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Inovasi IoT: Alat dehidrasi bioetanol dari limbah bonggol jagung untuk energi terbarukan Pitrianti, Destica; Naiya, Rara Weinita; Ramadavini, Miftah Azzura
Jurnal Teknologi Cerdas Vol. 2 No. 1 (2025): JTC - April
Publisher : Borneo Novelty Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70310/az4epw08

Abstract

Mardiharjo Village, Musi Rawas Regency, is facing the issue of corn cob waste that is not being utilized optimally and is polluting the environment. Corn cobs contain cellulose and hemicellulose, which have the potential to be processed into bioethanol. This research aims to design an IoT-based bioethanol dehydration device that can purify bioethanol to a concentration of 99%, in accordance with fuel standards. This device is equipped with a dehydration column, heater, condenser, and automatic control using a microcontroller. IoT technology enables real-time temperature monitoring for energy efficiency. The design was created using Tinker software and thoroughly documented. This innovation is expected to open up opportunities for utilizing corn waste as renewable energy and an environmental solution in the agricultural sector.
Evaluasi Usabilitas Aplikasi “SIGERAK” Sebagai Media Pembelajaran Interaktif Menggunakan System Usability Scale (SUS) Naiya, Rara Weinita; Azwardi, Azwardi; Saputra, Ariansyah
TIN: Terapan Informatika Nusantara Vol 6 No 3 (2025): August 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i3.7951

Abstract

Digital learning media has become one of the alternative solutions to address the challenges of 21st-century education, especially in delivering abstract material such as the human movement system at the elementary school level. This study was conducted to design and assess the feasibility of the SIGERAK application as an interactive digital learning medium. The application is equipped with instructional content, quizzes, and educational mini games designed to enhance students understanding of the human movement concept. The trial was carried out at SD Negeri 85 Palembang using a descriptive quantitative approach. A total of 30 students and 2 sixth-grade teachers participated in the learning sessions using the application. The evaluation process employed the System Usability Scale (SUS) instrument, which consists of 10 Likert scale statements to assess aspects of user comfort and ease of use. The collected data were analyzed through score conversion and interpreted based on three dimensions Acceptability Ranges, Grade Scale, and Adjective Ratings. The evaluation results showed that SIGERAK obtained an average score of 80.63. This score falls into the Acceptable category, corresponds to Grade B, and is classified as Good. This study indicates that SIGERAK has a high level of usability and is considered suitable as a game-based thematic learning medium at the elementary school level.