180 research outputs found
Design of Automatic Drip Irrigation Based on Change of Soil Water Content Using Arduino Nano Microcontroller
Formerly, most of Indonesian farmers only used a timer in an effort to set up drip irrigation scheduling. Thismethod is less effective in providing irrigation according to crop water requirement because it is only able toarrange the provision of irrigation basedon a predetermined time interval only, so that the excess or lack ofwatercan't be controlled. This research makes an instrument which is able to overcome these problems, that is bydesigning an automatic control systemonregulating the provision of irrigationwater in drip irrigation by usingamicrocontroller thatworks based onchange of soilwater content. The parameters observed inthis studyare thechange of soilwater content, irrigationflowrate, bulk density of soil, and dropper flowuniformity. This study usesthree types of growingmedium, i.e. sand, red-yellowpodzolic soil, andmix soil with organic nitrofosfat fertilizer.Calibration tests showed a linear function, for sandmedium y = – 0.23x + 46.96 with percent error ± 5.22%, forred-yellowpodzolic soil andmix soilwith organic nitrofosfat fertilizermediumy = – 0.71x + 104.07with percenterror ± 2.92%. The results showed that the automatic control system is able to work well, i.e. turn on the pumpwhen soilwater content drops belowthe criticalwater contentand turnoff the pumpwhen soilwater content risesover the field capacity
Hubungan Antara Konformitas Teman Sebaya Dengan Intensi Seksual Pranikah Pada Remaja
Permasalahan remaja yang banyak ditemui salah satunya adalah adanya perilaku seksual pranikah. Remaja yang tertarik dengan lawan jenis akan melakukan aktivitas berpacaran. Salah satu faktor intensi seksual pranikah adalah adanya norma subjektif, kontrol perilaku yang tidak disadari. Tujuan penelitian ini adalah mengetahui hubungan konformitas teman sebaya dengan intensi seksual pranikah pada remaja. Populasi dalam penelitian ini yaitu siswaSMA Semarang sejumlah 655 siswa. Sampel yang digunakan sebanyak 175 siswa. Teknik pengumpulan data menggunakan skala konformitas teman sebaya sebanyak 31 item dengan α=0,737 dan skala intensi seksual pranikahyang terdiri dari 40 item dengan α=0,970. Analisis data yang digunakan adalah uji analisis regresi sederhana menunjukan bahwa nilai rxy sebesar 0,359 pada p=0,000 (0,000 < 0,001), artinya terdapat hubungan positif dan signifikan antara kedua variabel. Semakin tinggi konformitas teman sebaya maka semakin tinggi juga intensi perilaku seksual prankiha dan sebaliknya. Konformitas teman sebaya memberikan sumbangan efektif sebesar 12,9%sedangkan 87,1% sisanya berasal dari faktor-faktor lain yang tidak diungkapkan dalam penelitian ini
MOTIVATIONS OF RURAL TOURISM ACTORS PRESENTING LOCAL FOOD AS THEIR SPECIAL ATTRACTION IN SLEMAN REGENCY
Rural tourism is developing due to its unique attractions. One of attractions that can be found in rural tourism is local food. Local food are presented by meals and/or snacks. This paper aims to describe the motivations of rural tourism actors, its obstacles and prospects on how to offer local food in tourism villages. A qualitative approach is employed in this research. The data for this paper were collected from in-depth interview and field notes. There are various motivations why rural tourism actors presenting local food, such as environmentally-friendly, economy, diversification, shows the own products to the tourists, offers local food as an attraction to the tourists in order to show the local wisdom, cultural restoration, uniqueness, offers rural nuance, introducing cultural and rural lifestyle, and empowering surrounding areas. The obstacles on presenting local food in tourism villages: the availability of original ingredients of local food products, availability of the cookers, professionallism on preparing local food, willingness of the skillfull inhabitants to teach others how to produce local food, tourists appetizing, and tourism awareness. Finally, local food still have prospects to be developed in tourism villages with supported on the effort to solve jealousy, the spirit when they sell local food as their tourism village products, environmentally friendly practices, innovation, collaboration with other agencies, and cultural philosoph
Multimedia Interaktif Berbasis Course Lab dalam Pembelajaran Memahami Dasar-dasar Elektronika
This research is motivated by One-way learning media using whiteboard media, presentation media such as power point media which causes students to decrease motivation to learn and improve student learning outcomes. The purpose of this study was to produce interactive multimedia products based on the Course Lab. This type of research is development research (Research and Development). This study uses the ADDIE Model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The results of the development obtained by interactive multimedia based on Course Lab and the results of the study obtained Interactive Multimedia-based Course Lab validation worth 4.12 with the valid category. Thus it can be used as learning media. The test results practicalities of the subject teachers and students of the Interactive Multimedia Course Based Lab obtained with a level of practicality of the subject teachers at 4,17 on the category of practical and student responses on the Interactive Multimedia obtained at 4,01 on Practical category. And the effectiveness of the use of Interactive Multimedia Based Course Lab obtained from students\u27 classical mastery level is 87,5% of Minimum Criterion Criterion (KKM) of 80
Aplikasi Game Strategi Menggunakan Metode Algoritma Genetika Untuk Pembuatan Pasukan
One way that can be used to provide education in an interesting way is using game. A kind of game's genre that can be used to provide entertainment and educational to the player is a turn-based strategy game. As a turn-based strategy game, Battle of Batavia requires AI as opponent which can take good decision for making and controlling units to make the game become more attractive.To create AI that can think well, an AI system that can think properly in game is created. The system uses genetic algorithm method to take decision in making and controlling units. In this thesis, there are 2 component created for this thesis, the first is the genetic algorithm system and the second is Battle of Batavia game.The results show that the genetic algorithm system can be developed so the AI can think much better by determining fitness criteria that affect on taking decision in making and controlling units. The results also show that the genetic algorithm system can make a better decision than random method on some in-game conditions
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