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PROTOTIPE PEMILAH SAMPAH OTOMATIS BERBASIS ARDUINO UNO DENGAN NOTIFIKASI SMS GATEWAY DI SMP.S TERPADU SYEKH MUHAMMAD JA’FAR BANYORANG KABUPATEN BANTAENG Hastuti; Andi Candra; Juniarti Iryani
journal Informatika, Multimedia, dan Informasi Vol 1 No 1 (2023): Hal 1-75
Publisher : CV. LAJAGOE PUSTAKA

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Abstract

This study aims to: (1) This study aims to design an arduino uno-based automatic waste sorting prototype with SMS gateway notifications at Sheikh Muhammad Ja'far Integrated Middle School, (2)implement an arduino uno-based automatic waste sorting prototype (3)and find out the response of school principals, teachers, students to the waste sorting prototype. arduino uno based automation with SMS gateway notifications.The author makes observations at the research site to find problems that will be used as the basis for research and to get solutions that can overcome existing problems, then the author collects information by conducting direct interviews with the Principal about how waste management is at the school, then the author conducts a design waste temperature prototype product by combining all the components of the tool used to create an arduino uno-based automatic waste sorting prototype with an SMS gateway notification, then the authors validate the design of the tool that has been made. The author conducts validation tests on one lecturer who is an expert in this field, then the author tests the tools that have been made. Tool trials were carried out at the research site.The results of this study obtained an automatic waste sorting prototype with SMS Gateway notifications that can function properly by combining arduino uno, servo motors, inductive capacitive proximity sensors, ultrasonic sensors, and SIM modules. Implementing an arduino uno-based waste sorting prototype with SMS gateway notifications by bringing the device to school and storing it there. school principals, teachers and students give good responsibility to the existence of these tools. Because, provide benefits and will have an impact on the schoool environment.
SISTEM INFORMASI MANAJEMEN ADMINISTRASI BERBASIS WEB MENGGUNAKAN METODE WATERFALL DI INSTITUT TEKNOLOGI DAN BISNIS BINA ADINATA Sri Hardianti Ningsi; Dedy Hendryadi; Juniarti Iryani
Journal System Information And Computer Vol 1 No 2 (2023): Oktober, 2023
Publisher : Institut Teknologi dan Bisnis Bina Adinata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63989/ammatoa.v1i2.8

Abstract

This research aims to develop a web-based information system that can make it easier for the General Administration Section (BAU) at the Bina Adinata Institute of Technology to manage and archive letters in a computerized manner. This research uses various data collection techniques such as observation, interviews, literature study, and documentation. The software development method used is the waterfall method with the SDLC process, which includes requirements analysis, system design, art, verification and maintenance. System testing is carried out using the black box testing method. Applications and software are built using PHP and MySQL databases. The research results show that a web-based administrative management information system has been successfully built, enabling efficient and accurate storage, search and management of mail data at the Bina Adinata Institute of Technology and Business.
SISTEM INFORMASI PENGELOLAAN DATA BERBASIS WEB PADA POS KESEHATAN DESA GARUNTUNGAN KABUPATEN BULUKUMBA Risda Ariyanti; Dedy Hendryadi; Juniarti Iryani
Journal System Information And Computer Vol 1 No 2 (2023): Oktober, 2023
Publisher : Institut Teknologi dan Bisnis Bina Adinata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63989/ammatoa.v1i2.9

Abstract

Abstrak - This study aims to:(1) design a web-based data management information system at the Garuntungan village health post, Bulukumba district. (2) implement a web-based data management information system at the Garuntungan village health post, Bulukumba district. (3) how is the user's response to the web-based data management information system at the village health post. This study uses the waterfall method. This method uses 6 stages, namely, Analysis, Design, Coding, Testing, Implementation, Maintenance This research produced a web-based data management information system at the Garuntungan village health post, Bulukumba district, which can be used on computers and can also be used on Android smartphones. In this study, an instrument was used in the form of a questionnaire to find out the user's response, namely, employees at the Garuntungan Village Health Pod. Based on the response from Garuntungan village health post employees after using this system, that is, overall it looks attractive, besides that this system is also very helpful regarding data management, especially patient and drug data, and this application is also very helpful in the process of recording existing data at the health post this village. The value obtained from the results of data analysis is 90 with a very positive category
PROTOTIPE ALAT PEMILAH BUAH KOPI OTOMATIS PADA PANEN RACUTAN (STRIPPING) MENGGUNAKAN SENSOR WARNA TCS34725 DAN MODUL ARDUINO Irma Irma; Dedy Hendryadi; Juniarti Iryani
Journal System Information And Computer Vol 2 No 1 (2024): April
Publisher : Institut Teknologi dan Bisnis Bina Adinata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63989/ammatoa.v2i1.74

Abstract

This study aims to sort coffee cherries based on color because of the different maturity levels and harvest times of coffee cherries. The garden owner for reasons of practicality will pick the coffee as a whole even if it is green or still raw all are picked (Stripping pick). Coffee cherries that have been picked must go through a sorting process based on color, this sorting is intended to produce coffee beans with good coffee quality and taste. This study uses action research methods. Researchers describe, interpret and explain a social situation at the same time and make changes or interventions with the aim of improvement or participation. The results of this study indicate that the prototype of an automatic coffee sorting tool using the TCS34725 made using an Arduino Uno, a TCS34725 sensor, an LDR sensor, two servos and an LCD. The input is in the form of an LDR sensor which detects the presence of coffee and a TCS34725 sensor which will read the RGB value of the coffee skin with Arduino Uno as a microcontroller to process the input so that it will produce output in the form of a servo which will rotate and the LCD displays information on the color of the coffee that has been processed. The TCS34725 sensor is implemented in a prototype of an automatic coffee sorting tool as a sensor that can read and determine the RGB value of the coffee skin. This prototype uses a small coffee object so that the TCS34725 takes a few seconds to get the ideal RGB value. RGB readings also affect the lighting around the sensor so constant light conditions are required.
Sistem Informasi Donor Darah Berbasis Android Pada Unit Transfusi Darah (UTD) Palang Merah Indonesia (PMI) Kabupaten Bulukumba Nurul Latifah; Adi Candra; Juniarti Iryani
Journal System Information And Computer Vol 2 No 2 (2024): Oktober
Publisher : Institut Teknologi dan Bisnis Bina Adinata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63989/ammatoa.v2i2.133

Abstract

This study aims to (1) build an android-based blood donor information system for the PMI Blood Transfusion Unit (UTD) in Bulukumba Regency (2) find out how to display a map of the location and route from the user's position to the destination of the blood donor activity. The method used is the waterfall method, called Waterfall because the stages that are passed must wait for the completion of the previous stage and run sequentially. This development model is linear from the initial stage of system development, namely the planning stage, to the final stage of system development, namely the maintenance stage. The results of this study are: (1) With the Sidonor application, the PMI Blood Transfusion Unit in Bulukumba Regency can disseminate blood stock information, schedules and blood donor locations, besides that in this application, there is a question and answer form that can make it easier for users to communicate with the admin. In designing this blood donor information system using UML (Unifield Modeling language) as the system design and made using the Java programming language and Firebase as the database and testing this system using blackbox testing and the results of this test have run as expected (2) By clicking on the bottom location on the location & schedule menu, the system will direct the user to the location of the blood donor activity with the help of Google Maps, this can make it easier for the user to find the location of the blood donor activity.
Pengembangan Media Pembelajaran Ipa Tentang Pengenalan Tata Surya Berbasis Augmented Reality Haspiadi Syahrir; Farida; Juniarti Iryani
Journal System Information And Computer Vol 2 No 2 (2024): Oktober
Publisher : Institut Teknologi dan Bisnis Bina Adinata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63989/ammatoa.v2i2.134

Abstract

This study aims to: (1) Design science learning media on the introduction of the solar system based on augmented reality. (2) Implementing science learning media on the introduction of the solar system based on augmented reality. (3) Knowing the responses of students and teachers to the application of science learning media in the introduction of the solar system based on augmented reality. This study uses the Multimedia Development Life Cycle (MDLC) method. This multimedia development model consists of six stages, namely concept, design, material collecting, assembly, testing, and distribution.Based on the results of discussing the development of science learning media about the introduction of the solar system based on augmented reality, it can be concluded (1) The development of science learning media about the introduction of the augmented reality based solar system has been designed using unity software version 2018.4.28f1 to build AR applications and process 3D objects. Vuforia Engine 10.12 is used as a tool that can insert target images into unity 3D, design markers using Coreldraw X7 software and create 3d objects for the arrangement of the solar system designed using Sketchup 2018 software. (2) Development of science learning media about the introduction of the solar system based on augmented reality is implemented in class VI students at UPT SPF SD 293 Tanah KongKong. (3) Student responses to the application of science learning media regarding the introduction of the Solar System based on augmented reality gave a "positive" response to the media. This can be seen in the total average percentage of 74.93%.
Prototype Sistem Pengering Gabah Otomatis Berbasis Arduino Uno Pada Kud Mattirobulu Desa Bontosunggu Kabupaten Bulukumba Sukmawati sukmawati; Raden Wirawan; Juniarti iryani
Journal System Information And Computer Vol 3 No 1 (2025): April
Publisher : Institut Teknologi dan Bisnis Bina Adinata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63989/ammatoa.v3i1.205

Abstract

Prototype of automatic grain dryer system using LDR sensor, Rain Sensor, RTC and Temperature Sensor as input variables to control the opening and closing of the dryer, stirrer and heater. Main control in this system is the Arduino Uno which uses the Microcontroller ATMega328. The cover for the grain dryer is connected to a rope that will be moved using a Motor Stepper. When the LDR sensor detects light and the rain sensor does not detect rain, the dryer cover will open. If the LDR sensor does not detect light and the rain sensor detects rain, the cover for the grain dryer will be closed. RTC is used for scheduling the time of grain stirring. The stirrer will move every 5 minutes. The temperature sensor is used to read the temperature, if the temperature is ≤50°, the incandescent lamp heater will be turned on. The whole system has been tested and runs as planned.
PROTOTIPE PENGHITUNG TELUR AYAM RAS PADA KANDANG AYAM MENGGUNAKAN ESP8266 DAN SENSOR ULTRASONIC BERBASIS IOT Hasnita sari; Dedy Hendryadi; Juniarti Iryani
Journal System Information And Computer Vol 3 No 02 (2025): Oktober
Publisher : Institut Teknologi dan Bisnis Bina Adinata

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Abstract

This study aims to (1) Make an automatic egg counter prototype, (2) Know how the automatic egg counter prototype works, (3) Know the response of laying hen cage owners. This study uses the prototype research method. Prototype research has several stage of research, namely needs analysis, rapid design, build prototype, evaluate initial users, improve prototype, implement and maintain. The results of the study showed that: (1) The prototype of a purebred chicken egg counter in a chicken coop used an esp 8266 and an iot-based ultrasonic sensor was made based on ac curate research results and thoughts and valid data by carrying out various stages of existing research and this prototype was tested on farms owned by Mrs. Darmiati who is in jonjoro, panggaloang village (2) The user’s perception says that this prototype is good, and in accordance with the previously designed system and one day it can be applied directly to the chicken coop so that it can help with egg counting work (3) Based on the data obtained from the results prototype trials on two respondents obtained good results very positive with a percentage value of 81,1% and the results of these calculations will appear in the blynk application.
PENGARUH PENGGUNAAN GADGET TERHADAP MOTIVASI BERPRESTASI PADA ANAK USIA SEKOLAH DASAR Firdawati Wilda Magfirah; Wilda Magfirah; Juniarti Iryani
IPSIKOM Vol. 13 No. 1 (2025): Jurnal Ipsikom
Publisher : LPPM UNIVERSITAS INSAN PEMBANGUNAN INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58217/ipsikom.v13i1.422

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan gadget terhadap motivasi berprestasi siswa sekolah dasar. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan teknik pengumpulan data melalui kuesioner.jumlah responden dalam penelitian ini terdiri dari seluruh siswa kelas VI di SDN 29 Bontomacinna, Kabupaten Bulukumba, yang berjumlah 20 orang. hasil penelitian menunjukkan bahwa penggunaan gadget memiliki pengaruh yang tidak langsung terhadap motivasi berprestasi siswa sekolah dasar. Gadget dapat mendorong semangat belajar jika digunakan untuk tujuan edukatif, namun dapat menurunkan konsentrasi dan minat menyelesaikan tugas jika digunakan secara berlebihan untuk hiburan.pengaruh gadget sangat bergantung pada tujuan penggunaannya serta peran pengawasan dari orang tua dan guru.gadget bukanlah faktor utama yang meningkatkan atau menurunkan motivasi, melainkan alat bantu yang dapat berfungsi secara efektif apabila dikelola dengan baik. penelitian ini diharapkan dapat menjadi dasar bagi sekolah dan orang tua dalam merancang strategi penggunaan teknologi yang mendukung proses pembelajaran secara optimal
PENGARUH PENGGUNAAN APLIKASI BACAAN DIGITAL TERHADAP MINAT BACA SISWA MENENGAH PERTAMA (SMP) Nur Adhira; Dian Fadillah; Pajar Aswad; Juniarti Iryani
IPSIKOM Vol. 13 No. 2 (2025): Jurnal Ipsikom
Publisher : LPPM UNIVERSITAS INSAN PEMBANGUNAN INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58217/ipsikom.v13i2.427

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan aplikasi bacaan digital terhadap minat baca siswa Sekolah Menengah Pertama (SMP) di Kabupaten Bulukumba. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan teknik pengumpulan data melalui kuesioner. Data dianalisis menggunakan perhitungan rata-rata dan persentase terhadap indikator minat baca yang meliputi frekuensi membaca, durasi membaca, dan ketertarikan terhadap konten. Hasil penelitian menunjukkan bahwa sebagian besar siswa telah menggunakan aplikasi bacaan digital seperti iPusnas, Let’s Read, dan e-Perpus. Responden memberikan tanggapan positif terhadap kemudahan akses, keberagaman konten, dan fitur interaktif dari aplikasi tersebut. Skor tertinggi terdapat pada indikator ketertarikan terhadap konten, diikuti oleh frekuensi dan durasi membaca. Tingginya persentase siswa yang menyatakan setuju dan sangat setuju menunjukkan bahwa aplikasi bacaan digital memberikan kontribusi positif terhadap kebiasaan membaca mereka. Implikasinya, aplikasi bacaan digital dapat menjadi media literasi yang efektif dalam mendorong minat baca siswa, kususunya di Kabupaten Bulukumba. Sekolah dapat memanfaatkan aplikasi ini sebagai alternatif pembelajaran yang sesuai dengan karakteristik generasi digital. Penelitian ini diharapkan menjadi referensi dalam pengembangan program literasi berbasis teknologi secara berkelanjutan.