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SISTEM KONTROL DAN MONITORING TANAMAN HIDROPONIK BERBASIS INTERNET OF THINGS (IoT) MENGGUNAKAN NODEMCU ESP32 Muh Adrian Juniarta Hidayat; Ahmad Zuli Amrullah
Jurnal SAINTEKOM Vol. 12 No. 1 (2022): Maret 2022
Publisher : STMIK Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v12i1.223

Abstract

The rapid development of Internet of Things (IoT) technology makes its use even more widespread in various fields. IoT is a series of technologies that are combined to create a device that can be controlled remotely via the internet. In this study, IoT technology is applied to control and monitor hydroponic plants using one of the IoT devices, the NodeMCU ESP32. The purpose of this research is to create an automatic nutrition system for hydroponic plants by utilizing various sensors and monitoring the development of hydroponic plants remotely via the internet to see the performance of IoT technology in controlling and monitoring. The results of this study indicate that the application of IoT technology can precisely provide nutrients to hydroponic plants according to the specified time and can transmit data accurately and in real-time via the internet and displayed on web applications that can be accessed from anywhere.
Penerapan Metode ADDIE dalam Pengembangan Aksara Sasak Baluk Olas (Delapan Belas) Berbasis Game Muhammad Tajuddin; Andi Sofyan Anas; Ahmad Zuli Amrullah; Ahmat Adil; Raden Fanny Printi Ardi
Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) 2022: SNESTIK II
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (30.255 KB) | DOI: 10.31284/p.snestik.2022.2673

Abstract

Selama dua dekade terakhir, penggunaan teknologi seluler telah berevolusi menjadi satu set perilaku yang telah ada di manapun dalam keseharian, terutama untuk kaum milenial. Beberapa tahun terakhir, permainan digunakan sebagai alat pendidikan. Ini terutama karena para pemain sadar bahwa mereka belajar sambil bermain game. Penelitian ini mencoba menjawab pertanyaan secara akademis, yaitu “Dapatkah permainan game untuk Aksara Sasak Baluk Olas (Depalan Belas) dapat mengajarkan prinsip-prinsip pendidikan. Hal ini menyebabkan untuk mempertimbangkan apakah gaya belajar yang berbeda dapat mempengaruhi siswa tentang seberapa banyak mereka dapat belajar dari bermain game. Metode pengembangan perangkat lunak yang digunakan adalah model Analysis, Design, Development, Implementation dan Evaluation (ADDIE). Jenis game yang dibuat berdasarkan hasil review kami adalah game bergaya RPG (Role Play Game). Data yang nantinya didapat diolah dengan cara statistika deskriptif. Game edukasi yang nantinya akan dihasilkan berjenis RPG dan dapat memberikan pengalaman belajar yang berbeda serta dapat lebih praktis dalam memberikan pelajaran aksara Sasak Baluq Olas. Posisi guru dan buku pada proses pembelajaran tidak dapat digantikan oleh game edukasi yang dibuat. Sumber utama belajar tetap menggunakan buku, sedangkan game edukasi sebagai pelengkap dalam proses pembelajaran
Topic modeling and sentiment analysis about Mandalika on social media using the latent Dirichlet allocation method Rifqi Hammad; Veny Cahya Hardita; Ahmad Zuli Amrullah
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 12 No. 3 (2022): Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/matrix.v12i3.109-116

Abstract

The rapid and widespread dissemination of information currently affects the tourism sector. One tourist area that is quite widely discussed is the Mandalika Circuit. Twitter is one platform that provides comments related to the Mandalika Circuit. The amount of information related to the Mandalika Circuit is currently not being utilized properly by managers (government or private). It causes many topics related to the Mandalika Circuit that are currently trending, and public sentiment regarding the Mandalika Circuit is unknown to the government or private sector. Ignorance can result in delays in decision making which can harm the manager. To overcome this problem, research on sentiment analysis and topic modeling related to the Mandalika Circuit was carried out. The sentiment analysis method used is SVM and for modeling using LDA. Based on the results of the sentiment analysis, 1500 tweets were obtained before doing the pre-processing process, thus getting a dataset of 500 tweets divided into 398 positive and 102 negative tweets. So it can be concluded that more Twitter users give positive than negative responses to the Mandalika Circuit. The test results show that the SVM algorithm can classify sentiment toward the Mandalika Circuit well, as indicated by the measurement of the performance of the SVM algorithm, namely 87% accuracy, 77% precision, 84.81% recall, and 98.52% specificity. These results also show that the F1 Score compares the average precision and recall, which is weighted at 80.72%.
Model Pengendalian Internal Implementasi Tanda Tangan Elektronik pada Sistem Pemerintahan Daerah Muhammad Tajuddin; Andi Sofyan Anas; Rifqi Hammad; Ahmad Zuli Amrullah
Prosiding Seminar Sains Nasional dan Teknologi Vol 12, No 1 (2022): VOL 12, NO 1 (2022): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI
Publisher : Fakultas Teknik Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/psnst.v12i1.7010

Abstract

Layanan tanda tangan elektronik telah menimbulkan berbagai masalah dalam lingkup pemerintahan daerah. Teknologi otentikasi keamanan perlu dimanfaatkan untuk menciptakan layanan yang sesuai dengan era Revolusi Industri. Untuk menjaga kerahasiaan dan keamanan penggunaan tanda tangan elektronik, perlu memperhatikan syarat dan ketentuan sehingga otentikasi dokumen-dokumen ini dijamin. Untuk itu, penggunaan tanda tangan elektronik harus dilakukan dengan menggunakan tanda tangan dalam sistem yang tersertifikasi. Penelitian ini memberikan gambaran tentang pentingnya menjaga kerahasiaan dan keamanan dalam penggunaan tanda tangan elektronik. Tanda tangan elektronik membantu menciptakan kepercayaan dan keyakinan dalam lingkungan tanpa kertas. Penelitian ini membahas implikasi hukum dan perbedaan antara berbagai jenis tanda tangan elektronik, teknologi pendukung, aplikasinya dalam proses bisnis, dan implikasinya terhadap sistem pengendalian internal. Kerangka Manajemen Risiko diusulkan untuk mengelola keamanan dan kontrol menggunakan tanda tangan elektronik. Tidak semua tanda tangan elektronik dibuat sama. Beberapa lebih aman daripada yang lain tetapi biaya lebih dan kompleks untuk diterapkan. Penelitian ini juga mengkaji biaya dalam penerapan tanda tangan elektronik dan risiko yang terlibat. Tidak dapat dihindari bahwa hal-hal akan tetap salah bahkan dengan tanda tangan elektronik yang paling aman, penting untuk memiliki sistem pengendalian internal yang efektif untuk melengkapi keamanan dan kontrol yang difasilitasi oleh tanda tangan elektronik.
Pendampingan Manajemen Bandwidth Jaringan Komputer menggunakan Mikbotam pada SMKN 1 Lingsar Andi Sofyan Anas; Hasbullah Hasbullah; Ahmad Zuli Amrullah; Ria Rismayati; Muhammad Innuddin; Rifqi Hammad
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol 1 No 2 (2021): Desember
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (180.31 KB) | DOI: 10.35746/bakwan.v1i2.174

Abstract

Internet is one of the most important needs in human life. The need for the internet is increasingly crowded, making the world of education in Indonesia very enthusiastic about using it as a means of learning and learning. The use of the internet as a learning and learning tool makes it easier for educators (teachers) to interact with students (students) regardless of their position or distance. However, in meeting the need for a stable and fast internet, it is necessary to provide assistance on bandwidth management. In this assistance, one must be able to understand how much bandwidth is capable of optimizing internet connections for the learning and learning process at SMKN 1 Lingsar. In addition to these needs, it is important to know that bandwidth utilization is shared everywhere so that internet optimization for learning goes well. Therefore, optimal assistance aims to enable users to perform bandwidth management according to the stages of using mikbotam, so that monitoring of bandwidth usage can be carried out more optimally by SMKN 1 Lingsar. The mentoring method is carried out in 5 stages, namely planning, preparation, implementation, evaluation, and reporting. The results obtained from this service program are participants are able to perform bandwidth management according to the stages that have been given.
Pembuatan Website Sekolah Sebagai Media Informasi dan Promosi Rifqi Hammad; Andi Sofyan Anas; Pahrul Irfan; Ahmad Zuli Amrullah; Muhammad Zulfikri; Gilang Primajati; Rukmin Ulfa Ayu Lestari
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol 2 No 1 (2022): Juni
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (651.605 KB) | DOI: 10.35746/bakwan.v2i1.216

Abstract

Website is an information technology that can be used to exchange information between users quickly by using the internet network. The website has been used by various institutions as a medium of information and promotion. One of them is school. Currently, SMKN 1 Jonggat does not have a website that is used as a medium of information and promotion. This causes problems for both the community and the school. People to get the information they need from schools, they have to come to school. The school also does not have a media that can be used to provide information and school promotion. Therefore, the service team held service activities that aimed to assist the school in creating a website that can be used as a medium of information and promotion. This activity is divided into three stages, namely planning, implementation and evaluation. The result of the planning stage is cooperation related to activities and data collection needed in making the website. At the implementation stage, the service team created a school website according to the results of the planning stage. The evaluation stage is the inspection stage related to the school website that has been created. The service team succeeded in creating a school website according to the needs of the school that can be used as a medium of information and promotion. With the school website, the problems of SMKN 1 Jonggat related to the distribution and delivery of information and promotions can be minimized