Claim Missing Document
Check
Articles

Found 8 Documents
Search

Pemanfaatan Sistem Irigasi Otomatis Berbasis Wireless Sensor Network Mulyanti, Budi; Nurhidayatulloh, Nurhidayatulloh; Juanda, Enjang Akhmad; Pawinanto, Roer Eka; Pantjawati, Arjuni Budi; Rafi Jatnika
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 3 (2023): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v5i3.1797

Abstract

Di Desa Jatisari, petani palawija biasa melakukan penyiraman rutin secara konvensional pada pagi dan sore hari terutama pada musim kemarau, yaitu dengan menyisir setiap baris tanaman menggunakan tangki gendong. Hal tersebut tentu saja memiliki berbagai kelemahan, diantaranya membutuhkan banyak waktu dan tenaga, beresiko bagi kesehatan petani, dan terdapat kemungkinan tidak meratanya pengairan. Untuk itu perlu dilakukan kegiatan pengabdian yang bertujuan untuk: (a) Menerapkan sistem pengairan otomatis untuk tanaman palawija di Desa Jatisari, dan (b) Menerapkan sistem aplikasi monitoring pengairan tanaman palawija berdasarkan data sensor kelembapan dan suhu tanah di lahan petani. Tahapan yang digunakan dalam Pengabdian ini dengan menggunakan pendekatan ADDIE (analysis, design, development, implementation, evaluation), yang disesuaikan dengan lahan yang tersedia. Sistem ini diimplementasi pada tanaman palawija milik salah satu petani desa Jatisari, kabupaten Garut. Implementasi sistem ini dimulai dari sensor membaca kelembaban tanah dan suhu tanah tanaman yang telah di program kesesuaiannya berdasarkan waktu yang telah ditentukan yaitu pada pukul 07.00 dan pukul 16.00. Dari hasil pengujian node sensor dan pengujian sistem aplikasi monitoring penyiramana, diperoleh hasil bahwa sistem dapat bekerja dengan error + 5%. Dengan menggunakan sistem yang telah dibangun ini, maka petani dapat melakukan pemantauan kelembaban dan suhu tanah di sejumlah titik yang tersebar di lahan palawija secara kontinyu melalui aplikasi dari jarak jauh secara real time. Dengan demikian, diharapkan petani dapat meningkatkan produktivitas dan kualitas hasil tanaman.
Design and Development of the “PETUALANGAN AKSA” Game as Javanese Alphabet Introduction Media Rozan, Hanan Syafial; Padmasari, Ayung Candra; Nurhidayatulloh, Nurhidayatulloh
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.65067

Abstract

Javanese script is one of the materials in Javanese language subjects that begin to be studied at the elementary school level. In SDIT Bina Insan Kamil Sidareja there are still many students who do not understand and have difficulty in learning Javanese characters.  Factors that influence students' difficulties in learning Javanese characters are because students very rarely intersect with Javanese characters in everyday life. Teachers have not used learning media that can attract the attention of students. Overcoming these problems, researchers used the Luther-Sutopo version of the Multimedia Life Development Cycle (MDLC) development model in making the Aksa Adventure game as a medium for introducing Javanese script in Grade 4 SDIT Bina Insan Kamil Sidareja. The purpose of this study was to design the game "Petualangan Aksa" and test the feasibility of the game "Petulangan Aksa" as a medium for introducing Javanese script for grade 4 students at SDIT Bina Insan Kamil Sidareja. The benefits of research are to know the stages of making games and to know the feasibility of media as an introduction to Javanese script at SDIT Bina Insan Kamil Sidareja. After alpha and beta testing, the results of the "Petualangan Aksa" game research obtained a score of 97.14% for the material validation test, 88.77% for the media validation test and 88.54% for the beta test so that it was very feasible to use. The conclusion of the study is that researchers have successfully designed the game "Petualangan Aksa" as a media for introducing Javanese characters at SDIT Bina Insan Kamil Sidareja.
Challenge in Future Ip-Based Voice Communication System for Air Traffic Control Nurhidayatulloh, Nurhidayatulloh; Hendrawan, Hendrawan
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.72266

Abstract

The most important part of the modernization of Air Traffic Management (ATM) is the Voice Switching and Control System (VSCS) based on Circuit Switching (CS) technology. This technology has Quality of Service (QoS) on Bandwidth, Delay, and Jitter, but it is expensive to implement in small and medium airports. The development of Packet Switching (PS) technology with Internet Protocol (IP) is expected to become an alternative to modern and affordable systems such as the IP-based VSCS communication system. This research uses literature study and experimental methods to develop features and components of a portable IP-based VSCS communication system. The measurement results of this prototype have a delay of 100-150 ms, jitter below 50 ms, 0% packet loss, and varying throughput. Thus, the VSCS prototype built has performed according to the standards required by the International Civil Aviation Organization.
Optimalisasi Supervisi Akademik Kepala Sekolah Terhadap Inovasi Pembelajaran di MTs. Mukhtar Syafaat Nur Hafid, Ahmad; Nurhidayatulloh, Nurhidayatulloh; Wafiroh, Nihayatul
MUDABBIR Journal Research and Education Studies Vol. 4 No. 2 (2024): Vol. 4 No. 2 Juli-Desember 2024
Publisher : Perkumpulan Manajer Pendidikan Islam Indonesia (PERMAPENDIS) Prov. Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56832/mudabbir.v4i2.636

Abstract

Penelitian ini bertujuan untuk menganalisis peran kepala sekolah dalam mengoptimalkan supervisi akademik di MTs Muktar Syafaat, dengan fokus pada strategi yang diterapkan untuk mendukung pengembangan profesional guru dan kualitas pembelajaran. Masalah utama yang diangkat adalah bagaimana kepala sekolah dapat mengelola supervisi akademik secara efektif, mengingat tantangan waktu terbatas dan keberagaman kompetensi guru.Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Jenis data yang digunakan terdiri dari data primer yang diperoleh melalui observasi langsung terhadap pelaksanaan supervisi akademik di kelas dan wawancara mendalam dengan kepala sekolah, guru, serta staf yang terlibat dalam proses supervisi. Selain itu, data sekunder berupa dokumentasi terkait rencana supervisi dan umpan balik yang diberikan kepada guru juga dianalisis untuk memperoleh gambaran yang lebih komprehensif mengenai implementasi supervisi tersebut. Wawancara dilakukan secara semi-terstruktur untuk memberikan fleksibilitas dalam menggali berbagai perspektif tentang efektivitas supervisi.Hasil penelitian menunjukkan bahwa kepala sekolah telah mengembangkan rencana supervisi yang terstruktur, yang mencakup observasi kelas dan pertemuan rutin dengan guru untuk membahas perkembangan pembelajaran. Umpan balik yang diberikan bersifat konstruktif dan mendorong perbaikan teknik mengajar, sementara komunikasi terbuka antara kepala sekolah dan guru memfasilitasi penyelesaian tantangan yang dihadapi dalam pembelajaran. Meskipun demikian, tantangan seperti pengelolaan waktu yang terbatas dan keberagaman pengalaman serta kesiapan guru untuk berubah menjadi hambatan dalam optimalisasi supervisi akademik. Penelitian ini menyimpulkan bahwa supervisi akademik yang terstruktur dan berbasis dukungan dapat meningkatkan kualitas pembelajaran di MTs. Muktar Syafaat, namun memerlukan penyesuaian terhadap kebutuhan individual guru.
Development of the Android Application for the Landslide Disaster Mitigation Real-time System based on Firebase Server and OneSignal Nawawi, Aif Umar; Pantjawati, Arjuni Budi; Saripudin, Aip; Hakim, Nurul Fahmi Arief; Nurhidayatulloh, Nurhidayatulloh; Karostiani, Novia; Anandayutya, Bagaskara; Darmawan, Alvin Dzaki Pratama
Jurnal Elektronika dan Telekomunikasi Vol 24, No 2 (2024)
Publisher : National Research and Innovation Agency

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55981/jet.674

Abstract

This article presents the development of SIDASIBELO (Landslide Information and Mitigation System), an Android-based application for real-time landslide monitoring and early warning. This system integrates data from several sensors that measure soil moisture, rainfall, slope angle, and ground vibrations at the monitored locations. The Firebase Real-time Database stores and transmits sensor data, while Firebase Cloud Messaging and OneSignal enable push notifications to alert users about potential landslide risks. There are four output status levels: SAFE, ALERT, CAUTION, and WARNING, which are determined based on a comprehensive analysis of the monitored parameters. Mitigation strategies include real-time parameter monitoring, early warnings, evacuation guidance, and user education on landslide preparedness. Testing on several Android devices demonstrated high compatibility, with an average successful server connection rate of 92.86%. Latency tests indicated an average response time of 894 ms from the input device to the database, 1.29 ms from the database to the Android device, and 2725 ms for push notifications. The system's total daily bandwidth usage for real-time data transmission is 27,648 MB, indicating high efficiency without overburdening the server's performance. While the app operates efficiently under ideal conditions, unstable network connections can lead to data retrieval failures or, in worst cases, app malfunctions. This remains a key challenge for our system. This system aims to raise awareness of landslide risks and enable timely evacuation, which could potentially reduce the negative impacts of landslides in vulnerable areas.
The Effect of Game Development-Based Learning on the Development of Problem Solving Skills of Multimedia Vocational Students Farhan Abdul Azis; Agus Juhana; Nurhidayatulloh, Nurhidayatulloh
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2025): Januari 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v4i1.3405

Abstract

Learning that focuses on game development is increasingly accepted as an innovative approach to improve students' problem-solving skills, especially in Multimedia Vocational High Schools (SMK). This study aims to investigate the impact of game-based learning on students' problem-solving skills and compare it with traditional learning methods. Through systematic literature analysis, it was found that educational games such as Kahoot!, Quizlet, Minecraft: Education Edition, and Duolingo can not only increase students' motivation but also encourage active engagement in the learning process. Game-based learning provides a platform for students to experience real-world problem-solving scenarios in an interactive and collaborative environment. Furthermore, the creative process involved in game development helps students enhance their critical thinking and technical skills. The results showed that students who engaged in game-based learning development tended to have better problem-solving skills compared to students who used conventional methods. This research emphasizes the importance of game integration in education to maximize students' potential in facing challenges in the working world. It also highlights the need for educators to adapt and innovate teaching methods to align with the demands of the digital era, ensuring that students are well-prepared for future career challenges.
Guided Research-Based Learning in Fostering Research Creativity for Biodegradable Plastic among Prospective Primary School Teachers Sukardi, Rendi Restiana; Rakhmayanti, Fully; Nurhidayatulloh, Nurhidayatulloh; Rahmadiyani, Alya; Jusoh, Mohd Yahya Fadzli; Avila, Roel Verdadero; Anantanukulwong, Roseleena; Kurnia, Nova
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol 13, No 2: April 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i2.15164

Abstract

Indonesia’s position as the world’s second-largest contributor to plastic waste reflects deeply rooted patterns of unsustainable consumption. Addressing this critical issue requires innovative educational strategies to cultivate environmental responsibility and creative problem-solving in future teachers. This study examines how a guided research-based learning (GRBL) model can transform the perceptions of prospective primary school teachers regarding plastic waste management—shifting from conventional 3R (Reduce, Reuse, Recycle) actions to designing environmentally friendly bioplastics. Employing a one-shot case study design, the research was carried out over one semester in a science education course involving 214 fifth-semester students enrolled in a primary teacher education programme. They were divided into 54 groups. Data were collected through observation sheets, student worksheets, and creativity assessment rubrics. The findings suggest that GRBL prompted students to critically engage with sustainability issues by exploring the biodegradability of various natural materials. Most participants selected starch-based substances due to their accessibility and assumed ecological benefits. However, the resulting bioplastic products predominantly exhibited characteristics of modification and imitation rather than originality or innovation. The proportion of students proposing plastic from organic materials increased significantly from 22.2% to 66.7%, with 27.8% suggesting edible straw ideas. While these developments are promising, the ideas lacked originality and were limited to modifications and imitations. This indicates that while GRBL broadened students’ views on waste solutions, their creative outputs remain limited by insufficient scientific exploration and design experience. The study concludes that GRBL has strong potential to foster sustainability-oriented thinking in teacher education, especially when paired with deeper inquiry and iterative practice. These findings highlight the need for science teacher education to embed structured, hands-on research experiences that connect scientific knowledge with real-world environmental issues, preparing future educators to promote both creativity and ecological awareness in the classroom.
Integrasi Artificial Intelligence Pada Desain UI UX Sistem Web Akademik Perguruan Tinggi Padmasari, Ayung Candra; Juhana, Agus; Nurhidayatulloh, Nurhidayatulloh
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 12, No 2 (2025): Mei - Agustus
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v12i2.66339

Abstract

Teknologi kecerdasan buatan atau yang lebih sering dikenal dengan sebutan Artificial Intelligence (AI) saat ini semakin digemari di berbagai bidang. Bidang pendidikan, bidang perekonomian, bidang kreatif, bidang perfilman dan bidang lainnya. Pada bidang pendidikan khususnya perguruan tinggi teknologi AI sering digunakan dalam membantu mahasiswa dalam membuat tugas. Namun, penggunaan teknologi AI ini juga dapat memberikan hal negatif, dimana mahasiswa yang harusnya dapat berpikir kritis dalam mengerjakan tugas-tugasnya seperti artikel ilmiah malah terlena dengan bantuan teknologi AI yang serba instan. Mahasiswa perlu mewaspadai jawaban dari AI yang kemungkinan merupakan hasil penggabungan dari sitasi-sitasi penelitian yang menyebabkan terjadinya plagiasi. Solusi yang dapat dilakukan adalah mengembangkan sebuah sistem website untuk mengecek plagiasi hasil karya ilmiah mahasiswa dengan tujuan mengurangi plagiasi yang telah dikerjakan oleh mahasiswa. Metode yang digunakan dalam penelitian ini adalah SDLC dengan model waterfall yang memiliki 5 tahapan yaitu, analisis kebutuhan, desain sistem, pengkodingan, pengujian dan pemeliharaan. Dengan adanya website ini diharapkan dapat membantu dalam proses pembelajaran di perguruan tinggi terutama terkait plagiarisme yang harus dihindari dalam sebuah penulisan karya ilmiah dan penelitian.