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EKSPLORASI SUB-SUB SEKTOR INDUSTRI KREATIF DI PUSAT-PUSAT KERAMAIAN KABUPATEN KULON PROGO ., Suparmin; Roniwijaya, Pairun; Priyanto, Slamet; Rahmat Setiadi, Bayu
Proceeding SENDI_U 2017: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.566 KB)

Abstract

Industri kreatif merupakan primadona penyumbang devisa negara yang besar dan lahan lapangan pekerjaan yang luas yang mampu menyerap jutaan pengangguran di Indonesia. Seiring berkembangnya waktu, sub-sub sektor industri kreatif sekarang ini berjumlah 18 sub sektor yang meliputi: sektor (1) animasi; (2) arsitektur; (3) desain; (4) fotografi; (5) musik; (6) kerajinan; (7) kuliner; (8) Mode; (9) penelitian dan pengembangan; (10) penerbitan; (11) perfilman; (12) periklanan; (13) permainan interaktif; (14) seni pertunjukan; (15) seni rupa; (16) teknologi informasi; (17) televisi dan radio; dan (18) video. Penelitian ini dilakukan untuk mengetahui seberapa banyak industri kreatif yang tumbuh di pusat-pusat keramaian di Kabupaten Kulon Progo. Metode penelitian ini menggunakan survei eksploratori dengan teknik pengumpulan data menggunakan observasi/pengamatan langsung ke pusat-pusat keramaian di Kabupaten Kulon Progo. Hasil penelitian menunjukkan bahwa jumlah industry kreatif yang ada dalam area penelitian berjumlah 829 usaha dengan usaha yang paling mendominasi adalah industri kuliner dengan 46,68 persen, mode 22,19 persen, dan teknologi informasi sebesar 12,18 persen. Kata Kunci: ekonomi kreatif, industri kreatif, sub sektor industri kreatif, UMKM, Kabupaten Kulon Progo
EKSPLORASI SUB-SUB SEKTOR INDUSTRI KREATIF DI PUSAT-PUSAT KERAMAIAN KABUPATEN KULON PROGO ., Suparmin; Roniwijaya, Pairun; Priyanto, Slamet; Rahmat Setiadi, Bayu
Proceeding SENDI_U 2017: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.566 KB)

Abstract

Industri kreatif merupakan primadona penyumbang devisa negara yang besar dan lahan lapangan pekerjaan yang luas yang mampu menyerap jutaan pengangguran di Indonesia. Seiring berkembangnya waktu, sub-sub sektor industri kreatif sekarang ini berjumlah 18 sub sektor yang meliputi: sektor (1) animasi; (2) arsitektur; (3) desain; (4) fotografi; (5) musik; (6) kerajinan; (7) kuliner; (8) Mode; (9) penelitian dan pengembangan; (10) penerbitan; (11) perfilman; (12) periklanan; (13) permainan interaktif; (14) seni pertunjukan; (15) seni rupa; (16) teknologi informasi; (17) televisi dan radio; dan (18) video. Penelitian ini dilakukan untuk mengetahui seberapa banyak industri kreatif yang tumbuh di pusat-pusat keramaian di Kabupaten Kulon Progo. Metode penelitian ini menggunakan survei eksploratori dengan teknik pengumpulan data menggunakan observasi/pengamatan langsung ke pusat-pusat keramaian di Kabupaten Kulon Progo. Hasil penelitian menunjukkan bahwa jumlah industry kreatif yang ada dalam area penelitian berjumlah 829 usaha dengan usaha yang paling mendominasi adalah industri kuliner dengan 46,68 persen, mode 22,19 persen, dan teknologi informasi sebesar 12,18 persen. Kata Kunci: ekonomi kreatif, industri kreatif, sub sektor industri kreatif, UMKM, Kabupaten Kulon Progo
METODE PERANCANGAN 3E (ECO-EFE-EFI) PADA PROYEK AKHIR MAHASISWA: SUATU PENDEKATAN SISTEMATIS Bayu Rahmat Setiadi
Jurnal Taman Vokasi Vol 3 No 2 (2015)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (894.417 KB) | DOI: 10.30738/jtv.v3i2.364

Abstract

The design method was found a lot at the time the student will face a final project. Methods of existing designs such as: the method developed Holtzapple; Pahl & Beitz; Nigel Cross; Ibrahim Zeid; Dieter & Schmidt; and many more are choices that are often used in developing the students' final projects. The inconsistency of students in each passing step by step in the design step provides a product which is manifested not in accordance with the preliminary design of the designer and the needs of the market. Therefore, the design method that has a value of 3 E (Economies, Effective, and Efficience) through 7 (seven), namely: (1) analyze the needs of the market; (2) develop structuring issues; (3) gathering information; (4) identify the needs of the designer; (5) develop design concepts; (6) realize the design; and (7) compose the image detail to be done in a systemic, sequence, and structured.
KEMINATAN SISWA TERHADAP SUB-SUB SEKTOR INDUSTRI KREATIF DI SEKOLAH MENENGAH KEJURUAN Bayu Rahmat Setiadi; Suparmin Suparmin
Jurnal Taman Vokasi Vol 6 No 1 (2018)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (452.582 KB) | DOI: 10.30738/jtv.v6i1.2815

Abstract

Penelitian ini bertujuan untuk mengetahui (1) keminatan siswa tehadap sub-sub sektor industri kreatif dan (2) sub-sub sektor industri kreatif paling diminati siswa terhadap bidang industri kreatif. Penelitian ini merupakan penelitian deskriptif. Metode pengumpulan data menggunakan metode survei. Teknik pengambilan data menggunakan angket. Teknik analisis data menggunakan statistik deskriptif sederhana yaitu menghitung frekuensi dan presentase. Hasil penelitian menunjukkan (1) keminatan siswa terhadap sub-sub sektor industri kreatif termasuk dalam kategori tinggi dengan persentase 75,96%. Keminatan siswa terhadap sub-sub sektor industri kreatif meiliki tiga indikator, yaitu rasa ingin tahu, keinginan, dan sub-sub sektor industri kreatif. Indikator rasa ingin tahu termasuk dalam kategori tinggi dengan persentase 79,21%. Indikator keinginan dalam kategori tinggi dengan persentase 76,35%. Indikator sub-sub sektor industri kreatif termasuk dalam kategori tinggi dengan persentase 75,13%. (2) Hasil analisis di atas menunjukkan bahwa terdapat 2 sub sektor industri kreatif yang sangat diminati, yaitu fotografi dan musik, sedangkan 16 sub sekot industri lainnya cukup diminati, yaitu animasi; arsitektur; desain; kerajinan; kuliner; Mode; penelitian dan pengembangan; penerbitan; perfilman; periklanan; permainan interaktif; seni pertunjukan; seni rupa; teknologi informasi; televisi dan radio; dan video.  This study aims to determine (1) the interest of students to the sub-sectors of the creative industry and (2) the sub-sector of creative industries most interested students to the field of creative industries. This research is a descriptive research. Methods of data collection using survey method. Technique of taking data used questionnaire. Data analysis techniques use simple descriptive statistics that calculate the frequency and percentage. The results showed (1) the interest of students to the sub-sectors of creative industries included in the high category with the percentage of 75.96%. Student's interest in creative industry sub-sub-sector has three indicators, namely curiosity, desire, and sub-sector of creative industry. The curiosity indicator is included in the high category with 79.21% percentage. Desire indicator in high category with percentage 76.35%. Indicators of the creative industries sub-sector are included in the high category with the percentage of 75.13%. (2) The results of the analysis above show that there are 2 sub sectors of creative industry that are in great demand, that is photography and music, while 16 sub sekot of other industries are quite interested, that is animation; architecture; design; craft; culinary; Mode; research and development; publishing; cinema; advertising; interactive games; performing Arts; art; information Technology; television and radio; and videos. 
Development of e-module integrated QR code in a lesson of Air Conditioner (AC) to support paperless Rahmatia Joisangadji; Subagyo Subagyo; Bayu Rahmat Setiadi
Jurnal Taman Vokasi Vol 6 No 2 (2018)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (771.657 KB) | DOI: 10.30738/jtv.v6i2.4171

Abstract

This was Research and Development. This research aimed to develop an integrated QR-code e-module to support the paperless movement in the air conditioner (AC) course, and to find out the feasibility of media e-modules and the response of students of Mechanical Engineering Education. The results of this study were: 1) the integrated QR-code e-module product to support the paperless movement in the air conditioner (AC) course, 2) the air conditioner e-module was declared feasible by experts with a percentage of feasibility by material experts of 100%, from the results e-modules worthy of product testing. In the product trial, the results of the readability of e-module media in 20 students obtained an overall score of 1767 indicating "very feasible" with a percentage of 88.35%. In testing the use of the results of the readability of e-module media; 50 students obtained an overall score of 4128 indicating "feasible" with a percentage of 82.56%, so it could be said that the e-module developed was feasible to be used as a learning media for the manufacture of AC and accessories.
Upgrading Manual Turning Machine Towards IoT-Based Manufacturing Sutopo Sutopo; Bayu Rahmat Setiadi; Muhammad Hanzla
Jurnal Pendidikan Teknologi dan Kejuruan Vol 26, No 2 (2020): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jptk.v26i2.27334

Abstract

Technological independence is one aspect of the challenges of the industrial revolution era 4.0. Digitalization, robotization, big data, internet of things (IoT), and efficiency of work processes require an update in technology. If everything is held in the fulfillment of practicum facilities, it will undoubtedly cost a prohibitive fee. Many of the tools and machines found in learning machining practices in Vocational High Schools (VHS) in Indonesia are still a conventional machine. This study provides a breakthrough solution in the effectiveness and efficiency of traditional machining of the lathe that starts with a preliminary identification of literature, selection according to inclusion and exclusion criteria, coding, themes classifications, and supplementary areas. Through the literature review methodology, this article has the main objective of identifying the needs in architecture and the need for supporting devices on conventional lathes based on the IoT as well as safe, comfortable, and modern work areas in lathe machining practices.
PERBEDAAN PENGATURAN TEMPAT DUDUK SISWA PADA PEMBELAJARAN SAINTIFIK DI SMK Bayu Rahmat Setiadi; Sulaeman Deni Ramdani
VANOS Journal of Mechanical Engineering Education Vol 1, No 1 (2016)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (808.645 KB) | DOI: 10.30870/vanos.v1i1.830

Abstract

Pengaturan tempat duduk menentukan keberhasilan dalam penerapan model pembelajaran Kurikulum 2013. Penelitian ini bertujuan untuk membandingkan pengaturan tempat duduk kelas berdasarkan mazhab McCroskey pada pembelajaran saintifik di Sekolah Menengah Kejuruan yang meliputi model traditional, horseshoe, dan modular arrangement. Penelitian ini menggunakan pendekatan mixed method. Populasi penelitian adalah siswa SMK Negeri 2 Wonosari. Sampel penelitian yang digunakan adalah kelas X dan XI dengan jumlah 90 siswa. Teknik pengumpulan data dalam penelitian ini yaitu observasi, kuesioner, dan wawancara. Teknik analisis data penelitian ini menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) Bentuk modular (mengelompok) memiliki kualitas tertinggi dalam hal motivasi belajar dengan persentase 68,7% dan fleksibility sebesar 66,93%, bentuk “U” (horsehoe) memiliki kualitas tertinggi dalam visibility yaitu sebesar 71,37% , dan bentuk baris/tradisional memiliki persentase di bawah keduanya, (2)  Keaktifan belajar siswa paling menonjol ada pada bentuk modular dengan kegiatan yang dominan visual, oral, listening, writing, drawing, motor, mental, dan emotional, dan (3) Terdapat perbedaan antara bentuk baris, bentuk “U” dan bentuk modular dilihat dari ketiga aspek yaitu motivasi, visibility, dan fleksibility.
QUALITY DETERMINING OF MACHINING PRODUCTS BASED ON MANUFACTURING INDUSTRY STANDARDS: AN EXPLORATION SURVEY OF VOCATIONAL STUDENTS Bayu Rahmat Setiadi; Setuju Setuju; Suparmin Suparmin
VANOS Journal of Mechanical Engineering Education Vol 2, No 2 (2017)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (331.523 KB) | DOI: 10.30870/vanos.v2i2.2922

Abstract

The quality of a machining product depends on many factors. The manufacturing industry has standardized processes that need to be disseminated to vocational students in order to achieve alignment in the achievement of competence needs relevant to the needs of the industrial world. This study aims to reveal the influential determinant variable in machining process in manufacturing industry and develop conceptual model that can be used as a theory in producing quality products. The research method used survey with exploratory sequential with approach used mix method. The sample of this research is 122 students of National Vocational School Berbah program of machining engineering. Data collection used is questionnaires and interviews. The results showed that there are variables of creativity, completeness of machine accessories, the use of measuring tools, and concerns of occupational health and safety as a critical determinant of the success of a qualified machining process. The Lisrel analysis shows that there are both direct and indirect effects of these variables on the quality of machining products of industry-standard manufacturing.
Design and Prototype of Electric Smart Stove Sa'adilah - Rosyadi; Bayu Rahmat Setiadi; Joko Slamet Saputro
Journal of Electrical, Electronic, Information, and Communication Technology Vol 3, No 1 (2021): JOURNAL OF ELECTRICAL, ELECTRONIC, INFORMATION, AND COMMUNICATION TECHNOLOGY
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jeeict.3.1.49372

Abstract

The prototype of the electric smart stove is an electric stove with briquette fuel from teak leaf waste. The thermoelectric module used is 12 units of a Peltier TEC-12706. Thermoelectric generators take advantage of the Seebeck effect with temperature differences from both sides of the Peltier will produce electrical energy. The developing prototype method of an electric smart stove is carried out in 4 stages. First stage, analyzing geometry requirements and smart stove shape. Second stage is the process making of an electric smart stove. Third stage, installation of a power plant. The fourth stage, measurement of electrical power output. Based on the experiment, it is found that the thermoelectric generator produces 1.31 volts of electrical energy with a delta T of 40 degrees Celsius. As the result, an electric smart stove has not been able to charge the battery because the electric energy produced tends to be small.
Techno-Pest Control Berbasis IoT untuk Proteksi Tanaman Padi Dianna Ratnawati; Bayu Rahmat Setiadi
Jurnal Dinamika Vokasional Teknik Mesin Vol. 4 No. 2 (2019): Oktober
Publisher : Department of Mechanical Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (261.996 KB) | DOI: 10.21831/dinamika.v4i2.27396

Abstract

Pest insects such as planthoppers and grasshoppers cannot be eradicated using pesticides. The objectives of this research are: (1) to produce a techno-pest control to repel or to exterminate planthopper and grasshopper pests; (2) to find out the impact of the use of said techno-pest control in controlling planthopper and grasshopper pests. The research methods being used is an experiment with a test-device at a distance of three and six meters. The technology being developed is based on the Internet of Things (IoT) which is set at a frequency of 40 kHz and is controlled via a smartphone. This technology is equipped with an IP camera to monitor the condition of the rice fields. The result of the trial at a distance of 3 meters could kill planthoppers and grasshoppers within 8 hours. Whereas at a distance of 6m it was able to kill planthoppers and grasshoppers within 13 hours. At the early stage, the insect pests showed a silent reaction because their metabolism was disrupted by the sound effects released by the device before the pests died. It can be concluded that techno-pest control is suitable to be used as an environmentally friendly technology to protect rice field from planthoppers and grasshoppers.Hama wereng dan belalang yang menyerang tanaman padi tidak mampu dimusnahkan dengan pertisida. Tujuan penelitian ini : (1) menghasilkan techno-pest control untuk mengusir/membasmi hama wereng dan belalang; (2) mengetahui dampak penggunaan techno-pest control dalam pengendalian hama wereng dan belalang. Metode yang digunakan adalah eksperimen dengan uji coba alat pada jarak 3m dan 6m. Teknologi yang dihasilkan berbasis IoT yang disetting pada frekuensi 40 kHz dan dikontrol melalui smartphone. Teknologi ini dilengkapi dengan IP camera sebagai monitoring kondisi sawah. Hasil uji coba pada jarak 3m mampu membunuh wereng dan belalang dalam waktu 8 jam. Sedangkan pada jarak 6m mampu membunuh wereng dan belalang dalam waktu 13 jam. Pada tahap awal hama menunjukkan reaksi diam karena metabolisme terganggu dengan efek suara yang dikeluarkan alat hingga hama mati. Sehingga dapat kesimpulan bahwa techno-pest control layak digunakan sebagai teknologi proteksi tanaman  padi dari hama wereng dan belalang yang ramah lingkungan.