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Sistem Pemantau dan Pengaman Hama Babi Hutan Berbasis IoT pada Lahan Ubi Kayu di Jantho Baru - Aceh Besar Adriman, Ramzi; Afdhal, Afdhal; Umran, Munzir; Lessy, Dien Taufan; Fonna, Syarizal
PESARE: Jurnal Pengabdian Sains dan Rekayasa Vol 3, No 1 (2025): Februari 2025
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/pesare.v3i1.44814

Abstract

Wild boars pose a significant threat to cassava farmers in the Jantho Baru area, Aceh Besar district, as they can reduce agricultural productivity. The region's location in hilly terrain near a protected forest makes this challenge unavoidable. An initial assessment with farmer groups (partners) identified the need for a monitoring and protection system to manage wild boar infestations in cassava farms. The partner's land, situated 42 km from the Faculty of Engineering, Universitas Syiah Kuala, spans 5 hectares in a hilly area adjacent to the protected forest.To address this issue, an IoT-based technology solution is proposed for monitoring and safeguarding cassava farms. This system includes video cameras that allow farmers to remotely monitor their land via smartphones. Additionally, security measures such as electric fences and speaker outputs, controlled through an Android-based mobile application, are implemented. The system is powered by renewable solar energy through the use of solar panels. The application of this technology is expected to reduce crop losses caused by wild boars, ultimately improving farm productivity.
RANCANG BANGUN APLIKASI GAME EDUKASI MENYUSUN HURUF (SCRAMBLE LETTER) BAHASA INGGRIS BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA TINGKAT SD Ahkam, Mizanul; Melisa, Anis; Kurniawati, Kurniawati; Umran, Munzir; Elfisa, Elfisa; Jakfar, Abu Bakar; Sara, Fahmi
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2394

Abstract

The limited mastery of English vocabulary among elementary school students often becomes a barrier to their language learning progress, highlighting the need for engaging and interactive learning media. This study aims to develop an Android-based educational game application named Scramble Letter as an alternative tool to support vocabulary acquisition. The application was developed using Unity with an attractive interface and progressive gameplay consisting of Easy, Medium, and Hard levels. The research employed an experimental approach through observation, functional testing on various Android devices, and questionnaires administered to 21 elementary school students. The results revealed that over 90% of respondents agreed the application increased their learning motivation, enriched vocabulary, and improved spelling comprehension. In addition, functional testing demonstrated that the game operated stably without significant technical issues. These findings indicate that the Scramble Letter game is feasible and effective as a technology-based learning medium to enhance English vocabulary mastery among young learners.