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Analysis of ODP point placement using algorithm K-means in RW. 01 Gendongan village (case study: PT. Indomedia) Setyadi, Candra; Chandra, Dian W.
Journal of Soft Computing Exploration Vol. 5 No. 3 (2024): September 2024
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v5i3.473

Abstract

This study discusses the placement of ODP points for designing Fiber To The Home (FTTH) networks in RW. 01 Gendongan Village using the K-Means algorithm. The purpose of this study is to facilitate the determination of the optimal location of the Optical Distribution Point (ODP) without the need for manual determination by the network designer. The initial stage of the study began with five stages, namely Determining the location of the study, Conducting surveys and data collection, Determining the location of the ODP placement using K-Means, Network design, Finished. The K-Means algorithm is used to determine the best ODP placement point after the study was conducted. The results of this study are divided into two stages, namely determining the location of the ODP placement and creating an FTTH access network scheme using Google Earth Pro software. The results obtained from using the K-Means algorithm with a value of K = 8 need to be adjusted. ODP adjustments are made to ODPs located in houses or in the middle of the road which will later be shifted to the shoulder of the road. Distribution cable design is carried out at the location of the ODP point that has been adjusted. The design of this distribution cable has 4 paths, each path has 2 ODPs. Previous research has focused on residential areas with relatively small coverage, while the current research covers a wider area, namely RW. This significant difference shows a shift in focus from a small scale to a larger scale so that it can optimize the deployment of FTTH networks in wider areas and improve more services.
FUN LEARNING WITH COMPUTER BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA Hermawan, Anton; Nataliani, Yessica; Dwi Purnomo, Hindriyanto; Christianto, Erwien; Setyanti, Angela Atik; Yulia, Hanita; Krismiyati, Krismiyati; Juliastomo Gundo, Adriyanto; Bayangkariwati Tacoh, Yuliana Tien; Wellem, Theophilus; Hendry, Hendry; Chandra, Dian W.
Midang Vol 3 No 3 (2025): Midang, Oktober 2025
Publisher : Unpad Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/midang.v3i3.63906

Abstract

ABSTRACT. The rapid development of information technology necessitates adjustments across various sectors, including education, particularly in early childhood education. Introducing technology at an early age is considered a strategic step in preparing children to face the challenges of the digital era. This community service program aimed to introduce technology, specifically computers, to kindergarten students. The program was in-person for students aged 4 to 5 years at TK Kristen 1 Satya Wacana, Salatiga. The training was conducted over multiple sessions, starting with an introduction to computer hardware, then developing mouse-handling skills, and engaging in interactive learning activities through educational games that addressed subjects like letters, numbers, geometric shapes, and different types of vehicles. Evaluation results revealed that the participants showed high enthusiasm throughout the sessions. The students also began to recognize computers as an alternative learning medium and other digital devices commonly used at home, such as smartphones and tablets. These findings suggest that a digital game-based learning approach can effectively enhance both students’ learning motivation and basic computer operation skills at an early age. Keywords: childhood education, computer training, education game, fun learning, gamebased learning.