Claim Missing Document
Check
Articles

Found 4 Documents
Search

Penerapan Media Pembelajaran Berbasis Animasi Flash Pada Mata Pelajaran Rangakain Listrik di SMK Negeri 1 Padang Ilham Juliwardi; Muhammad Ardiansyah; Rivansyah Suhendra; Muhammad Walid
Jurnal Teknologi Informasi Vol 1, No 2 (2022): Oktober
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.321 KB) | DOI: 10.35308/jti.v1i2.6454

Abstract

This research is oriented to the learning outcomes of students who have not yet reached the KKM in the subject of electrical circuits for class X TITL at SMKN 1 Padang. Many factors affect the low student learning outcomes such as the learning process using conventional methods and the media used by the teacher in learning is a module and only uses the blackboard. Based on these factors, research is conducted in the form of experiments to improve student learning outcomes by using media-based flash animation learning media. The method used in this research is quasi-experimental with Pretest-Posttest One Group Design. The subjects of this study were students of class X SMKN 1 Padang semester January-June 2016, which amounted to 31 students. Collecting data in this study using a test (Pretest-Posttest), namely objective questions. The test questions used were tested first to determine the validity, reliability, level of difficulty, and discriminating power of the questions. Based on the results of the study obtained 25 items. The results showed that there was an increase in student learning outcomes of class X TITL SMKN 1 Padang in the subject of Electrical Engineering. The increase occurred at a high level (0.71) where 18 students were at a high level and 13 other students were at an increasing level. Based on the results of the study, it can be concluded that the application of flash animation media on electrical circuit subjects for class X TITL SMKN 5 Padang can improve student learning outcomes at a high level (0.71).
Identifikasi dan Klasifikasi Penyakit Daun Jagung Menggunakan Support Vector Machine Rivansyah Suhendra; Ilham Juliwardi; Sanusi Sanusi
Jurnal Teknologi Informasi Vol 1, No 1 (2022): Mei
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (675.621 KB) | DOI: 10.35308/.v1i1.5520

Abstract

Tanaman jagung rentan terhadap serangan penyakit dimana penyakit ini dapat diketahui dari bercak yang terdapat pada daun. Penyakit daun tersebut dapat mengakibatkan turunnya kualitas dan kuantitas hasil panen. Tantangan utama dalam deteksi dini penyakit daun jagung secara manual yaitu ada banyak daun yang harus diidentifikasi dan terdapat perbedaan presepsi terhadap warna pada mata manusia berdasarkan kondisi visualnya.Tujuan dari penelitian ini adalah untuk melakukan deteksi dini dan klasifikasi penyakit daun jagung. Klasifikasi dilakukan melalui pendekatan metode Support Vector Machine (SVM) dengan memanfaatkan fitur warna dan fitur tekstur. Jumlah fitur yang digunakan yaitu 22 fitur yang terdiri dari 18 fitur warna dan 4 fitur tekstur. Data latih yang digunakan yaitu data sekunder yang diambil dari PlantVillage-Dataset dengan jumlah data sebanyak 3600 data. Eksperimen dilakukan dengan beberapa variasi fitur seperti hanya fitur warna, hanya fitur tekstur dan fitur gabungan warna dan tekstur dengan pembagian data 80:20, 70:30 dan 60:40. Pada setiap variasi fitur dan pembagian data lalu dihitung parameter evaluasi model. Hasil pengujian menunjukkan akurasi optimum sebesar 99,5% dengan fitur gabungan warna & tekstur
PEMBERDAYAAN INDUSTRI KECIL MENENGAH (IKM) MELALUI PELATIHAN DAN BIMBINGAN OLAHAN PRODUK MAKANAN BERBASIS PALA DI UPTD SENTRA IKM PALA ACEH SELATAN Uswatun Hasanah; Irvan Subandar; Sanusi Sanusi; Rivansyah Suhendra; Darwin Hendri
Adi Widya : Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2023): Adi Widya: Jurnal Pengabdian Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/awpm.v7i1.8784

Abstract

Nutmeg is one of the most popular export commodities in the world. Starting from seeds, mace, and nutmeg oil, they are targeted in the pharmaceutical, perfume and cosmetic industries as well as the food and beverage industry. However, it is still rare for nutmeg skin to be used and processed into a product of economic value. In society, a lot of nutmeg meat is thrown away and becomes waste. The IKM empowerment program at the Nutmeg IKM center aims to develop the knowledge and skills of nutmeg business actors in the South Aceh IKM Center to process nutmeg waste into value-added food products. This program promotes the manufacture of dodol made from nutmeg or called Dodol Pala. The program implementation method is divided into three stages: (1) Preparation, designing activities and coordinating with the South Aceh Nutmeg IKM Sentra UPTD; (2) Implementation of guidance, namely developing the knowledge of business actors about processed products made from nutmeg and (3) Training and mentoring, training activities with direct practice of making nutmeg dodol. Assistance is focused on making product packaging and marketing. This training involved various parties, including members of the Teuku Umar University Higher Education, South Aceh Nutmeg IKM Sentra UPTD, nutmeg business actors (IKM), and students. The achievement of this activity, the participants succeeded in developing knowledge about the benefits of nutmeg assessed from their participation during the three days following the activity. In addition, the participants also succeeded in making good quality nutmeg dodol. This activity is expected to be a motivation for nutmeg business actors in South Aceh district to implement their knowledge after this activity.
Merancang dan Mengembangkan Game Kartu Memori Berbasis Web sebagai Media Pendidikan untuk Anak-anak Nurul Helda; Sanusi Sanusi; Rivansyah Suhendra
Jurnal Minfo Polgan Vol. 12 No. 2 (2023): Artikel Penelitian 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i2.13252

Abstract

Penelitian ini bertujuan merancang dan mengembangkan game kartu memori berbasis web sebagai platform pembelajaran inovatif khusus untuk anak-anak. Dengan menggunakan Figma sebagai alat perancangan, Vercel untuk penyebaran, dan PageSpeed Insight untuk pengujian kinerja, game ini tidak hanya dirancang untuk memberikan pengalaman bermain yang menyenangkan tetapi juga untuk menjadi alat pembelajaran interaktif yang efektif. Hasil pengujian menunjukkan pencapaian nilai optimal sebesar 99 pada PageSpeed Insight, menggambarkan kinerja tinggi dan responsivitas game. Dengan demikian, penelitian ini tidak hanya menghasilkan produk yang berkualitas tinggi tetapi juga membuka pintu bagi pendidikan inovatif dengan memanfaatkan integrasi teknologi dalam pengalaman belajar anak-anak. Penggunaan game kartu memori sebagai medium pembelajaran dapat merangsang kreativitas, meningkatkan keterampilan kognitif, dan menciptakan lingkungan pembelajaran yang menyenangkan dan interaktif. Dengan demikian, kontribusi ini diharapkan dapat memberikan landasan bagi pengembangan lebih lanjut dalam pendekatan pembelajaran inovatif berbasis teknologi untuk perkembangan anak-anak.