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U-Turn Analysis on Road Performance by Dr. Ir. H. Soekarno Merr (Case Study: West and East Side U-Turn) MCA, Theresia; Kusumaningrum, Dewi; Sekartadji, Ratih; Agung, Dimas
Journal of Civil Engineering, Planning and Design Vol 1, No 2 (2022): November
Publisher : Faculty of Civil Engeneering and Planning - ITATS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.jcepd.2022.v1i2.3607

Abstract

Traffic is a system consisting of several key elements or a headway system. In the median plan, it also has a center opening or U-Turn, but the U-Turn facility does not completely solve these problems and conflicts because the turning vehicle itself does not completely solve them. This is the result of turning in the same direction as vehicles approaching or stopping in high and low-speed lanes. Some vehicles are unable to make smooth U-Turns, causing delays for both traffic directions or vice versa. This study aims to determine the traffic performance and performance of the U-Turn facility on Jl. Dr. Ir. Soekarno in the City of Surabaya using the MKJI methodology, 1997. From the results of this study, the peak hours for the south direction (A) are at 16.45-17.45, volume 3480. 6 vehicles per hour, DS (Degree of saturation)  0.73 with service level C, and south to north (B) at 16:45-17.45, volume 3394. 7 vehicles per hour DS 1.07 means the level of service indicates a long queue. The U-Turn movement has the highest volume at 16.45-17.45, with a volume of 656.8 pcu/hour and an intensity ratio greater than 1.0, indicating a vehicle queue.
Pengenalan Dasar Game Development Dengan Scratch: Upaya Peningkatan Kompetensi Digital Siswa SMA PGRI 22 Serpong Daffa, Muhammad; Anta Maulana, Achmad; Ranlam Hidayat, Adi; Saputra, Aril; Agung, Dimas; Rafian Syafiq, Fawwaz; Liong Ghozaly, Muhammad; Khairul Anwar, Rizki; Ramadhani, Rizki; Solahudin; Prasetyo, Tri
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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Abstract

This community service activity aims to enhance digital literacy of SMA PGRI 22 Serpong students through game development training using Scratch platform. The implementation method consisted of three stages: (1) introduction to Scratch interface, (2) hands-on practice in creating simple games, and (3) project presentation. Evaluation results showed 100% of participants (20 students) successfully created their first game prototypes within 3 hours of training. This activity not only improved understanding of basic programming concepts by 40% (based on pre-test and post-test) but also fostered students' interest in creative technology fields. The outputs including training modules, 20 simple game projects, and this publication article are expected to become a digital learning model for schools.