{"title":"PROTOTIPE SISTEM MONITORING KONSUMSI ENERGI LISTRIK SERTA ESTIMASI BIAYA PADA PERALATAN RUMAH TANGGA BERBASIS INTERNET OF THINGS","authors":"Mohamad Nursamsi Adiwiranto, Catur Budi Waluyo, Bambang Sudibya","doi":"10.21831/jee.v6i1.44272","DOIUrl":"https://doi.org/10.21831/jee.v6i1.44272","url":null,"abstract":"ABSTRACT:Electricity has become a basic necessity for everyone. Household appliances using electricity have become a basic human need today. Monitoring equipment is needed to know how much power, energy, used and the estimated cost to be paid. The tool designed for this monitoring system uses a PZEM-004T sensor, the platform Ubidots and NodeMCU. The PZEM-004T sensor functions to measure the voltage, current, power, power factor, and energy contained in electrical loads. And NodeMCU is needed as a microcontroller. The results can be displayed on the platform Ubidots and the 16x2 LCD used. The test results obtained through measurements using the PZEM-004T sensor for designing a prototype energy monitoring system have a voltage accuracy value of 98.94%, 99.18% current, 98.87% power, 98.44% power factor, and 97 electrical energy consumption. , 89%. In household electrical appliances (led lights, televisions, fans, ricecookers, and laptop chargers) the results of electrical energy consumption in a month are 43.56 kWh and the estimated cost is Rp 114.781.52.ABSTRAK:Listrik sudah menjadi kebutuhan dasar setiap orang. Peralatan rumah tangga dengan menggunakan listrik telah menjadi kebutuhan dasar manusia saat ini. Dibutuhkan alat monitoring agar diketahui berapa besar daya, energi, yang digunakan dan estimasi biaya yang harus dibayarkan. Alat yang dirancang untuk sistem monitoring ini menggunakan sensor PZEM-004T, platform Ubidots serta NodeMCU. Sensor PZEM-004T berfungsi untuk mengukur tegangan, arus, daya, faktor daya dan energi yang terdapat pada beban listrik. Serta dibutuhkan NodeMCU sebagai mikrokontroler. Hasilnya dapat ditampilkan pada platform Ubidots dan LCD 16x2 yang digunakan. Dari hasil pengujian yang didapat melalui pengukuran menggunakan sensor PZEM-004T untuk perancangan prototipe sistem monitoring energi memiliki nilai akurasi tegangan sebesar 98.94%, Arus 99.18%, daya 98.87%, faktor daya 98.44%, serta konsumsi energi listrik 97.89%. Selain daripada itu peralatan listrik rumah tangga (lampu led, televisi, kipas, ricecooker, dan charger laptop) didapatkan hasil konsumsi energi listrik dalam waktu sebulan sebesar 43.56 kWh dan estimasi biaya sebesar Rp 114.781.52.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"59 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134196684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MULTIMEDIA PEMBELAJARAN INTERAKTIF AUGMENTED REALITY PENGENALAN KAMERA DAN TEKNIK FOTOGRAFI","authors":"Muhamad Herniawan, V. Vivianti","doi":"10.21831/jee.v6i1.45591","DOIUrl":"https://doi.org/10.21831/jee.v6i1.45591","url":null,"abstract":"ABSTRACT:The purpose of this study was to develop learning media for camera recognition materials and photography techniques for class XI MM students at SMK Negeri 1 Godean, and to determine the feasibility and effectiveness of the media. Research Development (RD) is used as a method in this research. The development model used by ADDIE is analysis, design, development, implementation and evaluation. Collecting data using observation, interviews and questionnaires. The data were analyzed and tested to determine the feasibility and effectiveness of the media. The first test by media experts scored 89.28% (very decent). Tests by material experts get a score of 100% (very feasible). Testing by students obtained a score of 82.11% (decent). The effectiveness of the media in obtaining the N-Gain score is 43% (medium). It can be concluded that the learning media is feasible and effective to use in learning the introduction of cameras and photography techniques for class XI at the SMK N 1 Godean.ABSTRAK:Tujuan penelitian adalah mengembangkan media pembelajaran materi pengenalan kamera dan teknik fotografi untuk siswa kelas XI Multimedia (MM) di SMK Negeri 1 Godean, serta mengetahui tingkat kelayakan dan efektivitas media. Research Development (RD) digunakan sebagai metode dalam penelitian ini. Model pengembangan yang digunakan ADDIE yaitu analysis, design, development, implementation and evaluation. Pengambilan data menggunakan metode observasi, wawancara dan kuesioner. Data dianalisis dan diuji untuk mengetahui nilai kelayakan dan efektivitas media. Pengujian pertama oleh ahli media memperoleh nilai 89,28% (sangat layak). Pengujian oleh ahli materi memperoleh nilai 100% (sangat layak). Pengujian oleh siswa memperoleh nilai 82,11% (layak). Efektivitas media memperoleh nilai N-Gain score adalah 43% (sedang). Dapat disimpulkan bahwa media pembelajaran layak dan efektif digunakan pada pembelajaran pengenalan kamera dan teknik fotografi kelas XI di SMK N 1 Godean.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"24 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113976693","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. Darmawan, Y. Nugroho, A. Purwaningsih, Nova Eka Budiyanta
{"title":"ANALISIS KEBUTUHAN PEMBELAJARAN MIKROKONTROLER DI MASA PANDEMI PADA SMK SE-PROVINSI BANTEN BERBASIS PENDEKATAN FGD","authors":"I. Darmawan, Y. Nugroho, A. Purwaningsih, Nova Eka Budiyanta","doi":"10.21831/jee.v6i1.46198","DOIUrl":"https://doi.org/10.21831/jee.v6i1.46198","url":null,"abstract":"ABSTRACT:Covid-19 Pandemic has limited onsite learning that brings challenges in doing the practicum. One of the alternatives to facilitate students doing practicum from home is the Virtual Laboratory Handbook which guides students to do practicum simulation virtually. This research is qualitative research that aims at analyzing the needs of the Virtual Laboratory Handbook from teachers and students as the target readers. A Focus Group Discussion (FGD) was held to collect the data. The participants were ten teachers from vocational schools in Banten province. Some findings of the FGD suggest that Virtual Laboratory Handbook can be used to teach microcontrollers to students in vocational schools. However, the book needs to be revised because some needs of the target readers have to be fulfilled, namely the information about the functions of each component, program code terminologies, goals of the project, and conclusion. Besides, students also need easy and engaging access to the handbook. Therefore, further developing the Virtual Laboratory Handbook is expected to meet these needs and deliver them through gamification.ABSTRAK:Pandemi Covid-19 memberikan banyak batasan terhadap pembelajaran tatap muka yang menghambat siswa dalam melakukan praktikum. Salah satu alternatif untuk memfasilitasi siswa melakukan praktikum dari rumah adalah penggunaan Virtual Laboratory Handbook yang memandu siswa untuk dapat melakukan simulasi praktikum secara virtual. Penelitian ini merupakan penelitian kualitatif yang bertujuan untuk menganalisis kebutuhan Virtual Laboratory Handbook terhadap guru dan siswa sebagai target pengguna. Focus Group Discussion (FGD) diadakan sebagai metode pengumpulan data. Peserta FGD adalah 10 guru SMK di Provinsi Banten. Dari diskusi tersebut, ditemukan bahwa Virtual Laboratory Handbook dapat digunakan untuk pembelajaran mikrokontroler secara hybrid di tingkat SMK. Namun, beberapa kebutuhan target pengguna belum terfasilitasi di dalam kerangka buku, yaitu informasi mengenai fungsi komponen, istilah kode program, tujuan praktikum, dan kesimpulan. Selain itu, siswa juga memerlukan akses yang mudah dan menarik. Untuk itu, pengembangan Virtual Laboratory Handbook di masa mendatang dapat dilakukan dengan menambahkan informasi-informasi sesuai dengan kebutuhan target pengguna tersebut, dan dapat disampaikan melalui gamifikasi.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123346131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGUAT KELAS D FREKUENSI TETAP ORDE 2","authors":"Budihardja Murtianta, Deddy Susilo","doi":"10.21831/jee.v6i1.44196","DOIUrl":"https://doi.org/10.21831/jee.v6i1.44196","url":null,"abstract":"ABSTRACT:The power amplifier determines the output power of the audio amplifier and in this part there will be heat dissipation which is proportional to the output power of the amplifier. To overcome the problem of the audio amplifier, a class D amplifier was designed. The amplifier designed in this paper is Power Amplifier Class D Fixed Frequency Second Order that uses a fixed frequency triangular signal generator and an order 2 low-pass filter. In this case, a power amplifier is designed for a subwoofer that has a frequency range of 20 Hz – 200 Hz because in the audio frequency range it requires relatively large power. The design of the power amplifier and its measurement using the Circuit Maker simulator. The amplifier can work to amplify signals with a maximum amplitude of 1 Vp and a frequency range of 20 Hz – 200 Hz. At a frequency of 20 Hz the shape of the signal is not as good as that of the 200 Hz frequency signal because it is far from the cut-off frequency of the low - pass filter, which is designed to be 250 Hz.ABSTRAK:Penguat daya menentukan besarnya daya keluaran penguat audio dan pada bagian ini akan terjadi disipasi panas yang sebanding dengan besar daya keluaran penguat. Untuk mengatasi permasalahan penguat audio tersebut dirancanglah penguat kelas D. Penguat yang di rancang pada tulisan ini adalah Penguat Kelas D Frekuensi Tetap Orde Dua yang menggunakan pembangkit sinyal segitiga frekuensi tetap dan tapis pelewat frekuensi rendah orde 2. Dalam hal ini dirancang penguat daya untuk subwoofer yang mempunyai jangkauan frekuensi 20 Hz – 200 Hz karena pada jangkauan frekuensi audio tersebut memerlukan daya relatif besar. Perancangan penguat daya dan pengukurannya menggunakan simulator Circuit Maker. Penguat dapat bekerja memperkuat sinyal dengan amplitudo maksimum 1 Vp dan jangkauan frekuensi 20 Hz – 200 Hz. Pada frekuensi 20 Hz bentuk sinyal tidak sebaik bentuk sinyal frekuensi 200 Hz karena jauh dari frekuensi penggal tapis pelewat frekuensi rendah yaitu dirancang 250 Hz.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127265380","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PERANCANGAN APLIKASI E-MODUL PEMBELAJARAN INFORMATIKA DI MTS NEGERI 6 AGAM","authors":"Yudhi Permana Putra, H. A. Musril","doi":"10.21831/jee.v6i1.42342","DOIUrl":"https://doi.org/10.21831/jee.v6i1.42342","url":null,"abstract":"ABSTRACT:In its implementation, motivated by the need for an e-module learning media that is more interesting, one that can be utilized is the application of electronic modules (e-modules). E-modules can be made with various applications, one of which is the sigil application. Components are made to make it easier for students to understand learning with the features that exist in the application, besides that in solving existing problems students can also see the steps on how to complete the exercises and assignments. The research method used is the Research and Development (RD) research method. The system development model uses the System Development Life Cycle (SDLC) by applying the development model (Luther Sutopo). The results of the validity test conducted by computer experts showed that this product with a value of 0.82 was very good. The results of the practicality test conducted by the informatics subject teacher of this product were declared very practical, the value of 0.86 was very practical. And the results of the effectiveness test carried out with a value of 0.86 are very good.ABSTRAK:Dalam pelaksanaannya, dilatar belakangi oleh perlu adanya sebuah media pembelajaran e-modul yang lebih menarik, Salah satu yang bisa dimanfaatkan adalah penerapan electronic modul (e-modul). E-modul dapat dibuat dengan berbagai macam aplikasi, salah satunya aplikasi sigil. Komponen yang dibuat untuk mempermudah siswa dalam memahami pembelajaran dengan fitur-fitur yang ada pada aplikasi tersebut, selain itu dalam menyelesaikan permasalahan yang ada siswa juga bisa melihat langkah-langkah bagaimana menyelesaikan latihan dan tugas yang dikerjakan. Metode penelitian yang digunakan adalah metode penelitian Research and Development (RD). Model pengembangan sistemnya menggunakan System Development Life Cycle (SDLC) dengan menerapkan model pengembangan (Luther Sutopo). Hasil uji validitas yang dilakukan oleh ahli komputer menunjukkan produk ini dengan nilai 0,82 sangat baik. Hasil uji praktikalitas yang dilakukan oleh guru mata pelajaran informatika produk ini dinyatakan sangat praktis nilai 0,86 sangat praktis. Dan hasil uji efektifitas yang dilakukan dengan dengan nilai 0,86 sangat baik.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122303042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ANALISIS KUALITATIF TEKNOLOGI 5G PENGGANTI 4G DI INDONESIA","authors":"Ditra Andalisto, Yuliarman Saragih, I. Ibrahim","doi":"10.21831/jee.v6i1.47021","DOIUrl":"https://doi.org/10.21831/jee.v6i1.47021","url":null,"abstract":"ABSTRACT:This scientific paper discusses and finds that the need for 5G in Indonesia is of a high level of urgency because it is needed by almost everyone in the use of voice calls, internet data and video as online transmissions such as distance learning, video conferencing, webinars, and election of regional leaders online. . This mass use requires a large-capacity band width and 5G is able to answer that need. However, from the results of this qualitative research, it was found that the situation of telecommunications infrastructure in Indonesia which is an archipelagic country has not been able to install 5G devices in all areas including frontier, remote, and disadvantaged (3T) areas in the near future even though the Indonesian Ministry of Communication and Informatics had announced a commercial 5G target. In 2020 but not yet proven. Meanwhile, the continuity of 4G, which has very high costs, has not yet returned the investment (Break Even Point) to operators of wireless telephone operators, so that the 5G decision for now in Indonesia cannot be implemented due to these factors.ABSTRAK:Tulisan ilmiah ini membahas dan menemukan bahwa kebutuhan 5G di Indonesia dengan tingkat urgensi yang tinggi karena dibutuhkan hampir semua orang dalam penggunaan voice call, data internet dan video sebagai transmisi daring seperti belajar jarak jauh, video conference, webinar, serta pemilihan para pemimpin daerah secara daring. Pemakaian massal tersebut membutuhkan lebar band berkapasitas besar dan 5G mampu menjawab kebutuhan itu. Namun dari hasil penelitian kualitatif ini maka ditemukan bahwa situasi infrastruktur telekomunikasi di Indonesia yang merupakan negara kepulauan belum mampu memasang perangkat 5G di seluruh area termasuk daerah terdepan, terpencil, dan tertinggal (3T) dalam waktu dekat walaupun sempat dicanangkan kementerian kominfo indonesia target komersial 5G ada di tahun 2020 tapi belum terbukti. Sementara keberlangsungan 4G yang berbiaya sangat tinggi belum balik modal (Break Even Point) kepada operator penyelenggara telepon tanpa kabel sehingga keputusan 5G untuk saat ini di Indonesia belum dapat dilaksanakan karena faktor-faktor tersebut.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130350469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ariadi Nugraha, Kemal Hakim Bachmid, Khasanah Rahmawati, N. Putri, Alif Hasanah, Faishal Aziz Rahmat
{"title":"RANCANG BANGUN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY UNTUK PEMBELAJARAN TEMATIK KELAS 5 SEKOLAH DASAR","authors":"Ariadi Nugraha, Kemal Hakim Bachmid, Khasanah Rahmawati, N. Putri, Alif Hasanah, Faishal Aziz Rahmat","doi":"10.21831/jee.v5i2.45497","DOIUrl":"https://doi.org/10.21831/jee.v5i2.45497","url":null,"abstract":"ABSTRACT:Cognitive development based on Piaget's theory in elementary school-aged children is in the concrete operational and formal operational period, children can think logically about something concrete, but if faced with abstract problems they will tend to have difficulty During the COVID-19 pandemic, education was held online which resulted in several problems. Likewise with SDN Tegalmulyo which has several problems, such as decreased student enthusiasm in learning, reduced understanding of the material, and decreased student interest in learning. The purpose of this research is to develop interesting and interactive learning media and to assist teachers in delivering thematic learning materials. This program of activities goes through a series of methods that include pre-activities (licensing and needs analysis), implementation (programming guides, program development, to the learning process) and post-activity (evaluation). Feedback from application users for two months showed that 70% of students felt the learning atmosphere became more interesting and fun; 90% of students feel more enthusiastic when learning to use PIN.AR; and 60% of students want the PIN.AR application to be applied until the end of the semester. Through the learning media, PIN.AR makes learning more interactive, so that students can understand the material more easily, can increase interest in learning, and can improve student understanding.ABSTRAK:Perkembangan kognitif berdasarkan teori Piaget pada anak usia sekolah dasar berada pada masa operasional konkret dan operasional formal, anak dapat berpikir logis terhadap sesuatu yang bersifat konkret, tetapi jika dihadapkan dengan permasalahan abstrak akan cenderung kesulitan. Selama pandemi COVID-19, pendidikan diselenggarakan secara daring yang mengakibatkan adanya beberapa permasalahan. Begitu pula dengan SDN Tegalmulyo yang memiliki beberapa permasalahan, seperti menurunnya antusias siswa dalam pembelajaran, berkurangnya pemahaman materi, serta menurunnya minat belajar siswa. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran yang menarik dan interaktif serta membantu guru dalam menyampaikan materi pembelajaran tematik. Program kegiatan ini melalui serangkaian metode yang mencakup prakegiatan (perizinan dan analisis kebutuhan), pelaksanaan (penyusunan panduan program, pembuatan program, hingga proses pembelajaran) dan pasca kegiatan (evaluasi). Umpan balik dari pengguna aplikasi selama dua bulan didapat hasil bahwa 70% siswa merasa suasana pembelajaran menjadi lebih menarik dan menyenangkan; 90% siswa merasa lebih semangat jika belajar menggunakan PIN.AR; serta 60% siswa menginginkan aplikasi PIN.AR diterapkan sampai akhir semester. Melalui media pembelajaran PIN.AR ini menjadikan pembelajaran lebih interaktif, sehingga siswa menjadi lebih mudah memahami materi, dapat meningkatkan minat belajar, dan dapat meningkatkan pemahaman siswa.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115544279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PEMANFAATAN TEKNOLOGI AUGMENTED REALITY UNTUK PENGEMBANGAN BAHAN AJAR MATERI KOMPUTER JARINGAN","authors":"Listia Nuraini, Dwi Ratnawati","doi":"10.21831/jee.v5i2.43517","DOIUrl":"https://doi.org/10.21831/jee.v5i2.43517","url":null,"abstract":"ABSTRACT:This study aims to develop Augmented Reality based learning media on computer network subject. The research method used in developing educational games is the research and development (R&D) method adapted from Borg & Gall. The steps of study namely needs analysis, identification of product specifications, product development, product validation, product revision and product testing. The subject of this study was students of class X at Vocational High School. The object of this study was Augmented Reality based learning media on computer network. The test results indicated that this media is feasible to use. The score of product validation gained 73.07% from media experts while it gained 87.5% from material experts under very decent category. Moreover, it gained 85,26% from product users under very feasible category. In addition, the effectiveness test indicated that the result was quite effective with a percentage of 64.41%. Therefore, it could be implied that this learning media was feasible and effective to use in learning process.ABSTRAK:Tujuan penelitian ini adalah pengembangan media pembelajaran berbasis Augmented Reality pada mata pelajaran jaringan komputer. Metode penelitian yang digunakan dalam mengembangkan game edukasi yaitu metode research and development (R&D) yang diadaptasi dari Borg & Gall dengan beberapa tahapan. Adapun langkahnya adalah analisis kebutuhan, identifikasi spesifikasi produk, pengembangan produk, validasi produk, revisi produk dan uji coba produk. Subjek penelitian ini adalah siswa kelas X SMK. Objek penelitian adalah media pembelajaran jaringan komputer berbasis Augmented Reality. Hasil ujicoba menyatakan bahwa media ini layak digunakan dengan prosentasi dari ahli media sebesar 73,07%, ahli materi mendapat 87,5% dengan kategori sangat layak, sedangkan pengguna mendapatkan 85,26% dengan kategori sangat layak. Sedangkan uji efektivitas menyatakan cukup efektif dengan prosentase 64,41%, sehingga disimpulkan bahwa media pembelajaran ini layak dan efektif digunakan dalam pembelajaran.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122879531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"RANCANG BANGUN INFUSE FLUIDA DETECTOR UNTUK PASIEN ICU MENGGUNAKAN METODE WSN (WIRELESS SENSOR NETWORK)","authors":"Robi Yusuf Habibie, Andi Adriansyah","doi":"10.21831/jee.v5i2.42725","DOIUrl":"https://doi.org/10.21831/jee.v5i2.42725","url":null,"abstract":"ABSTRACT:ICU (Intensive Care Unit) patients really need more attention in their care because usually these patients suffer from serious illnesses. In handling it must also pay attention to the administration of fluids in the form of infusions that must be controlled according to the doctor's directions. Therefore, this study will discuss the infusion method detection system for ICU patients using the XKC-Y26-PNP sensor with wireless communication using a Wi-Fi network and sending notifications via a telegram application that can be accessed by the room nurse or patient waiting so that later they can remind them. to the room nurse if the fluid has not been replaced. This study aims to develop a fall detection device with the NodeMCU ESP82666 controller, which will then be sent a notification via Telegram. The study concluded that this device can detect the presence of fluid in the infusion bottle accurately if the infusion bottle is empty, the main processor will immediately send a notification to the Telegram Bot that has been created and sound a buzzer as a reminder to replace the infusion fluid by the practitioner as soon as possible.ABSTRAK:Pasien ICU (Intensive Care Unit) sangat membutuhkan perhatian lebih dalam perawatannya karena biasanya pasien tersebut menderita penyakit yang cukup serius. Dalam penanganannya harus pula diperhatikan pemberian cairan berupa infus yang harus dikontrol sesuai dengan arahan dokter. Oleh karena itu penelitian ini akan membahas mengenai sistem pendeteksi caran infus untuk pasien ICU menggunakan sensor XKC-Y26-PNP dengan komunikasi secara wireless memanfaatkan jaringan Wi-Fi dan mengirimkan notifikasi pada telegram yang dapat diakses oleh perawat ruangan atau penunggu pasien agar nantinya dapat mengingatkan kepada perawat ruangan apabila cairan belum diganti. Penelitian ini bertujuan untuk mengembangkan perangkat pendeteksi jatuh dengan kendali NodeMCU ESP82666 selanjutnya akan dikirim notifikasi melalui Telegram. Penelitian menyimpulkan bahwa perangkat ini dapat mendeteksi keberadaan cairan pada botol infus secara akurat apabila cairan botol infus kosong maka main prosesor akan segera mengirimkan notifikasi pada Bot Telegram yang sudah dibuat dan membunyikan buzzer sebagai pengingat agar cairan infus diganti oleh praktisi segera mungkin.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115141552","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENERAPAN TGT (TEAM GAMES TOURNAMENT) UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK DI KELAS X TEKNIK INSTALASI TENAGA LISTRIK SMKN 2 SIGLI","authors":"Zulfa Setiawan, Hari Anna Lastya, Sadrina Sadrina","doi":"10.21831/jee.v5i2.41437","DOIUrl":"https://doi.org/10.21831/jee.v5i2.41437","url":null,"abstract":"ABSTRACT:This research is conducted because of the lack of creative and innovative learning models in the vocational school. However, the research aims were to analyze the effect of the team games tournament learning model on student achievement on electronic basic. The research used a quantitative method and quasi-experimental approach with a one-group pretest-posttest design. The instrument used were test paper and questionnaires. Data collected in this study passed through pretest, posttest, and questionnaires. The data is processed using the t-test. The results show differences in student learning outcomes between before and after the implementation of this model. This can be seen from the average value of student learning outcomes achieved at pretest < posttest (58 < 76). Hypothesis testing using t-test shows the results of data analysis t count > t table (3,665 > 1.75) so that the working hypothesis (Ha) is accepted. This indicates that the application of TGT in the basic electronics subjects proved could improve the learning outcomes of class X TITL SMKN 2 Sigli students. The results of the questionnaire present that the TGT learning model obtained a very agreeable value. It could conclude that students perceived the TGT learning model as an attractive learning process and effectively improve their motivation in learning Basic Electronics subject matter.ABSTRAK:Penelitian ini dilakukan karena kurangnya model pembelajaran yang kreatif dan inovatif di SMK. Namun penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran turnamen team games terhadap prestasi belajar siswa pada dasar elektronika. Penelitian ini menggunakan metode kuantitatif dan pendekatan eksperimen semu dengan desain one-group pretest-posttest design. Instrumen yang digunakan adalah kertas tes dan angket. Data yang dikumpulkan dalam penelitian ini melalui pretest, posttest, dan angket. Pengolahan data menggunakan uji-t. Hasil penelitian menunjukkan adanya perbedaan hasil belajar siswa antara sebelum dan sesudah penerapan model ini. Hal ini terlihat dari nilai rata-rata hasil belajar siswa yang dicapai pada saat pretest < posttest (58 < 76). Pengujian hipotesis menggunakan uji-t menunjukkan hasil analisis data t hitung > t tabel (3,665 > 1,75) sehingga hipotesis kerja (Ha) diterima. Hal ini menunjukkan bahwa penerapan TGT pada mata pelajaran elektronika dasar terbukti dapat meningkatkan hasil belajar siswa kelas X TITL SMKN 2 Sigli. Hasil angket menunjukkan bahwa model pembelajaran TGT memperoleh nilai sangat setuju. Dapat disimpulkan bahwa model pembelajaran TGT dirasakan siswa sebagai proses pembelajaran yang menarik dan efektif meningkatkan motivasi belajar materi pelajaran Elektronika Dasar.","PeriodicalId":294346,"journal":{"name":"Jurnal Edukasi Elektro","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124048519","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}