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INDONESIA
SCIENCE TECH: Jurnal Ilmiah Ilmu Pengetahuan dan Teknologi
ISSN : 24606286     EISSN : 25793624     DOI : 10.30738/science tech.v2i1.396
Jurnal SCIENCE TECH adalah jurnal yang diterbitkan oleh Lembaga Penelitian dan Pengabdian kepada Masyarakat (LP2M) Universitas Sarjanawiyata Tamansiswa (UST) Yogyakarta. Jurnal ini diharapkan sebagai media bagi dosen, peneliti, praktisi, mahasiswa dan masyarakat luas yang memiliki perhatian terhadap bidang dan perkembangan ilnu pengetahuan dan teknologi. Jurnal SCIENCE TECH terbit dua kali setahun yaitu Januari dan Agustus, setiap terbit 8 artikel.
Arjuna Subject : Umum - Umum
Articles 141 Documents
PENGEMBANGAN MEDIA PEMBELAJARAN DASAR DESAIN BERBASIS FLIP CHART MENGGUNAKAN PUZZLE DI SEKOLAH MENENGAH KEJURUAN Risa Amelia; Siti Mariah; Enggar Kartikasari
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10003

Abstract

This research aims to: 1. Develop basic learning media based on flip chart designs; 2. Knowing the feasibility of the media through expert validation; 3. Knowing the students responses to the flip chart media. This type of research is development research with a Four-D development model. The validators in this study consisted of material and media experts, as well as class X students as subjects. The object of this research is the basic learning media for flip chart-based design. The research instrument used was a questionnaire. The data analysis technique used quantitative descriptive analysis.The results showed that: 1. The development of flip chart-based media was carried out in 4 stages, including: a. Define, which is to determine the product to be developed; b. Design, namely making product designs; c. Development, namely developing products through validation of material and media experts and conducting small-scale trials totaling 5 students, as well as limited scale trials totaling 15 students; d. Disseminate is a tested product deployment stage; 2. The flip chart-based learning media developed based on the material expert's assessment was 86.45% in the very feasible category and the media expert's assessment of 77.70% was in the feasible category; 3. The response of students to the use of small-scale flip chart-based learning media is 84.59% in the very highcategory and the assessment on a limited scale of 77.02% is in the highcategory.
ANALISIS SOFTWARE DEVELOPMENT KIT & METODE AUGMENTED REALITY: TINJAUAN SISTEMATIS Adinto Prasetyo
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10134

Abstract

Software Development Kit in Augmented Realityis used to make a software development process more efficient & time-saving, but the SDK itself has many varieties, this makes developers confused in determining which SDK to use.So that as a developer in the AR field, determining the SDK used is a very influential role in the process of running AR applications. Purpose: to provide knowledge of the SDK & the methods used for AR development are very diverse.Methods: this literature review using PRISMA guidelines.Google Scholar are databases used to collect articles with predetermined keywords. 127 articles obtained from the Google Scholar, checking the relevance of articles and evaluating articles with quality assessment. Results: research articles suggest that there are SDK that are widely used & the methods used for AR development in the specified timeframe. Conclusion: Vuforia’s AR SDK is more widely used. There are other SDKs used & there are 2 methods for AR development, namely Marker-Based, & Marker-Less.It is hoped that in the future, SDKs that arenot widely used will be used more often, maybe developers don’t know that there are so many SDKs that can be used and other methods can be used for AR development.
PERANCANGAN ALAT BANTU MANDI DAN AKTIFITAS TOILET PORTABEL TUNADAKSA BAGIAN BAWAH DENGAN MENGINTEGRASIKAN TAHAPAN FRONT-END PROCESS DAN METODE TRIZ Patrisius Edi Prasetyo; Agustinus Eko Susetyo; Dyah Ari Susanti
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10136

Abstract

Physical disability supporting facilities to help the independence of their activities. This study designed a tool for bathing and lower physical disability toilets to carry out these activities without the help of other people. A similar design was carried out in previous studies that had not accommodated public bathroom activities outside the home while traveling. Previously designed dimensions did not allow carrying to traveling and only accommodated the type of toilet seat. Based on these shortcomings, this study designed a portable bathing and toilet activity aid so that the lower quadriplegic can be used while traveling practically and accommodating the sitting and squat toilets. The product of the design result is expected to support the independence of the quadriplegic to carry out activities outside the home to expand their accessibility. The design process of this product is carried out with the Front-end Processstage method as the main design method and integrated with the TRIZ method to help resolve contradictions in the design process while determining specifications and targets and the process of selecting the concept of a work product system. This research produces a 3D modeldesign and technical specifications of the product.
PERANCANGAN TUNER GITAR OTOMATIS DENGAN METODE OPEN TUNING BERBASIS SINGLE BOARD MICROCONTROLLER Adlan Bagus Pradana; Achmad Dian Ramadhan; Aldila Fajar; Jimmy Trio Putra
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10296

Abstract

The guitar is a popular musical instrument by many people. Besides being able to be used as entertainment, playing music, one of which is the guitar, can also be used to train concentration. In playing the guitar, the sound of the guitar strings that match the harmony chord is the main key so that when playing the song it sounds harmonious. Of course this is related to the tuning process or the tuning process. Many people can play the guitar, but many of them have difficulty in tuning. Most people do the tuning manually. This of course will take a long time to produce an accurate tone.With the rapid development of technology, this problem can be solved with an automatic guitar tuner based on a single board microcontroller using the open tuning method. The design of this automatic guitar tuner uses 7 constituent components, namely a single board microcontroller (Arduino UNO), servo motor, Op-Amp, LED, LCD, push button, and acrylic. The tuning process is done by selecting the guitar strings to be tuned. Then, when the guitar is picked, the frequency will be amplified by the Op-Amp. After that, arduino will initialize the frequency and give a signal to the servo motor. The servo motor will perform the tuning process which will later display the results on the LCD. While the LED functions as a tuning indicator. Acrylic serves as a place to put components.
Identifikasi Identifikasi Produk Cacat Briket Tempurung Kelapa Menggunakan Six Sigma dan Fuzzy Analytical Hierarchy Process (FAHP) Shintya Kurniawan; Elly Wuryaningtyas; Emmy Nurhayati
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11042

Abstract

CV. Bintang Yasa Abadi is a management company coconut shell waste  into briquette products and is marketed for export to the Middle East. Poor quality control process results in a large number of inappropriate products and becomes a problem during production process. Purpose of this study to determine the level of company productivity, the factors that cause non comformances and improvement. The method used in this study is the six sigma method and improvements effort the assesment priority using the FAHP method so that the resulting assesment is accurate and objective.The results of the research using the six sigma method resulted in a DPMO 7.604,74, a sigma value of 3,92, and the factors causing defect came from machine, material, environment, method, human, and measurement. The results og the FAHP assessment resulted in the highest weight in the effort to improve the evaluation measurement of quality of water content and density of briquattes 0,364, supervision of workers in the cutting section according to the SOP with repair weight of 0,202 and checking the dry content of coconut shells using a Moisture Meter (measuring water humidity) with repair weight of 0,718 improvement.
Eksperimentasi Kreatif Media Pembelajaran Interaktif Berbasis Blended Learning pada Pembelajaran Tematik Sekolah Dasar Ardian Arief; Hanif Yuda Pratama
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11176

Abstract

One of the difficulties for students in understanding the material presented in online is abstract learning. Interactive learning media has advantages, including flexible media that is not limited by space and time, and users can operate according to their needs to solve abstract learning problems. This article describes (1) the process of developing interactive learning media based on blended learning learning theme 8 sub-theme 1 class V SD Negeri Playen III and (2) knowing the feasibility of developing interactive learning media based on blended learning learning theme 8 sub-theme 1 class V SD Negeri Playen III. The design of this article is a design and development research article. This article is carried out with a modified analysis, design, development, implementation, evaluation (ADDIE) development procedure until the implementation stage. The population of this article is the fifth grade students of SD Negeri Playen III. Then samples were taken from the fifth grade teacher and 10 students from 15 students. Data collection techniques using questionnaires, interviews, observations, and documentation. The scores obtained from material experts get an average of 3.75 which is included in the "very good" criteria. The media validation obtained an average of 3.80 which is included in the "very good" criteria. In addition, validation from product user experts (class V teachers) obtained an average of 3.70 which is included in the "very good" criteria. The feasibility of learning media is supported by the student response questionnaire scores conducted at the product trial stage. Based on the results of the student response is 83.67% with the criteria of "very good". The score indicates that blended learning-based interactive learning media is feasible to use.
Systematic Literature Review: Penerapan IoT Pada Alat Pengukur Suhu Tubuh Berbasis Mikrokontroler Sebagai Langkah Pencegahan Covid-19 Muhamad Riyad Ariwibowo; Inayatul Ummah
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11337

Abstract

The Covid-19 pandemic is a threat all over the world. This virus has an impact on economic, social, educational and health needs. Thus, various kinds of regulations were formed in order to reduce transmission from people who have the potential to be infected with the virus. With the implementation of social restrictions, every work area, tourist spot, and hospital will be checked for body temperature with a temperature measuring device. Therefore, the author makes the application of the SLR (Systematic Literature Review) method which aims to find out from previous researchers regarding the application of the internet of things to temperature measuring devices with a microcontroller onchip system that is used on these devices by screening related journals from the topic of the problem. Through SLR with the PICO approach method (Population, Intervention, Comparison, Outcome) the results show that the literature search is more specific by showing the division of two keywords in the search including, microcontroller as a body temperature gauge and internet of things (IoT) based body temperature meter. Thus, at the study identification stage it can be indicated on the inclusion and exclusion by reviewing the literature search that can be accepted and considered.
Investigasi DFT pada Ekstrak Tanaman Cengkeh dan Tembakau sebagai Inhibitor Korosi Hijau Muhamad Akrom
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11775

Abstract

In the present work, corrosion inhibition of Syzygium aromaticum and Nicotiana tabacum extract was studied by DFT method. Frontier molecular orbitals (FMO) plots, quantum chemical descriptors such as highest occupied molecular orbital energy (EHOMO), lowest unoccupied molecular orbital energy (ELUMO), energy gap (ΔE), dipole moment (l) and partial charge analysis were calculated. The results obtained show that the eugenol as extract of Syzygium aromaticum and nicotine as extract of Nicotiana tabacum acts as an effective green corrosion inhibitor. In general, nicotine has a better potential as an green corrosion inhibitor than eugenol based on chemical reactivity. However, further studies are needed to gain insight into the mechanism of corrosion inhibition through the study of the adsorption of eugenol and nicotine molecules on metal surfaces.
Perancangan Video Animasi 2D Sejarah Kampung Vietnam Batam Jimmy Pratama; Wendy Aprianto
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11925

Abstract

Vietnamese Village Batam is a former refugee village from Vietnamese natives in 1975 which received 250,000 refugees at that time. History also records that Indonesia government was assigned by the United Nations through UNHCR to turn Galang Island into a place of refuge or refuge for refugees from the Vietnam civil war that year, and the village of Vietnam is also a real witness to the history of Indonesia's services to victims of the Vietnamese civil war and now the government has made a Vietnamese village. this as a museum of historic humanity. This study aims to create a 2-dimensional animated video to introduce the history of the Vietnamese village as a nation's history that must be proud of. By using the Research and Development method. The research carried out was to observe and interview Vietnamese Village officials, then for the development stage using the MDLC (Multimedia Development Life Cycle) model. This research produces a short and clear 2-dimensional animated video with a duration of 4 minutes 16 seconds which will be implemented on social media such as YouTube. With this animated video, it is hoped that the community can add knowledge and insight into the history of the Vietnamese village, which the Indonesian population is very proud of.
Perancangan Game RPG untuk Pembelajaran Bahasa Inggris dengan Metode ADDIE Tony Wibowo; Felnando Xie
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11990

Abstract

Technology makes easier to study English language easier  by social media, websites, books, or even seminars. RPG game is a type of game that tell the story and information by virtual and interactive path. Most students that struggling learning English have faced complexity and difficulty in learning them.  This study  aims to create a RPG game  that can help learning English. The method used for this study is ADDIE (Analysis, Design, Development, Implement, Evaluate) method and the software required for this study are Unity and Visual Studio 2019. ADDIE method is a learning model that instructional designers and training developers have used to create methods of learning effectiveness learning, this learning model is an acronym for a five-step process which are: Analysis, Design, Development, Implementation, and evaluation. And therefore the software used to develop the game are Unity. The result of this research is a RPG game that can be used for learning English. With this RPG game, it is hoped that the game can help with students who struggle learning English.

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