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IMPLEMENTASI INTERNET OF THINGS (IoT) DALAM SISTEM IRIGASI TETES CERDAS: PROGRAM PELATIHAN DI SMK PP NEGERI MATARAM Budiman, Djul Fikry; Misbahuddin, Misbahuddin; Iqbal, M. Syamsu; Rachman, A. Sjamsjiar; Akbar, Lalu Ahmad S. Irfan
Jurnal Abdi Insani Vol 11 No 4 (2024): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v11i4.2005

Abstract

Indonesia as an agricultural country has quite large agricultural potential and can contribute to the national economy. As an agricultural country, it means that the majority of the population in Indonesia depends on the agricultural sector for their livelihood. One of the government's calls to improve the performance of the agricultural sector is to encourage the younger generation, especially those at the Vocational High School (SMK) level, to get to know, study, and apply IoT products to support the Smart Farming concept. This call has encountered obstacles caused by SMK PP teachers, especially those who have competencies in food crop agribusiness, horticulture, plantations and seeds who do not understand agricultural technology. To overcome these obstacles, it is necessary to hold training and introduction to IoT-based technology that is implemented in the agricultural sector. The training provided begins with the concept of smart drip irrigation using IoT which is utilized in hydroponic plants. In the process of manually controlling water, farmers use watering time intervals without paying attention to soil moisture so that water supply is inefficient. With Internet Of Things (IoT) technology, automation of watering can be carried out so that the expected soil moisture can be maintained, without excessive water waste. The training was conducted by giving a lecture on the implementation of IoT in smart drip irrigation, followed by the introduction and assembly of IoT-based smart drip irrigation modules. The training conducted has provided new knowledge and understanding for students and teachers of SMK PP Negeri Mataram about the importance of technology such as IoT in managing agriculture. They hope that training like this can be continued and is expected to become one of the subjects in the SMK PP Negeri Mataram curriculum.
STUDI PENGEMBANGAN APLIKASI MEDIA PEMBELAJARAN ANATOMI SKELETAL PADA VIRTUAL REALITY MENGGUNAKAN RAPID APPLICATION DEVELOPMENT Wiriasto, Giri Wahyu; Misbahuddin; Rachman, A. Sjamsjiar; Harahap, Ida Lestari; Akbar, L. Syamsul Irfan; Iqbal, M. Syamsu; Fikriansyah, Muhamad
Jurnal Penelitian Pendidikan IPA Vol 10 No 8 (2024): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i8.8722

Abstract

The use of innovative multimedia technology continues to evolve and has now become a primary technology tool in education. Currently, the utilization of virtual reality (VR) technology is being used as an immersive medium for learning, especially in the field of medicine. Immersive technology is presented in 3D visualization, approaching real and relevant objects in medical education as an alternative to traditional teaching aids such as cadavers. In this research, an exploration of the VR environment was conducted in a case study of the skeletal system using 3D skull bone objects. The exploration involved tasks such as preparing the 3D skull bone object data assets in the 3D development environment, exporting data assets to the 3D-VR environment, and configuring aspects related to visualization and object control based on visual C#. So far, documentation of the 3D-VR application development environment and the trial results of the case study object development on the Unity platform have been produced. Additionally, documentation of the interface design application using Rapid Application Development (RAD) has also been generated. The Android-based VR application has functioned well in accommodating the skull object, designed with 3 layers of the skeletal system adjusted to their respective depths. The skull consists of 22 components, including cranium.