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MONITORING ALAT PENYIRAMAN DAN PEMBERIAN NUTRISI (PEPENUT) OTOMATIS BERBASIS INTERNET OF THINGS Hanif, Muhammad Ikhwan; Nurpulela, lela
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 4 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10521383

Abstract

Menyiram adalah pekerjaan rutinitas terpenting bagi tanaman untuk terus tumbuh dan berkembang. Sistem penyiraman otomatis bisa meringankan beban untuk menyediakan air ketika tanaman membutuhkannya, otomatisasi dapat digunakan atau digunakan untuk membantu menampilkan karakter rutin karena bisa berjalan terus menerus tanpa mengenal waktu. Setiap tanaman akan menyerap kandungan air yang cukup dari tanah untuk tumbuh pertumbuhan. Jika tanah menjadi kering dan kadar air berkurang Jika dikurangi di bawah batas maka tanaman juga akan layu Jika kandungan air dalam tanah berlebihan, maka akan menurunkan kadar oksigen dalam tanah tanah. Penelitian ini menggunakan beberapa komponen seperti arduino uno, moisture sensor, LCD, relay, pompa DC, panel surya, Accu dll. Dari penelitian ini menghasilkan delay rata-rata yaitu 0,97 detik dan kesesuaian data dengan akurasi 100% dari komunikasi serial antara Arduino uno ke NodeMCU ESP 8266. Pengujian aplikasi mengunakan metode black box mendapatkan informasi sesuai perangkat lunak yang diuji sehingga dapat berjalan dengan sebagaimana mestinya dan telah memenuhi standar faktor kualitas fungsional.
Kegiatan Aktualisasi Nilai Pancasila dalam Proses Pembelajaran Sekolah Dasar Negeri 050 Cibiru Kota Bandung Ramadhan, Dio; Adriansyah, Reysheeka Kayla Fitriani; Putri, Femi Chantika; Marsyadina, Salwa; Salsabila, Susan; Deristianzah, Dendi Tegar; Hanif, Muhammad Ikhwan; Eka, Angka Wijaya; Shibghotullah, Miqdar; Maris, Hanif Muwahhid; Herdiana, Dian
Nanggroe: Jurnal Pengabdian Cendikia Vol 4, No 10 (2026): January
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.18146557

Abstract

The cultivation of Pancasila values from elementary school is a strategic step in shaping the character of the nation’s future generation. This study aims to describe how activities that promote Pancasila values are implemented through game-based learning for fifth-grade students at SD Negeri 050 Cibiru, Bandung City. The method used is Classroom Action Research (CAR) with a qualitative approach focused on internalizing the values of Divinity, Humanity, and Unity. Learning activities included lectures, discussions, Q&A sessions, contextual learning, and role-play, which allowed students to actively and practically engage in understanding each principle. The results indicate that the game-based learning model can boost students’ confidence in sharing opinions, foster tolerance, appreciate differences, and practice mutual cooperation during class activities. Additionally, students showed high enthusiasm and were able to connect Pancasila values to everyday life. Therefore, game-based learning is effective in reinforcing understanding and appreciation of Pancasila values among elementary students and can be recommended as an alternative method in character education.
Kegiatan Aktualisasi Nilai Pancasila dalam Proses Pembelajaran Sekolah Dasar Negeri 050 Cibiru Kota Bandung Ramadhan, Dio; Adriansyah, Reysheeka Kayla Fitriani; Putri, Femi Chantika; Marsyadina, Salwa; Salsabila, Susan; Deristianzah, Dendi Tegar; Hanif, Muhammad Ikhwan; Eka, Angka Wijaya; Shibghotullah, Miqdar; Maris, Hanif Muwahhid; Herdiana, Dian
Nanggroe: Jurnal Pengabdian Cendikia Vol 4, No 10 (2026): January
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.18146557

Abstract

The cultivation of Pancasila values from elementary school is a strategic step in shaping the character of the nation’s future generation. This study aims to describe how activities that promote Pancasila values are implemented through game-based learning for fifth-grade students at SD Negeri 050 Cibiru, Bandung City. The method used is Classroom Action Research (CAR) with a qualitative approach focused on internalizing the values of Divinity, Humanity, and Unity. Learning activities included lectures, discussions, Q&A sessions, contextual learning, and role-play, which allowed students to actively and practically engage in understanding each principle. The results indicate that the game-based learning model can boost students’ confidence in sharing opinions, foster tolerance, appreciate differences, and practice mutual cooperation during class activities. Additionally, students showed high enthusiasm and were able to connect Pancasila values to everyday life. Therefore, game-based learning is effective in reinforcing understanding and appreciation of Pancasila values among elementary students and can be recommended as an alternative method in character education.