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PEMBANGUNAN DAN IMPLEMENTASI PORTAL WEBSITE PENYULUHAN PERTANIAN DI BALAI PENYULUHAN PERTANIAN (BPP) LIMBANGAN Heru Nugroho; Patrick Adolf Telnoni; Pramuko Aji; Robbi Hendriyanto; Bayu Rima Aditya; Pikir Wisnu Wijayanto; Wawa Wikusna
Jurnal Abdimas Bina Bangsa Vol. 4 No. 2 (2023): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v4i2.559

Abstract

Particularly in emerging nations like Indonesia, agriculture plays a significant role in a country's economy. However, farmers frequently encounter a variety of difficulties when trying to increase the quantity and caliber of their agricultural output. Limited access to agricultural extension services is one aspect that has an impact on farmers' capacity to obtain agricultural information and technologies. One of the organizations responsible for helping farmers in the area with agricultural extension services is the Limbangan Agricultural Extension Center (BPP). Currently, BPP Limbangan provides information to farmers using traditional extension methods including lectures and printed pamphlets. However, this approach has limitations in terms of information originality, engagement, and reach. To improve farmers' access to agricultural knowledge and technology, the creation and deployment of a multimedia agricultural extension online portal at BPP Limbangan may be a good solution. Farmers will be able to access the most recent information, useful tips, video tutorials, and other agricultural resources online with the help of the website portal. An agricultural extension multimedia website portal can be created to offer a variety of content, including educational articles, films of farming practice demonstrations, details on managing pests and diseases, up-to-date agricultural technology, and advice on growing a farm business. The portal may also offer a discussion board where farmers may exchange stories, ask questions, and engage with agricultural extension agents. Farmers in the BPP Limbangan region should now have simpler and quicker access to agricultural knowledge and technology thanks to the availability of the agricultural extension multimedia online portal. It is anticipated that doing this will improve farmers' management abilities and knowledge, boosting output and quality of agricultural goods
Penggunaan Web Crawler Untuk Menghimpun Tweets dengan Metode Pre-Processing Text Mining Bayu Rima Aditya
JURNAL INFOTEL Vol 7 No 2 (2015): November 2015
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v7i2.35

Abstract

Saat ini jumlah data di media sosial sudah terbilang sangat besar, namun jumlah data tersebut masih belum banyak dimanfaatkan atau diolah untuk menjadi sesuatu yang bernilai guna, salah satunya adalah tweets pada media sosial twitter. Paper ini menguraikan hasil penggunaan engine web crawel menggunakan metode pre-processing text mining. Penggunaan engine web crawel itu sendiri bertujuan untuk menghimpun tweets melalui API twitter sebagai data teks tidak terstruktur yang kemudian direpresentasikan kembali kedalam bentuk web. Sedangkan penggunaan metode pre-processing bertujuan untuk menyaring tweets melalui tiga tahap, yaitu cleansing, case folding, dan parsing. Aplikasi yang dirancang pada penelitian ini menggunakan metode pengembangan perangkat lunak yaitu model waterfall dan diimplementasikan dengan bahasa pemrograman PHP. Sedangkan untuk pengujiannya menggunakan black box testing untuk memeriksa apakah hasil perancangan sudah dapat berjalan sesuai dengan harapan atau belum. Hasil dari penelitian ini adalah berupa aplikasi yang dapat mengubah tweets yang telah dihimpun menjadi data yang siap diolah lebih lanjut sesuai dengan kebutuhan user berdasarkan kata kunci dan tanggal pencarian. Hal ini dilakukan karena dari beberapa penelitian terkait terlihat bahwa data pada media sosial khususnya twitter saat ini menjadi tujuan perusahaan atau instansi untuk memahami opini masyarakat
Analisis Kualitatif Elemen Gamifikasi dalam Games Berbasis ICT untuk Anak Usia Dini Bayu Rima Aditya; Aldilla Iradianty; I Nyoman Darma Kotama
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 10 No 4: Agustus 2023
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.20241046285

Abstract

Pembelajaran berbasis gamifikasi menghadirkan pengalaman baru bagi peserta didik. Tren penggunaan pendekatan gamifikasi ini semakin diminati di semua level pendidikan, terutama untuk level pendidikan anak usia dini. Penelitian ini bertujuan untuk mengidentifikasi elemen gamifikasi yang paling relevan dalam lingkungan pendidikan anak usia dini (PAUD) melalui kegiatan Focus Group Discussion (FGD) bersama guru PAUD di Indonesia. Hasil analisis temuan menunjukkan bahwa guru PAUD memiliki persepsi dan preferensi positif terhadap pembelajaran PAUD berbasis gamifikasi. Selain itu, hasil penelitian juga mengkonfirmasi bahwa terdapat sembilan elemen gamifikasi yang cocok untuk diterapkan pada pembelajaran berbasis gamifikasi di lingkungan PAUD, yaitu poin dan penghargaan, papan peringkat, lencana, tantangan, levelisasi, penanda progres, avatar, mata uang, dan kejutan. Hasil penelitian ini dapat menjadi dasar untuk penelitian masa depan dalam kaitannya dengan pengembangan prototipe sistem pembelajaran PAUD berbasis gamifikasi dengan fokus pada interaksi, pemberian penghargaan, pemecahan masalah, dan pemberian tantangan. AbstractGame-based learning brings new experiences for students. The trend of using the gamification approach is increasingly in demand at all levels of education, especially for early childhood education. This study aims to identify the most relevant gamification elements in early childhood education through Focus Group Discussion activities with early childhood teachers in Indonesia. The results of the analysis of the findings indicate that teachers have positive perceptions and preferences toward game-based learning in early childhood education. In addition, the results also confirm that there are nine elements of gamification that are suitable to be applied to in the early childhood environment, namely points and rewards, leaderboards, badges, challenges, leveling, progress bar, avatars, currency, and surprises. The results of this study can be used as the basis for further research in relation to developing a prototype of a game-based learning system in early childhood education with a focus on interaction, rewarding, problem solving, and challenges.
Implementasi Teknologi IoT pada Aplikasi Pencarian Lokasi Calon Penumpang dan Angkutan Umum (Studi Kasus Koperasi Bina Usaha Transportasi Republik Indonesia) Putri Kamaliyah Kirana Dewi; Pikir Wisnu Wijayanto; Bayu Rima Aditya
PaKMas: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 1 (2024): Mei 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/pakmas.v4i1.2626

Abstract

This community service activity was carried out to respond to the decline in public interest in public transportation due to concerns about crime, limited route information and uncertainty about departure times. In addition, income inequality between transportation owners and drivers also exacerbates the problem of clarity of information. This activity focuses on applying Internet of Things (IoT) technology to overcome these problems by developing a location search application for prospective public transport passengers. This application utilizes Bluetooth Low Energy (BLE) devices as an IoT technology. BLE devices are installed on public transport vehicles to enable real-time location tracking. BLE technology was chosen because of its low energy consumption, adequate communication range, and ability to interact with users' mobile devices. Users' information collected by BLE devices is sent to a central server, which then processes and presents the data to users via a mobile application. The main objective of this activity is to develop and evaluate IoT-based applications. The methodology includes descriptive and qualitative approaches, with data collection techniques through observation, interviews and documentation studies. The results of implementing IoT technology in location search applications show significant benefits. This application increases the efficiency of public transport management by providing real-time information regarding routes and departure schedules. Additionally, customer satisfaction increases as passengers can better plan their trips. The app's "Emergency Call" feature also "helps reduce crime-related concerns and improves passenger safety. The app also provides easily accessible route information and transparency regarding drivers' daily earnings, helping minimize income inequality.