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ANALISIS KINERJA SENSOR PADA ROBOT PENDETEKSI KOTORAN DEBU DAN AIR Hermawansa, Hermawansa; Kalsum, Toibah Umi
ILKOM Jurnal Ilmiah Vol 11, No 1 (2019)
Publisher : Univeristas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (592.826 KB) | DOI: 10.33096/ilkom.v11i1.405.53-58

Abstract

Sensors are electronic components that have capabilities that are quite reliable and consist of many types, such as ultrasonic sensors, humidity sensors, and dust sensors. At present almost every electronic equipment is equipped with sensor components, such as the robot designed, equipped with humidity sensors and dust sensors. The purpose of this study is to determine the performance of the humidity sensor and dust sensor in detecting dirt and the sensor sends a signal to the microcontroller, Arduino Mega 2560. From the results of sensor performance research on Arduino-based floor dust and water dust detector robots the proximity sensor response time detects a barrier in a room worth 2 seconds, the dust sensor response time detects dust that is 2 minutes due to improper installation of dust sensors so that slow detecting dust. While the humidity sensor response time in detecting water is 3 seconds. For the performance of the robot on the humidity sensor clean the water on the floor as much as 1 ml for 10 to 17 seconds and to show the robot's performance on the humidity sensor to clean the water as much as 2 ml for 20 to 30 seconds.
PEMBUATAN ALAT PENDETEKSI ARAH MATA ANGIN MENGGUNAKAN SENSOR ROTARI BERBASIS MIKROKONTROLLER ATMEGA 16 Oke Hermanto AP; Toibah Umi Kalsum; Hermawansyah Hermawansyah
Jurnal Media Infotama Vol 10 No 1 (2014)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (960.238 KB) | DOI: 10.37676/jmi.v10i1.231

Abstract

The problems of the research are to detect the direction of the wind using a rotary sensor based microcontroller. The software used includes operating systems, programming languages and software for data processing. The operating sys-tem is Microsoft Windows XP3 is used as the operating system. The programming language used is Basic Programming Language - Bascom AVR, Visual Basic 6.0. The test is done to test the detector's cardinal directions with laying outdoors and running properly in accordance with the design is that it can determine the direction of the wind.Keywords : The wind, sensor and microcontroller.
Perancangan dan Pembuatan Mesin Perontok Padi Berbasis Mikrokontroler ATMega32 Hermawansa Hermawansa; Agus Susanto; Bella Indrevaleco
Jurnal Media Infotama Vol 13 No 1 (2017)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (959.204 KB) | DOI: 10.37676/jmi.v13i1.433

Abstract

Tujuan penelitian ini adalah merancang dan membuat alat perontok padi menggunakan mikrokontroler ATMega32. Dengan alat ini petani dapat melakukan pemisahan buah padi dari batangnya secara otomatis sehingga dapat mengurangi resiko kerja dan menghemat tenaga. Penelitian ini menggunakan mikrokontroler ATMega32, sensor photodioda, batang padi 5 batang, bahasa Pemograman Delphi 7, dan Bascom AVR untuk program alat. Hasil pengujian dari alat perontok padi ini menunjukkan kemampuan sensor dalam mendeteksi batang padi adalah baik.Kata kunci : Mikrokontroler, ATMega32, Perontok Padi
ANALISIS KINERJA SENSOR PADA ROBOT PENDETEKSI KOTORAN DEBU DAN AIR Hermawansa Hermawansa; Toibah Umi Kalsum
ILKOM Jurnal Ilmiah Vol 11, No 1 (2019)
Publisher : Teknik Informatika Fakultas Ilmu Komputer Univeristas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v11i1.405.53-58

Abstract

Sensors are electronic components that have capabilities that are quite reliable and consist of many types, such as ultrasonic sensors, humidity sensors, and dust sensors. At present almost every electronic equipment is equipped with sensor components, such as the robot designed, equipped with humidity sensors and dust sensors. The purpose of this study is to determine the performance of the humidity sensor and dust sensor in detecting dirt and the sensor sends a signal to the microcontroller, Arduino Mega 2560. From the results of sensor performance research on Arduino-based floor dust and water dust detector robots the proximity sensor response time detects a barrier in a room worth 2 seconds, the dust sensor response time detects dust that is 2 minutes due to improper installation of dust sensors so that slow detecting dust. While the humidity sensor response time in detecting water is 3 seconds. For the performance of the robot on the humidity sensor clean the water on the floor as much as 1 ml for 10 to 17 seconds and to show the robot's performance on the humidity sensor to clean the water as much as 2 ml for 20 to 30 seconds.
Sistem Pelaporan Jumlah Penduduk Desa Kembangseri Kecamatan Bermani Ilir Kabupaten Kepahiang Provinsi Bengkulu Sapri Sapri; Hermawansa Hermawansa
(JurTI) Jurnal Teknologi Informasi Vol 4, No 2 (2020): DESEMBER 2020
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36294/jurti.v4i2.1440

Abstract

Abstract - Villagers are groups of relatively small areas within an area that are bound by applicable regulations and interact with each other continuously or continuously. Population development will be influenced by the number of babies born, the number of deaths, out-migration (moving), and in-migration (incomers). The problem in this study is how the Population, Death, Birth, and Outgoing Migration (migrants) Reporting System uses a programming language. The benefits of research are to facilitate the population reporting system, make it easier for village officials to record population numbers, births, deaths, in-migration, and out-migration quickly and effectively, make it easier for people to get information on population numbers, births, deaths, out-migration, and in-migration (comer). The purpose of this research is to create new technology in the world of the village government with a special programming language (Visual Basic.Net). in the village government of Kembang Seri, Bermani Ilir District, Kepahiang Regency, Bengkulu Province. Literature research methods and primary and secondary data collection methods in providing public services to the community require a system that can help local governments, especially in Kembangseri Village, Bermani Ilir District, Kepahiang Regency, Bengkulu Province in terms of a Reporting system for population, births, and deaths, out-migration (moving) and in-migration (newcomers) using a special programming language (Visual Basic.Net).Keywords: Birth, Death, Outgoing Migration, and Inward Migration. Abstrak - Penduduk Desa adalah kelompok wilayah yang relatif kecil  di dalam suatu wilayah yang terikat oleh aturan-aturan  yang berlaku dan saling berinteraksi satu sama lain secara    terus  menerus  atau  kontinu. Perkembangan penduduk akan dipengaruhi oleh jumlah bayi yang lahir,  jumlah kematian, migrasi keluar (pindah) dan migrasi masuk (pendatang).  Adapun masalah dalam penelitian ini adalah bagaimana cara Sistem Pelaporan Jumlah Penduduk, Kematian, kelahiran, migrasi keluar (pindah)  migrasi masuk (pendatang) dengan menggunakan bahasa pemrograman. Manfaat penelitian untuk memudahkan sistem pelaporan jumlah penduduk, Memudahkan Perangkat desa mendata jumlah Penduduk, kelahiran, kematian, migrasi masuk dan migrasi keluar dengan cepat dan efektif, Memudahkan masyarakat untuk mendapatkan Informasi jumlah penduduk, Kelahiran, kematian, migrasi keluar (pindah) dan migrasi masuk (pendatang). Tujuan penelitian ini untuk membuat teknologi baru dalam dunia pemerintahan desa dengan bahasa pemrograman khusus (Visual Basic.Net). pada pemerintahan desa Kembang Seri Kecamatan Bermani Ilir Kabupaten Kepahiang Provinsi Bengkulu.Metode penelitian Kepustakaan dan Metode Pengumpulan data Primer dan Sekunder dalam penyelenggaraan pelayanan publik kepada masyarakat membutuhkan Suatu sistem yang dapat membantu Pemerintah daerah khususnya di Desa Kembangseri Kecamatan Bermani Ilir Kabupaten Kepahiang Provinsi Bengkulu dalam hal  Sistem Pelaporan jumlah penduduk,  kelahiran  dan kematian, migrasi keluar (pindah) dan migrasi masuk (pendatang) dengan menggunakan bahasa pemrograman khusus (Visual Basic.Net).Kata Kunci: Kelahiran, Kematian, Migrasi Keluar dan Migrasi Masuk. 
PENINGKATAN KOMPETENSI GURU SMKN 3 SELUMA DALAM PEMANFAATAN TEKNOLOGI KECERDASAN ARTIFISIAL UNTUK PEMBELAJARAN ABAD 21 Hermawansa Hermawansa; Diah Selviani; Amisah Rahmadayani; Adelia Devany
Jurnal Abdimas Bencoolen Vol. 4 No. 1 (2026)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/abdimas.4.1.1-6

Abstract

Pelaksanaan kegiatan Pengabdian Kepada Masyarakat dengan melakukan Pemanfaatan Teknologi Kecerdasan Artifisial (AI) telah menjadi kebutuhan mendesak dalam transformasi pendidikan abad 21 guna meningkatkan efisiensi dan kualitas pembelajaran. Namun, tenaga pendidik di SMKN 3 Seluma masih menghadapi tantangan berupa kesenjangan literasi digital dan beban administrasi yang tinggi. Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan kompetensi guru dalam memanfaatkan alat berbasis AI seperti ChatGPT dan Canva Magic Design. Metode pelaksanaan meliputi sosialisasi, workshop intensif dengan pendekatan active learning, pendampingan teknis (coaching), dan evaluasi. Hasil kegiatan menunjukkan peningkatan signifikan pada pemahaman peserta, di mana guru mampu memangkas waktu penyusunan administrasi dari hitungan hari menjadi jam, serta mampu memproduksi media pembelajaran visual dan soal HOTS secara mandiri. Kesimpulannya, integrasi AI yang dipandu oleh logika pedagogi efektif dalam memberdayakan guru untuk menghadapi tantangan kurikulum merdeka dan ekosistem digital.
Pemberdayaan Ekonomi Warga Lewat Program Spanduk Umkm Dan Plang Gang Kreatif Dalam Mewujudkan Ekonomi Yang Inovatif Rizki Adiah Putra; Devin Aditia Pratama; Della Eka Verlina; Rega Ova Kencana; Suci Anggelica Arci Panjaitan; Aura Puspita Ramadhani; Hermawansa Hermawansa; Mujiono Mujiono
Jurnal Kewirausahaan dan Bisnis Vol. 8 No. 1 (2026): Februari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jkb.v8i1.1329

Abstract

The Creative Alley Signboard and MSME Banner Program is a strategic initiative aimed at empowering local communities through the optimization of local economic potential. This program seeks to strengthen neighborhood identity, promote micro, small, and medium enterprises (MSMEs), and create a creative promotional space within the community. By designing banners and alley signboards that integrate aesthetics and local wisdom, the program fosters collaboration among entrepreneurs, local government, and residents. The outcomes include increased visibility of MSME products, enhanced entrepreneurial motivation, and the transformation of neighborhoods into more attractive and productive spaces. This initiative exemplifies how creativity-based and community-driven empowerment can foster an innovative, competitive, and sustainable local economy.
Membangun Budaya Bersih Berkelanjutan Dan Penguatan Gotong Royong Dan Membuat Infrastruktur Bak Sampah Organik Dan Non- Organik, Plang Himbauan Sebagai Upaya Pelestarian Lingkungan Ahmad Nur Ikhsan; Irfan Naufal Yuliansyah; Vistara Samudra Gupita; Nico Tasaka Putra; Evi Herlyaminda; Churin in; Hermawansa Hermawansa
Jurnal Karya Nyata Pengabdian Vol. 2 No. 2 (2026): April
Publisher : Utami Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70963/jknp.v2i2.574

Abstract

This community service initiative aims to transform collective behavior in maintaining environmental cleanliness to be more structured and sustainable. The main focus of this activity is to revive the spirit of mutual cooperation through concrete actions, namely the construction of waste disposal infrastructure that separates organic and non-organic waste, as well as the installation of strategic educational signs. The methods applied are participatory in nature, including the dissemination of information on domestic waste management, mass clean-up actions with residents, and the provision of physical sanitation facilities. The results of this program show significant changes in the aesthetics of the environment, which has become tidier, as well as the growth of critical awareness among the community in sorting waste at the source to support the long-term preservation of the local ecosystem.
The Effect Of Quizizz Gamification Application As A Learning Media To Improve Students’ Learning Outcomesin Informatics Subjectgrade Vii Of SMP Negeri 15 Bengkulu Selatan Muhamad Kaka; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1668

Abstract

This study aims to determine the effect of the Quizizz gamification application learning media on student learning outcomes in Informatics subjects for grade VII at SMP Negeri 15 Bengkulu Selatan. This type of research is experimental. This study used two classes, namely class VII B as the control class and class VII A as the experimental class. The sampling technique used saturated sampling with a sample size of 38 students. Data collection techniques were carried out through tests, observations, and documentation. The research instruments were in the form of pretest and posttest questions that had been tested for validity and reliability using the SPSS version 26 application. Data analysis was carried out using the Independent Sample t-test to determine the effect of using the Quizizz gamification application learning media on student learning outcomes. The results showed that the average pretest score of the control class was 66.94 and increased to 79.16 in the posttest. Meanwhile, the average pretest score of the experimental class was 62.05 and increased to 87.50 in the posttest. The results of the hypothesis test show a significance value of 0,049 < 0,05 and a calculated t value of 2,04. This indicates that there is a significant influence of the use of the Quizizz application on student learning outcomes. The research analysis shows that the use of gamification-based learning media can increase student motivation, activity, and involvement in the learning process so that learning becomes more interactive and enjoyable. The conclusion of this study is that the use of the Quizizz gamification application learning media has a positive effect on improving student learning outcomes in Informatics subjects for class VII at SMP Negeri 15 Bengkulu Selatan.
The Effect Of Interactive Multimedia-Assisted Learning Model On Students' Practice Learning At SMAN 7 Bengkulu Selatan Nevia Putri Wangi; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1670

Abstract

This study aims to determine the effect of interactive multimedia-assisted drill learning on practical learning of students of SMAN 7 Bengkulu Selatan. The method used in this study is a quantitative approach with a quasi-experimental method. This study used subjects of class X students of SMAN 7 Bengkulu Selatan with a sample of 2 classes, namely class Xa totaling 33 students as the experimental class and class Xb totaling 33 students as the control class. The techniques used to collect data are Observation, Tests, Questionnaires, and Documentation. Based on the results of the research conducted, it can be seen from the discussion through the analysis method of obtaining Pretest and Posttest scores using interactive multimedia-assisted drill learning on students' practical learning which states that interactive multimedia-assisted drill learning on students' practical learning has a significant influence on student learning outcomes in informatics subjects at SMAN 7 Bengkulu Selatan. In testing the hypothesis using the Independent Sample t-test test, it shows an increase in learning outcomes with a significant value of 0.000 <0.05 so that the hypothesis can be accepted.