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PENGARUH BERAT BADAN TIDAK NAIK TERHADAP PERTUMBUHAN PADA BAYI 6-12 BULAN DI KABUPATEN BOGOR ., Minarto
GIZI INDONESIA Vol 29, No 2 (2006): September 2006
Publisher : PERSATUAN AHLI GIZI INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (185.097 KB)

Abstract

The objective of the study is to examine the effect of not gaining weight on growth achievement and to identify its risk factors. The design of the study is a prospective cohort. Some 219 6-month old infants met sample inclusion criteria at enrollment (did not suffer from chronic diseases, had normal nutritional status, and the parents willing to involve in the study). The data collected include weight and length, morbidity, food consumption and child care practices, and socio-economic status of the family. The weight of infant was measured using SECA digital scale, and length was measured using standardized length board. Precision and accuracy test was carried out based on WHO procedure. The study found that the frequency and consecutive events of not gaining weight have a significant effect on weight achievement at 12 months of age. The differences of weight increment from 6 to 12 months between infants who did not experience growth failure and those who did not gain weight 1 time, 2 times, and 3 times were 200 grams, 450 grams and 1150 grams respectively. The frequency and consecutiveness of not gaining weight was associated with food consumption patterns and morbidity status of infants. Further analysis showed that infants suffered from coughing >14 days had risk ratio of 2.2 times (95% CI 1.197-3.930) higher having 2 times not gaining weight than those who suffered <14 days. While, infants suffered from coughing >28 days had a risk ratio of 5 times (95% CI 1.472-15.678) higher having 3 times not gaining weight than those who suffered <=28 days. There is no association between the age of not gaining weight with weight achievements at 6 and 12 months. The frequency and subsequent events of not gaining weight of were consistently determining the growth of infant at 12 months of age. Child’s morbidity was significantly associated with the event of 2 times and 3 times not gaining weight. It is recommended that infants who do not gain weight 2 times should have health examination for prompt treatment.
PEMUNCULAN TINGKAT KESULITAN SOAL PADA TES PENJURUSAN MENGGUNAKAN REVISED BLOOM TAXONOMI (RBT) DI SMAN 1 BANGOREJO DENGAN APLIKASI WINGEN3 Minarto Minarto
INCARE, International Journal of Educational Resources Vol 1 No 1 (2020): June 2020
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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Abstract

Before using Bloom's taxonomy theory which has been revised each held a study in class X still use Junior high school class IX and the value of UN and poll only, here there are many problems one of them is many students with a high value group IPS but are interested to enter the science department, many also vice versa children with high value IPA group results but in the poll select incoming IPS. In this research grouping difficulty level using the use of the Euclidian distance formula, the main important thing in grouping this problem is to determine the cluster center of the three groups of questions, which is a group of easy questions, groups of medium and groups of difficult problems. To determine the center of the cluster using the theory used by Suharsimi Arikunto (2005), from the theory is used to menententukan the cluster center, if the level of difficulty is between 0.71-1.00 then the problem can be said to be easy, and the range 0.71-1.00 can be called also with a cluster range is easy, while the classic center is 0.86, if the level of difficulty is between 0.31-0.70 then including the problem is , and the range 0.31-0.70 can be called as well as the medium cluster range, while its classic center is 0.50, and if the difficulty level is between 0.00-0.30 then the problem can be said to be difficult, and the range 0.00-0.30 can be called also with the cluster range is difficult, while the classic center is 0.15. Wingen3 is later used to direct prospective students to a selection of questions that are appropriate to the student's own abilities and interests. In the problem if tested with the value of the parameter μ = 3 and σ = 1, then the tendency of the problem is easy, while if the value of μ = 5 and σ = 1, the tendency to arise is about being and for the value of μ = 7 and σ = 1, the tendency of problems that arise is difficult.
DESAIN SKENARIO PEMUNCULAN TINGKAT KESULITAN SOAL PADA GAME MATEMATIKA MENGGUNAKAN APLIKASI RULE-BASED SYSTEM (RBS) Minarto Minarto
INCARE, International Journal of Educational Resources Vol 2 No 6 (2022): April 2022
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59689/incare.v2i6.358

Abstract

In playing games a student (player) sometimes forgets the time, even sacrifices learning time to play the game. That thinking is what underlies this research, that learning while playing is expected to be a solution to increase students' interest in learning. To adjust the scenario to the player's ability, a scenario with varying difficulty levels is prepared. The scenario referred to here is the emergence of problems, so there are also problems with three levels of difficulty, namely easy questions, medium problems, and difficult questions. To determine the center of the cluster, if the difficulty level of the problem is between 0.71 - 1.00 then the problem can be said to be an easy matter, and the range of 0.71 - 1.00 can also be called the easy cluster range, while the cluster center is 0.86, if the difficulty level of the problem is between 0.31 - 0.70 then including the medium problem, and the range of 0.31 - 0.70 can also be called the medium cluster range, while the center of the cluster is 0.50, and if the difficulty level of the problem is between 0.00 - 0.30 then the problem can be said to be a difficult problem, and the range of 0.00 - 0.30 can also be called the difficult cluster range, while the cluster center is 0.15. The Rule-Based System will be used to form rules to direct players to scenarios that match the player's own abilities.
RANCANG BANGUN TEMPAT SAMPAH PINTAR (SMARTBIN) Minarto Minarto; Lise Sri Andar Muni; Candra Dewi Lestari; Teguh Iman Hermanto
Jurnal Teknologika Vol 11 No 2 (2021): Jurnal Teknologika
Publisher : Sekolah Tinggi Teknologi Wastukancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (418.738 KB) | DOI: 10.51132/teknologika.v11i2.137

Abstract

Semakin meningkatnya jumlah penduduk di suatu wilayah, maka semakin banyak pula sampah yang akan dihasilkan. Jika kita mendengar kotak sampah yang penuh dan didiamkan maka pasti terlintas dibenak kita masalah berupa sekumpulan dari berbagai macam benda yang telah di buang dan sejenisnya yang akan menimbulkan bau busuk dan berbagai macam penyakit seperti gatal-gatal, diare, flu, DBD, dan lain-lain Masalah sampah bukanlah hal yang baru bagi kota-kota besar. Dari permasalahan tersebut penulis melakukan penelitian untuk dapat merancang dan membangun tempat sampah pintar (Smartbin) dengan notifikasi menggunakan metode pengembangan prototype. Adapun beberapa komponen yang digunakan yaitu NodeMCU, motor servo, sensor ultrasonic, modul GPS, speaker, modul mp3 dan lain-lain. Hasil dari penelitian ini adalah perangkat tempat sampah pintar (Smartbin) dengan notifikasi yang dapat memudahkan dalam membuang sampah, dimana tempat sampah akan terbuka secara otomatis ketika sampah akan dibuang. Selain itu juga memudahkan pihak dinas lingkungan hidup dalam mendapatkan informasi ketika tempat sampah sudah terisi penuh yang akan mengirimkan notifikasi melalui telegram. Kata kunci: Tempat Sampah, Prototype, NodeMCU, Motor Servo, Ultrasonic
Analisis Sentimen Terhadap Penerapan Sistem E-Tilang Pada Media Sosial Twitter Menggunakan Algoritma Support Vector Machine (SVM) Dea Oktavia; Yudhi Raymond Ramadahan; Minarto Minarto
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 1 (2023): Agustus 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i1.1040

Abstract

The e-Tilang system is a solution to disciplining motorized vehicle drivers from committing many traffic violations. The existence of e-Tilang is also a solution to preventing law enforcer delinquency from illegal levies, peaceful terms in place, to accountability for fines. The effectiveness and efficiency of the e-Tilang system raise various comments from the public. Lately, a technique has become popular for extracting information from piles of data, especially on Twitter, namely Text Mining or often also called sentiment analysis. Twitter is a type of social media that is quite popular and in demand by the whole world community, including Indonesia, which provides various information. Support Vector Machine (SVM) is a set of guided learning methods that analyze data and recognize patterns, is used for classification and regression analysis, and is considered a relatively new method. The purpose of this study was to analyze the sentiments of Twitter users regarding the implementation of the e-Tilang system using the Support Vector Machine (SVM) algorithm by calculating the value of the tweet data which has a yield of 74.20%, precision of 83.33% and recall of 5.28%. Sentiment results on social media Twitter regarding the implementation of e-tickets are classified as neutral. From the results of research using the Support Vector Machine (SVM) algorithm the results of sentiment on social media Twitter regarding the implementation of e-Tilang are classified as neutral.
Design Of Sunlight, Humidity, And Temperature Measurement Systems With Data Acquisition For Iot-Based Solar Panel Placement Satrio Widianto Utomo; Minarto Minarto; Ismi Kaniawulan
RISTEC : Research in Information Systems and Technology Vol 4, No 1 (2023): Riset Sistem dan Teknologi Informasi
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/ristec.v4i1.3227

Abstract

The Internet of Things (IoT) is a concept aimed at expanding the benefits of continuous internet connectivity. IoT can be utilized for monitoring the intensity of light, temperature, and air humidity in the surroundings to determine suitable locations for the placement of solar panels. Solar panels are made of semiconductor materials capable of converting solar energy into electricity. The primary issue with using solar panels is that the power output they produce depends on the intensity of light captured by the solar panel. Additionally, the temperature and air humidity around the solar panel also influence its performance. The objective of this research is to create a system for measuring the intensity of sunlight, humidity, and temperature for the placement of IoT-based solar panels using LDR and DHT 11 sensors. The development of this system involves the use of the Prototyping Method. The device's design incorporates the NodeMCU ESP32 microcontroller, and monitoring is conducted through a smartphone using the Blynk application. The LDR and DHT 11 sensors are connected to the NodeMCU ESP32's GPIO as data receivers. A WiFi network is used to transmit intensity of light, temperature, and humidity data from the NodeMCU ESP32 to the smartphone, where it is displayed through the Blynk application. This research is beneficial for identifying the most suitable locations for solar panel placement. Keywords : IOT, Solar panel, Monitoring, NodeMCU ESP32, Blynk
Design Of Data Acquisition And Electrical Equipment Controller Systems In Classroom Arduino Mega And NodeMCU ESP8266 Based Minarto Minarto; Imay Kurniawan; Candra Dewi Lestari; Lise Sri Andar Muni
RISTEC : Research in Information Systems and Technology Vol 4, No 1 (2023): Riset Sistem dan Teknologi Informasi
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/ristec.v4i1.3164

Abstract

The method of class preparation in tertiary institutions especially in Purwakarta Regency still uses conventional methods. At Purwakarta Wastukancana College of Technology, conventional  class preparation activities have a problems. An electricequipment being turned on too early and also the possibility of a delay in turning it off, this could result in the use of inefficient electrical equipment and also an effect on electricity costs.The authors conducted research with the aim of designing and building a system that functions to acquire and control electrical devices in the form of lamps and air conditioners in desktop-based classrooms with the method of developing Pressman waterfall 2010, designing models using a unified modeling language (UML) ) namely use case diagrams, activity diagrams, sequence diagrams, and class diagrams. Built using the PHP programming language and Visual Basic.Net, for databases using MySQL, and testing applications using black-box testing, for hardware implementation, the authors use Arduino Mega, Nodemcu ESP8266.With the creation of a data acquisition system and control of classroom arduino mega and nodemcu esp8266 electrical devices for the Purwakarta Wastukancana College of Technology will advance the means for regulating the use of electricity, thereby increasing electricity efficiency. Furthermore, it can provide cost efficiency in electricity payments. Keywords: Data acquisition, monitoring system, application, Waterfall, Arduino mega, Nodemcu ESP8266, MySQL.
Rancang Bangun Sistem Irigasi Tetes dan Monitoring Kualitas Lahan Pertanian Tadah Hujan Berbasis Web Ghilmi Fajar; Minarto Minarto; Uus Muhamad Husni Tamyiz
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3899

Abstract

In this study the object studied was rainfed agricultural land, this type of agriculture depends on rainwater so good management is needed in managing the cropping system to produce optimal results. The drip irrigation system can be used when the dry season arrives to support the quality of moisture in the soil and soil quality monitoring is carried out to determine the planting of corn plant seeds. The prototype method is used in designing drip irrigation systems and monitoring the quality of agricultural land. System design using the prototype method is one of the software design techniques used in designing web applications. The application is designed using the PHP programming language and the framework used is CodeIgniter (CI), so the Unified Modeling Language (UML) is designed. Internet of Things uses NodeMCU ESP8266 as a microcontroller that will connect to the web. The results of the sensor test for 30 minutes on soil moisture can be maintained at 40-80% humidity when drip irrigation is running. When the water in the tank runs out and drip irrigation is not running, the soil moisture will decrease by 30%, the soil pH value is at a value of 6-7% and the temperature value is at 21-34 degrees Celsius, the soil quality is suitable for planting corn seeds. The drip irrigation system can be used when the dry season arrives to keep the soil moist and this land monitoring is useful for farmers in determining good land conditions for planting corn seeds. The system design can be further developed by adding sensors to the water control in the drip irrigation tube to measure the amount of water used.
IMPLEMENTASI METODE HUMAN CENTERED DESIGN (HCD) DALAM PERANCANGAN USER INTERFACE USER EXPERIENCE APLIKASI E-MENU BERBASIS MOBILE DI UMKM BAWANA KOPI Azaro Lichas, Sergio; Jaelani, Irsan; Minarto, Minarto
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 7 No. 3 (2023): JATI Vol. 7 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v7i3.6993

Abstract

UI (User Interface) dan UX (User Experience) adalah dua aspek yang sangat penting dalam pengembangan aplikasi mobile. UI merujuk pada segala sesuatu yang berkaitan dengan tampilan dan antarmuka aplikasi, sedangkan UX mencakup cara pengguna berinteraksi dengan aplikasi. Saat ini Bawana Kopi masih menggunakan sistem pemesanan manual yang cukup merepotkan baik untuk pelanggan maupun pihak restoran. Maka dari itu Bawana Kopi membutuhkan suatu aplikasi pemesanan menu makanan agar dapat membantu pihak restoran memberikan pelayanan yang baik. Dengan ini maka akan dilakukan perancangan UI dan UX terlebih dahulu dengan menggunakan metode Human Centered Design (HCD). Hasil perancangan pada penelitian ini dilakukan dengan menggunakan metode pengujian System Usability Scale (SUS). Pada perancangan user interface dan user experience pada aplikasi prototype aplikasi Pemesanan Menu pada Bawana Kopi untuk memberikan kemudahan bagi penggunanya. Hasil dari pengujian SUS mengenai Prototype aplikasi Pemesanan Menu Bawana Kopi adalah sangat baik dan dapat diterima oleh responden atau calon pengguna.
IMPLEMENTASI CONVOLUTIONAL NEURAL NETWORK (CNN) KLASIFIKASI MOTIF BATIK MENGGUNAKAN EFFICIENTNET-B1 Hardirega, Aryo; Jaelani, Irsan; Minarto, Minarto
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 5 (2024): JATI Vol. 8 No. 5
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i5.10901

Abstract

Penelitian ini bertujuan untuk memudahkan pengenalan motif batik di Indonesia. Pengolahan citra digital dalam klasifikasi gambar bertujuan membuat komputer dengan meniru kemampuan manusia dalam membedakan atau mengelompokkan gambar berdasarkan informasi yang terkandung didalamnya melalui Convolutional Neural Network (CNN), bagian dari Deep Learning, untuk mendeteksi dan mengenali objek pada citra digital. Metode penelitian menggunakan CRISP-DM dengan arsitektur EfficientNet-B1, yang menunjukkan akurasi training 0,89 dan loss 0,33, serta akurasi testing 0,98 dan loss 0,70. Faktor seperti jumlah strides, nilai dropout, dan pemilihan aktivasi sangat berpengaruh pada kinerja model. Model ini dapat diimplementasikan dalam aplikasi mobile berbasis android.