87 research outputs found

    Aplikasi Pembelajaran Mengetik Cepat Berbasis Game Edukasi dengan Linear Congruent Method (LCM)

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    One form of entertainment that is familiar and is much in demand in our life is a game . Game is an application that is not familiar to the people of all walks of life . But the development of the game itself is still dominated by productions from outside like the US and Japan . Efforts to improve the efficiency of the provision of applications , which contained elements of education required a variety of alternative and new innovations in programming to be applied as a tool to facilitate the learning process . With the educational game typer is expected to improve a child\u27s ability to type . The author chose children aged 6-12 years as users sample games, because interest in the learning process theoretically , considering the kids love to play games . The author will make educational game based typer so that children can learn while playing

    Aljabar Relational dan Implementasi kedalam Bahasa Query dalam Perancangan Database Relational

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    Abstract Relational algebra (AR) is a procedural query language consisting of a set of operations in which the input is one or two tables which output a new table from the results of the operation performed.  Basic AR operations include: SELECT, project, union, set difference and Cartesian product, including additional operations such as set intersection, natural join, Division and Theta join. SQL (Structured Query Language) consists of a simple syntax in the form of instructions in conducting data manipulation, such instructions are often referred to by the Query. As for the query process is the ability to search data from the database, the data displayed can be from one or more tables, where the selected columns can be set by ourselves. At this writing will be discussed about the correlation between the operation process with relational algebra and query by using SQL Server 2008. The first step is to take a case study database Teaching Schedule that has been formed diagramin and the content of the data. Next how to perform operations by using relational algebra and subsequent comparison by using a query by using DBMS SQL Server 2008. Keywords: SQL, Query, SQL Server 2008, Entity Relationship Diagram, Teaching Schedule.   Abstrak Aljabar Relasional (AR) merupakan bahasa query prosedural yang terdiri dari sekumpulan operasi dimana inputannya adalah satu atau dua tabel yang outputnya berupa tabel baru dari hasil operasi yang dilakukan.  Operasi-operasi dasar AR meliputi : select, project, union, set difference serta cartesian product, termasuk terdapat operasi tambahan seperti set intersection, natural join, division dan theta join. SQL (Structured Query Language) terdiri dari sintaks sederhana dalam bentuk instruksi-instruksi dalam melakukan manipulasi data, instruksi tersebut sering disebut dengan query. Sedangkan untuk proses query merupakan kemampuan untuk melakukan penelusuran data dari basis data, data yang ditampilkan bisa dari satu atau lebih tabel, dimana kolom-kolom yang dipilih bisa kita tentukan sendiri. Pada penulisan ini akan dibahas tentang korelasi antara proses operasi dengan aljabar relasional dan query dengan menggunakan SQL Server 2008. Langkah awal yang dilakukan adalah dengan mengambil studi kasus database Jadwal Mengajar yang telah terbentuk diagrammnya beserta isi datanya. Selanjutnya bagaimana melakukan operasi dengan menggunakan aljabar relasional dan selanjutnya diperbandingan dengan menggunakan query dengan menggunakan DBMS SQL Server 2008. Kata Kunci: Aljabar Relasional, SQL, Query, Sql Server 2008, Diagram, Jadwal Mengajar

    SISTEM PENDUKUNG KEPUTUSAN MENENTUKAN GURU TELADAN PADA SEKOLAH DASAR MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING

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    The word learning is not foreign to some people, maybe you have heard it thousands of times, maybe the word brings a feeling of joy to yourself or boredom. Learning is currently carried out in various ways, namely online and face to face in the classroom. In the teaching and learning process, two directions are needed between teachers and students so that the messages and information conveyed can be absorbed properly. Teachers are at the forefront in determining the quality of school graduates, so it is necessary to select exemplary teachers. In order to improve the quality of educators and education personnel, as well as to give appreciation to the teaching profession, activities aimed at motivating teachers to improve their competencies are held, one of which is a competition for selecting exemplary teachers. In this study using the Simple Additive Weighting (SAW) method with the first step determining the value of the normalized rij performance rating and the second determining the preference for each alternative Vi. of the 4 candidates for Teacher A, Teacher B, Teacher C and Teacher D who were selected to be exemplary teachers with a score of 0.825, namely Teacher D

    The Effect of Trust, Emotional Marketing, and Spiritual Marketing on Consumer Decisions To Choose Shopee Pay Digital Wallet Services

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    This study aims to analyze the relationship between trust, emotional marketing, and spiritual marketing through consumer decisions of digital wallets offered by Shopee pay. Digital wallets have been seen as a facility that provides convenience in transactions even though this technology also has risks, especially related to payments. Therefore, this study considers the factors of trust, emotional marketing, and spiritual marketing on consumer decisions to choose Shopee to pay digital wallets. This study uses a questionnaire for respondents as many as 82 people. This research is an explanatory study with analytical techniques using Smart PLS. The results show that emotional marketing affects consumer decisions in choosing a Shopee pay digital wallet. Meanwhile, trust and spiritual marketing have no significant effect on consumer decisions. Keywords: consumer decisions, emotional marketing, Shopee pay, spiritual marketing, trus

    TANGGUNG JAWAB NOTARIS DALAM PELAKSANAAN PENDAFTARAN JAMINAN FIDUSIA

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    Pelaksanaan pendaftaran Jaminan Fidusia selama ini dilakukan oleh Notaris, Undang-Undang tentang Jaminan Fidusia tidak mengatur tentang kewajiban dan kewenangan Notaris dalam pelaksanaan pendaftaran Fidusia. TujuanpenelitianmengkajitanggungjawabNotarisdanprinsipkehati- hatiandalampendaftaranfidusiaolehnotaris Jenispenelitiansosio legaldenganpendekatanyuridisempiris; spesifikasipenelitiandeskriptifanalisis;tempatpenelitianstydypustakadanlapangandengana latpengumpulandata :kajiandokumendanwawancara. Tujuanpenelitianuntukmengkajicarapelaksanaandancarapenerapanprinsipkehati- hatiandalampendaftaranjamianfidusiaolehNotaris. Berdasarkananalisiskualitatifdiketahui:bahwa tanggung jawab Notaris dalam pelaksanaan pendaftaran Jaminan Fidusia merupakan tanggung jawab seorang penerima kuasa, dalam melaksanakannya Notaris harus tetap memegang prinsip kehati-hatian dalam melakukan pendaftaran Jaminan Fidusia. Merekomendasikankepada Pemerintah supayaada payung hukum bagi Notaris dalam melakukan pendaftaran Jaminan Fidusia, harus dilakukan amandemen terhadap Undang-undang Nomor 42 Tahun 1999 Tentang Jaminan Fidusia karena sudah tidak sesuai lagi dengan perkembangan masyarakat

    Sistem Keamanan Pada Ruangan Server Menggunakan Teknologi Berbasis Internet of Things dan Aplikasi Blynk

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    Abstrak: Keamanan salah satu dari kehidupan manusia untuk memberikan kenyamanan dalam melakukan aktivitasnya. sebuah sistem yang akan membantu untuk melakukan pengawasan terhadap lingkungan sekitar yang sebelumnya dalam proses pemantauan dilakukan secara fisik dan mebutuhkan banyak tenaga untuk melakukan pengecekan. Sistem keamanan berbasis teknologi Internet Of things dan aplikasi Blynk sebagai remote kontrol ini dapat membantu dalam proses pengawasan dari kejahatan dan bencana yang nantinya ketika ada sesuatu, misalnya ada yang masuk kedalam ruangan tersebut tanpa sepengetahuan maka teknologi tersebut mengirim notifikasi terhadap pegguna.   Kata kunci: Keamanan, Internet of Things, Aplikasi Blynk   Abstract: Security is one of human life to provide comfort in carrying out its activities. a system that will help to supervise the surrounding environment which was previously carried out physically and requires a lot of energy to check. The security system based on Internet Of things technology and the remote control application as a remote control can help in the process of monitoring of crimes and disasters which later when something happens, for example someone enters the room without the knowledge, the technology sends a notification to the user. . Keywords: Security, Internet of Things, Blynk Applicatio

    Aplikasi Pembelajaran Mengetik Cepat Berbasis Game Edukasi Dengan Linear Congruent Method (LCM)

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    Abstrak: Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar seperti Amerika dan Jepang. Upaya untuk meningkatkan efisiensi penyediaan aplikasi yang mengadung unsur pendidikan diperlukan berbagai alternative dan inovasi baru dalam hal pemrograman untuk bisa diterapkan sebagai alat untuk mempermudah proses pembelajaran. Dengan adanya game edukasi typer ini diharapkan dapat meningkatkan kemampuan anak dalam mengetik. Penulis memilih anak usia 6-12 tahun sebagai sampel pengguna game, karena minat terhadap proses belajar secara teoritis, mengingat anak-anak lebih suka bermain game. Penulis akan membuat game edukasi berbasis typer agar anak-anak bisa belajar sambil bermain.Kata kunci: game edukasi, media pembelajaran, metode LCMAbstract: One form of entertainment that is familiar and is much in demand in our life is a game . Game is an application that is not familiar to the people of all walks of life . But the development of the game itself is still dominated by productions from outside like the US and Japan . Efforts to improve the efficiency of the provision of applications , which contained elements of education required a variety of alternative and new innovations in programming to be applied as a tool to facilitate the learning process . With the educational game typer is expected to improve a child's ability to type . The author chose children aged 6-12 years as users sample games, because interest in the learning process theoretically , considering the kids love to play games . The author will make educational game based typer so that children can learn while playing.Keywords: educational games , media, LCM method

    Sistem Pembayaran Otomatis Berbasis Contactless Smartcard dengan Teknologi RFID di Kantin SMK Taman Harapan Bekasi

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    During a pandemic, we must reduce physical contact both with other people and with objects around us. With automatic payments using RFID technology based on the Internet of Things and websites to minimize physical contact (contactless smartcards) and minimize fraud in transactions. The system uses RFID sensors, Nodemcu esp8266, Jumper cables, I2c LCDs, and databases. Using the Prototype method that works continuously through collaboration between users and analysts. The contactless smartcard system at the SMK Taman Harapan Bekasi canteen can make transactions easier in the canteen. The contactless smartcard was created using the NodeMCU Esp8266 by utilizing the rfid mifare522 sensor as a tag detector so that it can facilitate the buying and selling process, for monitoring it has used a website with data that has been automatically stored in the database to find out canteen and admin user information and transaction history is saved to the database in real time.   Keywords: Database, Intenet of Things, Nodemcu esp8266, RFID, Web Service.   Abstrak   Pada masa pandemi kita harus mengurangi kontak fisik baik dengan orang lain maupun dengan benda disekitar. Dengan pembayaran otomatis menggunakan teknologi RFID berbasis Internet of Things dan website untuk meminimalisir kontak fisik (contactless smartcard) dan meminimalisir kecurangan dalam bertransaksi. Sistem menggunakan Sensor RFID, Nodemcu esp8266, kabel Jumper, Lcd I2c, dan database. Menggunakan metode Prototype yang bekerja yang secara terus menerus melalui kerjasama antara user dan analis. Dengan Sistem contactless smartcard di Kantin SMK Taman Harapan Bekasi dapat mempermudah transaksi di kantin. Contactless smartcard dibuat menggunakan NodeMCU Esp8266 dengan memanfaatkan rfid mifare522 sensor sebagai pendeteksi tag sehingga dapat memudahkan proses jual beli, untuk monitoringnya sudah menggunakan website dengan data yang sudah otomatis tersimpan dalam database untuk mengetahui informasi user kantin dan admin serta history transaksi disimpan ke database secara realtime.   Kata kunci: Database, Intenet of Things, Nodemcu esp8266, RFID, Web Service.During a pandemic, we must reduce physical contact both with other people and with objects around us. With automatic payments using RFID technology based on the Internet of Things and websites to minimize physical contact (contactless smartcards) and minimize fraud in transactions. The system uses RFID sensors, Nodemcu esp8266, Jumper cables, I2c LCDs, and databases. Using the Prototype method that works continuously through collaboration between users and analysts. The contactless smartcard system at the SMK Taman Harapan Bekasi canteen can make transactions easier in the canteen. The contactless smartcard was created using the NodeMCU Esp8266 by utilizing the rfid mifare522 sensor as a tag detector so that it can facilitate the buying and selling process, for monitoring it has used a website with data that has been automatically stored in the database to find out canteen and admin user information and transaction history is saved to the database in real time.   Keywords: Database, Intenet of Things, Nodemcu esp8266, RFID, Web Service.   Abstrak   Pada masa pandemi kita harus mengurangi kontak fisik baik dengan orang lain maupun dengan benda disekitar. Dengan pembayaran otomatis menggunakan teknologi RFID berbasis Internet of Things dan website untuk meminimalisir kontak fisik (contactless smartcard) dan meminimalisir kecurangan dalam bertransaksi. Sistem menggunakan Sensor RFID, Nodemcu esp8266, kabel Jumper, Lcd I2c, dan database. Menggunakan metode Prototype yang bekerja yang secara terus menerus melalui kerjasama antara user dan analis. Dengan Sistem contactless smartcard di Kantin SMK Taman Harapan Bekasi dapat mempermudah transaksi di kantin. Contactless smartcard dibuat menggunakan NodeMCU Esp8266 dengan memanfaatkan rfid mifare522 sensor sebagai pendeteksi tag sehingga dapat memudahkan proses jual beli, untuk monitoringnya sudah menggunakan website dengan data yang sudah otomatis tersimpan dalam database untuk mengetahui informasi user kantin dan admin serta history transaksi disimpan ke database secara realtime.   Kata kunci: Database, Intenet of Things, Nodemcu esp8266, RFID, Web Service

    Media Pembelajaran Untuk Anak Sekolah Dasar Tentang Pengenalan Tata Surya Menggunakan Metode Computer Assisted Instruction (CAI)

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    Abstrak: Pelajaran tentang tata surya adalah pelajaran yang mengajarkan berbagai pengetahuan tentang kumpulan benda-benda langit yang terdiri atas sebuah bintang yang disebut matahari dan semua objek yang terikat oleh gaya gravitasinya. Namun pembelajaran yang dilakukan saat ini masih banyak yang menggunakan pembelajaran bersifat konvensional, sehingga membuat para siswa kurang berminat untuk mengikuti pembelajaran tersebut. Model pembelajaran seperti ini diharapkan dapat diganti dengan model pembelajaran yang lebih aktif, kreatif, efektif dan menyenangkan, agar dapat meningkatkan minat belajar siswa, meningkatkan hasil belajar siswa, dan keaktifan siswa dalam mengembangkan potensi yang ada. Penelitian yang dilakukan adalah dengan metode pemanfaatan komputer dalam pendidikan yang dikenal dengan pembelajaran dengan bantuan komputer atau lebih dikenal dengan sebutan Computer Assisted Instruction (CAI) yang diharapkan dapat merubah menjadi suasana pembelajaran yang lebih aktif, kreatif, efektif dan menyenangkan. Metode CAI (Computer Assisted Instruction) umumnya menunjuk pada semua software pendidikan yang diakses melalui komputer dimana peserta didik dapat berinteraksi dengan komputer. Kata kunci: Computer Assisted Instruction (CAI),Pembelajaran, Tata Surya Abstract: Lessons about the solar system is a lesson that teaches a wide range of knowledge about the collection of heavenly bodies consisting of a star called the sun and all the objects that are bound by the force of gravity. However, the lesson today there are many who use conventional learning, so as to make the students less interested in participating in the study. Such learning model is expected to be replaced with a model of learning more active, creative, effective and fun, in order to increase student interest in learning, improve student learning outcomes and student activity in developing the potential that exists. The research is the method of use of computers in education, known as computer-assisted learning, or better known as Computer Assisted Instruction (CAI), which is expected to transform into a learning environment that is more active, creative, effective and fun. Method of CAI (Computer Assisted Instruction) generally refers to all educational software that is accessed through a computer where learners can interact with the computer. Keywords: Computer Assisted Instruction (CAI), Learning, Solar Syste

    SISTEM PEMANTAUAN SISA PAKAN, PENJADWALAN PEMBERIAN PAKAN DAN PENGGANTIAN AIR PADA PENAMPUNGAN IKAN CUPANG BERBASIS IOT DAN BLYNK

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    Currently, the monitoring system for leftover feed, feeding scheduling and water replacement at betta fish shelters is still human-oriented or can be said to be manual by going to fish shelters, then taking fish feed shelters and then sprinkling the fish feed using the hand of the fish owner himself into the fish shelter, at the same time seeing the last condition of the rest of the fish feed, besides replacing the water in the fish shelter, it is still done by manually moving the fish first to the reserve reservoir after that replacing the existing water in the fish tank. shelter used. Because the betta fish owners who have a lot of activities make the betta fish owners become disturbed in terms of feeding and water replacement in fish shelters that become irregular with a predetermined schedule, as well as monitoring the remaining fish feed in fish feed shelters. This can be an obstacle in the maintenance of betta fish which makes the development process of betta fish disturbed so that it can be one of the factors that cause betta fish to stress, get sick or even die. The prototype tool for monitoring feed, scheduling feed distribution and changing water in betta fish reservoirs using several tools, namely the Arduino Uno microcontroller, Servo motor actuator SG-90, mini submersible water pump, ultrasonic sensor HC-SR04, Blynk application which is used as a tool that can be controlled via a smartphone for automation of feeding, water replacement, in addition to monitoring the remaining fish feed in betta fish shelters
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