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IbM Sosialisasi Model Permainan untuk Pengembangan Sosial Emosional Anak Taufiq Iqbal; Mukhtar Mukhtar; Munawir Munawir; Syarifuddin Syarifuddin; Fauzan Putraga Al-Bahri
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 1 No. 1 (2020): Januari-Juni
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v1i1.4

Abstract

Tujuan Program Pengabdian kepada Masyarakat dengan judul Sosialisasi Model Permainan Untuk Pengembangan Sosial Emosional Anak Bagi Guru SD 23 Kota Sabang, adalah sebagai berikut: (1) Mensosialisasikan model permainan untuk pengembangan sosial emosional anak SD terhadap guru SD 23 Kota Sabang dan (2) Mengimplementasikan penggunaan model permainan yang dapat digunakan untuk meningkatkan dan kemampuan sosial emosional anak pada guru SD 23 Kota Sabang. Kegiatan Sosialisasi Model Permainan Untuk Pengembangan Sosial Emosional Anak Bagi Guru SD 23 Kota Sabang dilaksanakan di SD 23 Kota Sabang tanggal 1 Juni 2016. Jumlah peserta kegiatan pelatihan terpadu sebanyak 20 orang. Metode yang ditempuh adalah ceramah, tanya jawab, studi kasus, demontrasi, praktek langsung, dan evaluasi. Hasil kegiatan adalah sebagai berikut: (1) Target sebanyak 50 peserta dapat terpenuhi, (2) Terlaksananya kegiatan mendapat apresiasi yang bagus dari khalayak sasaran, dan (3) Peserta dapat memahami model permainan yang dapat digunakan untuk meningkatkan kemampuan sosial emosional anak, khususnya pada tingkatan Sekolah Dasar. Adapun saran yang dapat disampaikan dalam kegiatan Pengabdian kepada masyarakat ini, adalah sebagai berikut: (1) Perlu adanya buku panduan tentang model permainan yang dapat digunakan untuk meningkaSDan kemampuan social emosional anak agar mempermudah guru dalam mengaplikasikan apabila muncul permasalahan selama proses pembelajaran dan (2) Kegiatan perlu ditindak lanjuti dengan pelatihan kreativitas guru dalam mengembangkan model permainan untuk anak SD, khususnya yang berorientasi pada permasalahan psikologis anak.
Analysis of Light Fidelity (LiFi) Network Implementation Idwan Harry; Syarifuddin Syarifuddin
Jurnal Mantik Vol. 5 No. 3 (2021): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The existence of Wifi which is the main facility in life demands an increase in internet network performance in the future. Technology continues to develop, innovating the creation of internet network access methods such as Light Fidelity (LiFi). The current internet network access speed has reached 10 Gbps (called 5G) using WiFi, while the LiFi generation access speed reaches 100 Gbps, where LiFi is classified as Internet of Things (IoT) technology. LiFi data is transmitted by an LED bulb and received by a sensor that converts light into electrical waves (photoreceptors) [1]. The working principle of LiFi technology is (1) the LED can be turned on and off very quickly which provides a good opportunity for data transfer in the form of a Binary code (a series of numbers 0 and 1 or also called off and on); (2) Turning on the LED is logic '1' is called on, switching LED is logic '0' is called off. (3) It is possible to encode the data into the LED using a controller so that the LED blink can be varied when the data to be encoded on the 0 and 1 strings is different. (4) using a micro-LED light bulb the data transmission speed reaches 10 Gbps using LiFi [2]. The specific purpose of this research is to inform the public about the advantages and disadvantages of LiFi technology. The research stages consist of (1) Analysis of the LiFi access speed of transferring data that reaches 100 Gbps compared to WiFi which only reaches 7 Gbps (which has been carried out by Oxford University and University College). (2) Analyze and evaluate the performance of LiFi so that the network implementation will be able to control the obstacles that always occur in bandwidth (especially throughput) such as WiFi networks. Research methods include research subjects focused on previous research [1] so that recommendations for the development of LiFi network infrastructure are achieved, namely optimization of throughput as an indicator and evaluation of the real condition of bandwidth (quality of successfully transferred data). Based on this, the object or target that becomes the determinant is to control and overcome obstacles in the LiFi network transferring data packets. The results showed that the waves or light beams used as communication lines in LiFi technology were able to carry more data and information than radio waves in WiFi technology. This is evidenced by the bandwidth using LiFi is doubled compared to WiFi. LiFi is capable of transmitting data at speeds up to 224 Gbps (GB/second-gigabyte/second), while WiFi is between 300-720 Mbps (MB/second-megabyte/second). Then LiFi uses ordinary LED lights, not using special LED lights. The contribution of the research results is expected to increase throughput through control strategies and reduce weaknesses that arise during the data transfer process.
Pengembangan Repository berbasis Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) pada Standar Metadata Encoding and Transmission Standard (METS) dan MPEG-21 Digital Item Declaration Language (DIDL) Taufiq Iqbal; Syarifuddin Syarifuddin
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5 No 1 (2021): JANUARI-MARET 2021
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i1.161

Abstract

The purpose of this research is to build a repository model and feature the Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) and the Metadata Encoding and Transmission Standard (METS) and MPEG-21 Digital Item Declaration Language (DIDL). The research model used is qualitative research and methods. Application development used is Fourth Generation Techniques (4GT). From the results of the development of the repository by involving the Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) module on the Metadata Encoding and Transmission Standard (METS) and MPEG-21 Digital Item Declaration Language (DIDL), it has been applied to the repository application that was built. The test results using the OAI-PMH URL using the OVAL validator tool found that there were no problems and problems in validating and verifying data in the Identify, ListMetadataFormats, ListSets, ListIdentifiers, ListRecords, and XML Validation commands. While the test results show the success rate in crawling each metadata in the web repository, the average success rate of crawling metadata by Google Scholar is 90%, while the error is known to be 10% because some documents do not have complete metadata such as bibliography and uploaded documents.
IbM Sosialisasi Model Permainan untuk Pengembangan Sosial Emosional Anak Taufiq Iqbal; Mukhtar Mukhtar; Munawir Munawir; Syarifuddin Syarifuddin; Fauzan Putraga Al-Bahri
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 1 No. 1 (2020): Januari-Juni
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v1i1.4

Abstract

Tujuan Program Pengabdian kepada Masyarakat dengan judul Sosialisasi Model Permainan Untuk Pengembangan Sosial Emosional Anak Bagi Guru SD 23 Kota Sabang, adalah sebagai berikut: (1) Mensosialisasikan model permainan untuk pengembangan sosial emosional anak SD terhadap guru SD 23 Kota Sabang dan (2) Mengimplementasikan penggunaan model permainan yang dapat digunakan untuk meningkatkan dan kemampuan sosial emosional anak pada guru SD 23 Kota Sabang. Kegiatan Sosialisasi Model Permainan Untuk Pengembangan Sosial Emosional Anak Bagi Guru SD 23 Kota Sabang dilaksanakan di SD 23 Kota Sabang tanggal 1 Juni 2016. Jumlah peserta kegiatan pelatihan terpadu sebanyak 20 orang. Metode yang ditempuh adalah ceramah, tanya jawab, studi kasus, demontrasi, praktek langsung, dan evaluasi. Hasil kegiatan adalah sebagai berikut: (1) Target sebanyak 50 peserta dapat terpenuhi, (2) Terlaksananya kegiatan mendapat apresiasi yang bagus dari khalayak sasaran, dan (3) Peserta dapat memahami model permainan yang dapat digunakan untuk meningkatkan kemampuan sosial emosional anak, khususnya pada tingkatan Sekolah Dasar. Adapun saran yang dapat disampaikan dalam kegiatan Pengabdian kepada masyarakat ini, adalah sebagai berikut: (1) Perlu adanya buku panduan tentang model permainan yang dapat digunakan untuk meningkaSDan kemampuan social emosional anak agar mempermudah guru dalam mengaplikasikan apabila muncul permasalahan selama proses pembelajaran dan (2) Kegiatan perlu ditindak lanjuti dengan pelatihan kreativitas guru dalam mengembangkan model permainan untuk anak SD, khususnya yang berorientasi pada permasalahan psikologis anak.