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ANALISA PERBANDINGAN ROUTING PROTOKOL PADA WIRELESS SENSOR NETWORKS (WSNs) Igor Novid; Delsina Faiza; Thamrin Thamrin; Winda Agustiarmi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 2 (2019): Vol. 7 No. 2 Juni 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i2.105144

Abstract

The development of Internet use has spurred Wireless Sensor Networks (WSNs) technology so that it becomes a widely researched and applied device. With the need to use high WSNs, the quality of features provided such as high data transfer speeds and the smallest possible disruption is something that should be available. Although some uses of WSNs do not require high speed and have a tolerance for interference, there are very few types of use. Nevertheless, routing protocols are provided to meet the types of data transfer requirements. The protocols available for each type will be analyzed and compared to find out the best performance.Keywords: data transfer, routing protocol, WSN.
Pelatihan Penggunaan Aplikasi Simulasi Elektronika Untuk Meningkatkan Literasi Digital Guru SMK Di Kota Payakumbuh Sartika Anori; Delsina Faiza; Winda Agustiarmi; Ika Parma Dewi
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 4 (2022): December
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/linov.v7i4.976

Abstract

Sekolah Menengah Kejuruan memiliki tujuan untuk mempersiapkan lulusannya agar siap bekerja. Lulusan yang siap kerja adalah lulusan yang memiliki kompetensi yang menjadi tuntutan industri atau dunia kerja. Hal ini menjadi tanggung jawab guru untuk mempersiapkan lulusannya dengan kompetesni yang dibutuhkan dunia kerja. Tujuan pelatihan ini adalah untuk memberikan pelatihan aplikasi simulasi elektronika yaitu proteus kepada guru SMK di kota Payakumbuh guna memenuhi tuntutan dunia kerja saat ini yaitu memiliki kompetensi literasi digital yang mumpuni. Mitra dalam kegiatan ini adalah SMK Negeri 2 Payakumbuh . Kegiatan pelatihan ini dilakukan dengan metode ceramah dan praktek . Dari hasil evaluasi dketahui bahwa guru-guru yang mengikuti kegitan ini 90% berhasil menggunakan aplikasi ini dengan kategori  baik. Sedangkan evaluasi pada proses kegiatan dinilai baik dan masih perlu perbaikan untuk ke depannya. Training on the Use of Electronic Simulation Applications to Increase Digital Literacy for Vocational School Teachers in Payakumbuh City Vocational High School has a goal to prepare its graduates to be ready to work. Graduates who are ready to work are graduates who have competencies demanded by industry or the world of work. It is the teacher's responsibility to prepare graduates with the competencies needed by the world of work. The purpose of this training is to provide training on electronics simulation applications, namely Proteus, to vocational teachers in the city of Payakumbuh in order to meet the demands of the current world of work, namely having qualified digital literacy competencies. Partners in this activity is SMK Negeri 2 Payakumbuh. This training activity is carried out using lecture and practice methods. From the evaluation results it is known that the teachers who participated in this activity were 90% successful in using this application in the very good category. While the evaluation of the activity process is considered good and still needs improvement in the future.
Sistem Otomatisasi Pengangkat Sampah pada Daerah Aliran Sungai Berbasis Internet of Things (IoT) Winda Agustiarmi Winda; Dr. Resmi Darni, M.Kom Resmi
SAINS DAN INFORMATIKA : RESEARCH OF SCIENCE AND INFORMATIC Vol. 7 No. 2 (2021): Jurnal Sains dan Informatika : Research of Science and Informatic
Publisher : Lembaga Layanan Pendidikan Tinggi (LLDIKTI) Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (693.312 KB) | DOI: 10.22216/jsi.v7i2.729

Abstract

Garbage in the watershed of the city of Padang is the cause of flooding every year. The use of the garbage net method that is stretched horizontally in watersheds has so far been considered ineffective, because waste still accumulates and floats in the watershed so that it still causes flooding, so an automatic garbage lifter is needed from the watershed which is directly connected to the watershed. garbage dump. The method used in this automatic garbage lift system is to use a conveyor, as a tool to raise waste from the watershed to the landfill. While the AT Mega328p Microcontroller is used as the brain of the system which will later function to control the work of DC motors and Servo motors. The Esp8266 module is used as a Wifi module to connect equipment components to the internet network then forwarded to an application that is used to control the on/off switch and as a notifier when river water levels rise/fall with the Internet of Things (IoT) concept. The test results prove that the tool can work well.
Rancang Bangun Sistem Palang Pintu Otomatis Kereta Api Berbasis BOT Telegram Yogi Zigova Eka Putra; Winda Agustiarmi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 2 (2023): Vol. 11, No 2, Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i2.122342

Abstract

Sistem palang pintu perlintasan kereta api di Sumatera Barat masih menggunakan metode manual di mana palang pintu dioperasikan oleh manusia. Tujuan dari penelitian ini adalah merancang sebuah sistem palang pintu otomatis kereta api berbasis Bot Telegram. Metode yang digunakan dalam perancangan ini adalah metode Waterfall. Setelah kerata api melewati perlintasan tersebut sensor infrared membaca logika 0, palang otomatis terbuka dan mengirimkan pesan kembali kepada petugas penjaga perlintasan kereta api melalui Bot Telegram bahwa kereta telah melewati perlintasan dan palang telah terbuka. Sensor Loadcell, sensor Ultrasonik, sensor infrared, motor servo, buzzer dan LED (Light Emitting Diode) berhasil diaplikasikan pada sistem palang pintu perlintasan otomatis kereta api. Hasil yang diperoleh adalah bahwa sistem palang pintu otomatis kereta api berbasis BOT Telegram dapat berjalan sesuai dengan yang diharapkan. Kata kunci : Palang pintu kereta api, Bot Telegram, Loadcell, Ultrasonic, Infrared The railway crossing gate system in West Sumatra still uses manual methods where the gate is operated by humans.. The purpose of this research is to design an automatic rail gate system based on the Telegram bot. The method used in this research begins with creating a block diagram, determining component specifications, creating a flowchart, integrating hardware, and programming the system.. After the train has passed the crossing, the infrared sensor reads logic 0, the barrier automatically opens and sends a message back to the railroad crossing guard via Telegram bot that the train has passed the crossing and the barrier has been opened. Loadcell sensors, ultrasonic sensors, infrared sensors, servo motors, buzzers and LEDs have been successfully applied to automatic rail crossing gate systems.Keywords: Train cross gate, Bot Telegram, Loadcell, Ultrasonic, Infrared
Perancangan dan Pembuatan Sistem Kontrol Dispenser Otomatis Menggunakan NodeMCU ESP8266 Berbasis Internet of Things (IoT) Nofrizal Nofrizal; Winda Agustiarmi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125494

Abstract

Tujuan perancangan dan pembuatan sistem kontrol Dispenser Otomatis menggunakan NodeMCU ESP8266 berbasis Internet of Things (IoT) untuk memberikan alternatif solusi kepada pengguna yang tidak memiliki waktu luang yang cukup dalam menggunakan dispenser secara maksimal, serta memberikan informasi suhu air, volume air dan notifikasi kepada pengguna melalui smartphone. Alat ini dirancang dengan menggunakan metode waterfall yang meliputi analisis kebutuhan, desain sistem, implementasi, testing, uji coba dan maintenance. Pengendali utama Sistem menggunakan modul NodeMCU ESP8266, dilengkapi dengan rangkaian input, berupa RTC, sensor suhu DS18B20, push button, water float sensor switch, dan buzzer. Sistem kontrol ini dapat mengendalikan dispenser secara manual menggunakan push button dan otomatis menurut jadwal yang diatur dalam aplikasi Blynk IoT. Hasil yang diperoleh adalah bahwa sistem kontrol dispenser otomatis menggunakan NodeMCU ESP8266 berbasis Internet of Things (IoT) dapat berjalan sesuai yang diharapkan.Kata kunci : Sistem Kontrol,  NodeMCU ESP8266, Internet of Things,  The aim of designing and creating an Automatic Dispenser control system using NodeMCU ESP8266 based on the Internet of Things (IoT) is to provide an alternative solution to users who do not have enough free time to use the dispenser optimally, as well as providing information on water temperature, water volume and notifications to users via smartphones. This tool was designed using the waterfall method which includes requirements analysis, system design, implementation, testing, trials and maintenance. The system's main controller uses the NodeMCU ESP8266 module, equipped with an input circuit, in the form of RTC, DS18B20 temperature sensor, push button, water float sensor switch, and buzzer. This control system can control the dispenser manually using a push button and automatically according to a schedule set in the Blynk IoT application. The results obtained are that the automatic dispenser control system using NodeMCU ESP8266 based on Internet of Things (IoT) can run as expected.Keywords: Control System, NodeMCU ESP8266, Internet of Things,
Rancang Bangun Media Pembelajaran Interaktif Menggunakan Aplikasi Canva pada Mata Pelajaran Dasar-Dasar Elektronika Sry Wahyuni; Ilmiyati Rahmy Jasril; Bayu Ramadhani Fajri; Winda Agustiarmi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125796

Abstract

Tujuan penelitian ini adalah menghasilkan media pembelajaran interaktif pada mata pelajaran dasar-dasar elektronika  yang valid dan praktis untuk peserta didik kelas X Teknik Audio Video di SMK Negeri 5 Padang. Metode yang digunakan dalam penelitian ini yaitu metode Reseach and Development (Penelitian dan Pengembangan) dengan model pengembangan 4-D (Four D) terdiri atas 4 tahap utama yaitu: Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), dan Disseminate (Penyebaran). Pada penelitian pengembangan ini dibatasi sampai pada tahap 3 yaitu Develop (Pengembangan). Tahap pengembangan dilakukan penilaian berupa uji validitas dan kepraktisan dari media pembelajaran berbasis Canva. Validasi ahli media menghasilkan persentase rata-rata keseluruhan sebesar 91,5%, untuk kategori sangat valid sedangkan validasi ahli materi menghasilkan persentase rata-rata keseluruhan sebesar 91,76%, untuk kategori sangat valid. Pada uji praktikalitas juga memanfaatkan angket dengan responden yang terdiri dari 15 peserta didik mendapatkan rata-rata penilaian 95,40% yang dikategorikan “Sangat Praktis. Berdasarkan hasil  diatas dapat disimpulkan bahwa media pembelajaran interaktif menggunakan aplikasi Canva ini layak digunakan sebagai media pembelajaran interaktif karena sudah teruji kevalidan dan kepraktisannya. Kata kunci : Media pembelajaran interaktif , Canva, dan Dasar-Dasar Elektronika The aim of this research is to produce interactive learning media on the basics of electronics subject that is valid and practical for class X Audio Video Engineering students at SMK Negeri 5 Padang. The method used in this research is the Research and Development method with a 4-D (Four D) development model consisting of 4 main stages, namely: Define, Design, Develop and Disseminate. This development research is limited to stage 3, namely Develop. In the development stage, an assessment was carried out in the form of testing the validity and practicality of the Canva-based learning media. Media expert validation produced an overall average percentage of 91.5%, for the very valid category, while material expert validation produced an overall average percentage of 91.76%, for the very valid category. The practicality test also utilized a questionnaire with respondents consisting of 15 students getting an average rating of 95.40% which was categorized as "Very Practical. Based on the results above, it can be concluded that interactive learning media using the Canva application is suitable for use as interactive learning media because its validity and practicality have been tested.Keywords: Interactive learning media, Canva, and Basics of Electronics