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CBC IMPLEMENTASI LOGIKA FUZZY DENGAN INFERENSI TSUKAMOTO PADA DETEKSI KEGAGALAN SISTEM TRANSFER CAKE BREAKER CONVEYOR (CBC) Alkadri Masnur; M.Khairul Anam
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 4 No 1 (2019): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (852.561 KB) | DOI: 10.36341/rabit.v4i1.596

Abstract

Abstrak Pabrik Kelapa Sawit merupakan industri bahan baku yang mengolah tandan buah segar (TBS) kelapa sawit menjadi CPO (Crude Palm Oil) minyak mentah kelapa sawit. Satu Unit Pabrik Kelapa Sawit memiliki stasiun kempa/press, lebih spesifik pada motor transfer (cangkang dan ampas kelapa sawit). Untuk 1 unit Cake Breaker Conveyor (CBC) dengan panjang 30 meter, melayani 4 mesin press. Ampas dan cangkang kelapa sawit yang akan ditransfer masih berupa gumpalan padat akibat proses pengepresan dan memiliki suhu 98oC, dengan beban yang relatif berat dan suhu yang tinggi maka screw CBC sering mengalami kegagalan transfer akibat putusnya As Screw. Jika terjadi kegagalan transfer maka cangkang dan ampas kelapa sawit akan menumpuk pada titik pembuangan mesin press, selain itu umpan bahan bakar boiler tergangu karena cangkang dan ampas kelapa sawit tidak terkirim ke tungku bahan bakar. Untuk menentukan titik putusnya As Screw pada posisi yang tepat diperlukan sebuah metode yang dapat menemukan putusnya As-screw pada unit CBC. Logika Fuzzy Tsukamoto dapat membantu memperhitungkan dimana titik As-screw putus pada CBC, dengan menggunakan input waktu dan kecepatan putaran motor CBC deteksi menggunakan rotary encoder, output yang digunakan adalah titik dimana As-screw putus pada CBC sepanjang 30 meter. Penelitian ini diharapkan menjadi salah satu solusi untuk mengatasi permasalahan yang terjadi pada pabrik kelapa sawit khususnya pada stasiun kempa.
Momen Inersia Sebagai Indikator untuk Mendeteksi Kegagalan Sistem Transfer Cake Breaker Conveyor Alkadri masnur; M.Khairul Anam
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 2 No 2 (2018)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (717.54 KB) | DOI: 10.35145/joisie.v2i2.7

Abstract

Pabrik Kelapa Sawit memiliki beberapa stasiun pengolahan salah satunya adalah stasiun kempa/press, pada stasiun kempa terdapat satu unit mesin Cake Breaker Conveyor (CBC) yang berfungsi memecah gumpalan ampas dari mesin kempa/press, pada CBC terjadi juga pemisahan ampas dan nuts (inti biji kelapa sawit). Untuk 1 unit Cake Breaker Conveyor (CBC) dengan panjang 30 meter, melayani 4 mesin press. Gumpalan ampas dari mesin kempa/press memiliki suhu 98oC, dengan beban yang berat dan suhu yang tinggi maka Cake Breaker Conveyor (CBC) sering mengalami kegagalan transfer akibat putusnya As-screw. Jika terjadi kegagalan transfer maka ampas kelapa sawit akan menumpuk pada titik pembuangan mesin press, selain itu umpan bahan bakar boiler tergangu karena ampas kelapa sawit tidak terkirim ke tungku bahan bakar. Pada saat terjadinya kegagalan transfer pada CBC terjadilah hukum kelembaman atau momen inersia pada benda yang berotasi pada porosnya, momen inersia yang terjadi pada CBC dapat dideteksi oleh Rotary Encoder. Logika Fuzzy Tsukamoto dapat memperhitungkan titik putus nya As-screw pada Cake Breaker Conveyor (CBC) dengan memanfaatkan momen inersia dan kecepatan putaran motor CBC sebagai input sedangkan output adalah titik putusnya As-Screw pada CBC sepajang 30 Meter.a
Implementasi Logika Fuzzy Tsukamoto Pada Deteksi Kegagalan Sistem Transfer Cake Breaker Conveyor (CBC) Alkadri Masnur; M.Khairul Anam
Prosiding SISFOTEK Vol 2 No 1 (2018): SISFOTEK 2018
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (843.442 KB)

Abstract

The palm Oil Factory is a raw material industry that processes Fresh Fruit Bunches (FFB) into Crude Palm Oil (CPO). Palm oil Factory has a press station in press station has unit Cake Breaker Conveyor (CBC). The CBC to use to transfer dregs and palm shells as fuel bait. For one unit CBC can be serving 4 press machines the waste and oil palm shells to be transferred are still solid clumps due to pressing process is have temperature of 98oC. In addition to the high temperatures of the dregs and the palm oil shells are dense clumps that cause transfer failure In case of transfer failure, the shell and the oil palm dregs will accumulate at the point of disposal of the press machine, other than that the boiler fuel feed is disturbed because the shells and the oil palm dregs are not sent to the fuel furnace. To determine the As Screw break point in the proper position required a method that can find As- screw breaks on the CBC unit. The Fuzzy Tsukamoto logic can help calculate where the As-screw point breaks on the CBC, using the input time and rotation speed of the CBC detection motor using the rotary encoder, the output used is the point where As-screw breaks on a 30 meters. This research is expected to be one solution to solve the problems that occur in the palm oil mill especially in the press station.
Analisa Data Mining Menggunakan Market Basket Analysis untuk Mengetahui Pola Beli Konsumen Alkadri Masnur
SATIN - Sains dan Teknologi Informasi Vol 1 No 2 (2015): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (650.579 KB) | DOI: 10.33372/stn.v1i2.24

Abstract

Pada saat sekarang ini data tidak dapat dipisahkan dari kehidupan sehari - hari dan merupakan salah satu sumber daya yang sangat berharga.  Data  -  data yang terlibat  dalam  setiap  transaksi  penjualan  pada  toko bangunan  sangat  lan  banyak,  sehingga  terjadilah tumpukan  data  yang  dibiarkan  saja.  Untuk  itu digunakanlah  metode  market  basket  analysis  untuk menyelesaikan  masalah  yang  dihadapi  yang  nanti menghasilkan  rule-rule  yang  sangat  berguna  untuk memberi  informasi  kepada  toko  bangunan  tentang barang-barang yang laris terjual serta barang-barang yang  jarang  dibutuhkan  oleh  konsumen.  Hasil  akhir yang  diperoleh  dari  penelitian  ini  nanti  adalah pihak toko  bangunan  dapat  mengetahui  pola  beli  konsumen dan juga mengetahui barang yang laris dijual. Selain itu   juga  untuk   meningkatkan  pelayanan  dan meningkatkan penjualan
Pelatihan Pembuatan Media Pembelajaran dengan Canva Bagi Guru SMAN 1 X Koto Kabupaten Tanah Datar Pratiwi, Rahmi; Amilia, Winanda; Luthfiani, Luthfiani; Masnur, Alkadri
Jurnal Pendidikan Tambusai Vol. 7 No. 3 (2023): Desember 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v7i3.10752

Abstract

Media pembelajaran merupakan salah satu hal yang menentukan kesuksesan proses belajar mengajar. Ada tiga fungsi yang terintegrasi dalam media pembelajaran, yaitu stimulasi menumbuhkan ketertarikan untuk mendalami pelajaran, mediasi penghubung antara guru dan peserta didik, serta informasi yang menampilkan penjelasan dari guru. Guru yang profesional hendaknya juga dapat mendesain dan memproduksi sendiri media pembelajaran. Canva merupakan aplikasi desain grafis yang menyediakan bermacam-macam menu desain diantanya presentasi, resume, poster, pamflet, brosur, grafik, infografis, spanduk, dan jenis lainnya. Kegiatan ini bertujuan untuk memberikan pengetahuan dan keterampilan bagi guru SMAN 1 X Koto untuk mengembangkan media pembelajaran sendiri sesuai dengan mata pelajaran yang diampu oleh guru. Kegiatan ini dilaksanakan di SMAN 1 X Koto, Kabupaten Tanah Datar. Kegiatan yang dilaksanakan berupa pelatihan pembuatan media pembelajaran dengan aplikasi Canva. Kegiatan ini dihadiri sebanyak 35 peserta. Media pembelajaran yang dihasilkan oleh masing – masing guru dalam pelatihan ini menambah ilmu dan keterampilan dari guru – guru.
Pengembangan Multimedia Interaktif Berbasis TPACK pada Mata Pelajaran Informatika Kelas VII di SMP Anisya, Anisya; Anugrah, Septriyan; Hendri, Nofri; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1925

Abstract

The research aims to develop framework-based interactive multimedia on Techonogical Pedagogical Content Knowledge in informatics subjects at the junior high school level. The type of research used is the Research and Development (R&D) method with a development model (Analysis, Design, Development, Implementation, Evaluation). At the development stage, an analysis of needs in the field, storyboard design, media development using the articulate storyline application, and product trials were carried out to students. The instruments used in the study consist of observations, questionnaires, and learning outcome tests with the aim of determining the practicality and effectiveness of the products developed. The validation test data from the material aspect obtained a score of 4.00 with the criterion of "Strongly Agree". Meanwhile, in terms of media tested by two media validators, the average score from validator 1 was 3.85 with the "Valid" category and from media expert 2 was 4.74 with the "Very Valid" category. The results of the practicality test were obtained with a score of 4,210 in the category "Very Practical". The results of the effectiveness test obtained an average N-gain score of 71.24% which is included in the category of "Quite Effective". Based on the assessment that has been obtained, the TPACK-based interactive multimedia developed is very feasible and effective to be used in learning activities
Pengembangan Desain Wizer.Me Sebagai E-LKPD pada Mata Pelajaran Matematika Materi Bilangan Bulat Kelas VII SMP Yunita, Rini; Rosmaria, Rosmaria; Novrianti, Novrianti; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.2005

Abstract

The development of E-LKPD in Grade VII Mathematics Subject of SMPN 5 Linggo Sari Baganti is motivated by a teacher-oriented learning pattern, as well as limitations in the use of digital teaching materials such as E-LKPD. This research aims to produce valid and practical E-LKPD products so that they can be used in the learning process. The type of research used is Research and Development (R&D). The development model used in this study is a 4D model. The 4D model consists of 4 stages, namely define, design, develop and disseminate. The results of the development of E-LKPD were obtained through validity and practicality tests. The product validity test was validated by three validators consisting of one material validator, namely a teacher of Mathematics Class VII SMPN 5 Sari Baganti and two media validators, namely lecturers from the Department of Curriculum and Educational Technology, Padang State University. The product practicality test was carried out by conducting an E-LKPD trial for grade VIIB students of SMPN 5 Linggo Sari Baganti. The results of the validity test by a material expert and two media experts obtained an average score of 4.86, 4.86, and 4.8 respectively which was categorized as "very valid". The results of the practicality test obtained an average score of 4.6 with the category "very practical". Thus, it can be concluded that the E-LKPD developed is suitable for use as a teaching material in Mathematics Class VII Junior High School.
Efektivitas Penggunaan E-Modul Matematika Bebasis 4C Terhadap Hasil Belajar Siswa Kelas VIII SMP Mardiah, Ainul; Yeni J, Fetri; Masnur, Alkadri; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2030

Abstract

The low student learning outcomes are motivated by the lack of activity of students during the learning process and the teacher's dependence on textbooks. Therefore, this study aims to determine the effectiveness of 4C-based mathematics e-modules on the learning outcomes of grade VII students at UPTD SMP Negeri 1, Mungka District. This research was carried out with a quantitative research method in the form of a Quasy Experiment. The data collection technique used is a test in Mathematics subjects. The sample of this selection was 54 grade VII students consisting of 27 people from the experimental class and 27 people from the control class. The data analysis techniques are normality test, homogeneity test, and hypothesis test with the Wilcoxon Test test method. The results show that the use of 4C-based mathematics e-modules is significantly effective in improving the learning outcomes of grade VII students. If learning is facilitated with modules or e-modules based on the 4Cs, learning will be more effective, because after learning at school students can use the e-module, learning can be done independently by students.
Pengembangan Media Puzzle Interaktif untuk Pengenalan Huruf pada Anak Usia 5-6 Tahun di Taman Kanak-Kanak Inrafa, Shaumy Darojatun; Kurnia, Reni; Yusri, Meldi Ade Kurnia; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2066

Abstract

This research aims to develop interactive puzzle-based learning media that is specifically designed to introduce letters to early childhood in Kindergarten Negeri Madani. Conventional learning media are considered less interactive in the letter recognition process, while visual- and play-based approaches have proven to be more effective for children. This research is a type of Research and Development (R&D) research with a 4-D development model (four-D model). This model consists of 4 stages of development including Define, Design, Develop, Disseminate. This media was developed systematically and tested for validity and practicality using a questionnaire. The results of the validity test reached 87.17% for the material aspect and 86.11% for the media aspect, while the practicality test achieved an average score of 81.25%. This interactive puzzle media is proven to be able to increase children's interest in learning letters with a fun approach and support their motor and cognitive development
Efektivitas Penggunaan Media Video Animasi Terhadap Hasil Belajar Siswa pada Mata Pelajaran IPA Kelas VIII SMP Negeri 3 Pariaman Mulya, Yogi; Yeni J, Fetri; Eldarni, Eldarni; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2082

Abstract

Student learning outcomes are still low, especially in science subject grade VIII at SMP Negeri 3 Pariaman. This is because the media used by teachers in the learning process is still less varied, teachers use media in the form of printed books in which there are pictures that are difficult for students to understand. Therefore, this study aims to determine the effectiveness of the use of animated video media on student learning outcomes in science subject grade VIII at SMP Negeri 3 Pariaman. This type of research is quantitative research with an experimental approach in the form of a quasi experiment. The sample selected was class VIII.3 as a control class with 31 people and class VIII.5 as an experimental class with 31 people. This research was conducted on science subjects with human respiratory system material. The data processing used was a normality test, a homogeneity test, and a hypothesis test using the independent test method of t-test samples, with a significant level of ∝<0.05. The results showed that there was a difference in learning outcomes, the experimental class with an average score of 70.48, compared to the control class with an average score of 60.38. Based on the results of the t-test calculation, t count = 2.987 while t table with a significant level ∝0.05 = 2.0003. When compared, the t calculation > t table is 2.987 > 2.0003. Which means that H1 is accepted, so that the effective animation video media is significantly applied to the learning outcomes of grade VIII students in science subjects at SMP Negeri 3 Pariaman