativitas dan kompetensi anak.Kata Kunci: permainan edukatif, PAUD
SISTEM INFORMASI MANAJEMEN MITRA DI BADAN PUSAT STATISTIK (BPS) KABUPATEN MINAHASA BERBASIS WEB MENGGUNAKAN METODE EXTREME PROGRAMMING (XP) Laode Muhamad Ikhlas; Olivia Kembuan
Scientica: Jurnal Ilmiah Sains dan Teknologi Vol. 1 No. 2 (2023): Scientica: Jurnal Ilmiah Sains dan Teknologi
Publisher : Komunitas Menulis dan Meneliti (Kolibi)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/scientica.v1i2.290

Abstract

The utilization of technology in government agencies has become a primary foundation for advancing and improving efficiency in services. In Indonesia, the Central Statistics Agency (BPS) serves as a model for implementing advanced information technology to enhance the quality of services and responsiveness to the needs of the community. This research specifically focuses on the development of the Partner Management Information System within the BPS Minahasa District in response to the absence of a similar system at the district level. During surveys and censuses, BPS Minahasa faces challenges in partner data management due to reliance on applications provided by the Central BPS. To address these issues, this research proposes a solution through the development of a Partner Management Information System using the "Extreme Programming" (XP) method. The implementation of this system is expected to improve the efficiency, accuracy, and responsiveness of BPS Minahasa in managing partner data during the execution of surveys and censuses. User acceptance testing results indicate that the system can be well adopted by users.
Aplikasi Pengenalan Bahasa Mongondow Dengan Speech Recognition Menggunakan Metode Rapid Application Development (RAD) Priyo Perdana Adati; Parabelem T. D. Rompas; Olivia Kembuan
Jurnal Penelitian Rumpun Ilmu Teknik Vol. 2 No. 2 (2023): Mei : Jurnal Penelitian Rumpun Ilmu Teknik
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juprit.v2i2.1931

Abstract

Indonesia is a nation with a diversity of languages and cultures. The regions in Indonesia have several different languages as a medium for communication. Language itself has an important value in the daily life of today's society because it is a means of communication. Besides that, language also includes self-identity and culture. Therefore preserving regional languages is important. This research aims to design a mobile-based Mongondow language recognition application that is easy for Android users to use anywhere and anytime. The developer method used for designing this application is Rapid Application Development (RAD). Designing and developing this application uses the Kodular website with drag-and-drop block programming features without having to type coding. From the research that has been done, an application for the introduction of the Mongondow language will help the general public and young people, especially those in Bolaang Mongondow, in learning the local language. Also, the community can prevent the loss of their mother tongue in their area.
Perancangan Dan Implementasi Jaringan Internet Berbasis Mikrotik Aren Brayen Sangi; Ferdinan I. Sangkop; Olivia Kembuan
Jurnal Penelitian Rumpun Ilmu Teknik Vol. 2 No. 2 (2023): Mei : Jurnal Penelitian Rumpun Ilmu Teknik
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juprit.v2i2.1938

Abstract

Sophisticated technological advances are very rare to find someone who does not use the internet network because this internet network is not only done for social media but is needed in a job. A stable internet network and wide coverage make it easier for students and teachers to access the internet for learning purposes. It is necessary to design or build a better computer network. This study uses library research methods, observation/field studies, and direct interviews to carry out data collection and develop a system used by NDLC that has been implemented and has been approved by the leadership of SMP 3 Tondano; construction has been carried out on the Internet network using the system proxy router.
Analisis Pola Lapangan Usaha Per Daerah Menggunakan Algoritma K-Means Clustering Pada Kabupaten Minahasa Selatan Ondang, Meisela; Kembuan, Olivia
Innovative: Journal Of Social Science Research Vol. 3 No. 6 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

Penelitian Studi Kasus : Analisis Pola Lapangan Usaha Per Daerah Menggunakan Algoritma K-Means Clustering Pada Kabupaten Minahasa Selatan. Perkembangan teknologi di era yang modern saat ini, penggunaan teknologi menjadi semakin luas, efisien, dan efektif. Terlebih dalam bidang usaha dan bisnis kehadiran teknologi sangat membantu dalam menyediakan informasi untuk bisa menunjnag kelancaran suatu usaha. Hal ini sangat penting untuk membantu individu, kelompok, atau masyarakat secara lebih efisien dalam mengatasi berbagai tantangan yang dihadapi dalam memulai atau menjalankan bisnis atau usaha. Perencanaan hingga penyesuaian bisnis berdasarkan kondisi usaha tentunya membutuhkan informasi yang akurat. Oleh karena itu, perlu dilakukan suatu analisis usaha berdasarkan data yang relevan serta akurat. penelitian ini dilakukan bertujuan untuk menyelesaikan permasalahan yang ada dengan cara mengolah data usaha yang ada di Kabupaten Minahasa Selatan dengan menggunakan metode Clustering untuk mengetahui pola usaha dengan cluster per daerah yang ada di Kabupaten Minahasa Selatan. Metode Penelitian yang digunakan untuk pengolahan data adalah algoritma K-Means. Hasil dari penelitian ini adalah berdasarkan atribut jenis perusahaan terbentuk 4 cluster, berdasarkan resiko proyek terbentuk 4 cluster, berdasarkan skala usaha terbentuk 5 cluster, berdasarkan golongan KBLI terbentuk 5 cluster.