A Mobile Ad Hoc Network (MANET) protocol requires proper settings to perform data transmission optimally. To overcome this problem, it is necessary to select the correct routing protocol and use the routing protocol’s default parameter values. This study examined the effect of route request parameters, such as RREQ_RETRIES and MAX_RREQ_TIMOUT, on the Ad Hoc On-demand Distance Vector (AODV) protocol, which was then compared with the default AODV performance Optimized Link State Routing (OLSR) protocols. The performance metrics used for measuring performance were Packet Delivery Ratio (PDR), throughput, delay, packet loss, energy consumption, and routing overhead. The results show that the OLSR protocol has a smaller delay than the AODV protocol, while in other measurements, the AODV protocol is better than OLSR. By reducing the combination value of RREQ_RETRIES, MAX_RREQ_TIMEOUT in AODV routing to (2, 10 s) and (3, 5 s), the protocol’s performance can be improved. The two combinations result in an average increase in throughput performance of 3.09%, a decrease in delay of 17.7%, a decrease in packet loss of 27.15%, and an increase in PDR of 4.8%. For variations in the speed of movement of nodes, 20 m/s has the best performance, while 5 m/s has the worst performance.
This research proposed a method for scriptio continua management on the learning application-based transliteration to the Balinese Script. It has not been conducted yet and is important since the proposed method eases the learning of the Balinese Script as the transliteration output. This research is a technological preservation effort to the endangered Balinese local language knowledge in Indonesia through the multi-discipline collaboration between Engineering (especially on applied Computer Science) and Language discipline. The proposed method took care of two related aspects, i.e.: (1) The Balinese Script uses scriptio continua as a style of writing without spaces, so do its transliteration result to the Balinese Script; and (2) A switching management between scriptio continua and non-scriptio continua style is needed by the learning application for the ease of learning through the visual analysis of the transliteration output which is the Balinese Script. This study was conducted on the pioneering web-based transliteration learning application, BaliScript, with the Latin text as the input and the Balinese Script as the output. Through the experiment, the proposed method gave the expected transliteration result on scriptio continua management, which can switch between three styles of writing, i.e.: (1) scriptio continua; (2) unconditional non-scriptio continua; and (3) conditional non-scriptio continua.
Isu kepedulian lingkungan hidup dewasa ini menjadi topik utama yang sangat penting untuk disikapi. Pemerintah mendorong upaya-upaya untuk melestarikan fungsi lingkungan hidup dan mencegah terjadinya pencemaran atau kerusakan lingkungan hidup yang diakibatkan oleh beberapa faktor, salah satunya adalah sampah. Bank sampah merupakan salah satu solusi kepedulian lingkungan dengan konsep pengumpulan sampah kering seperti kertas, karton, kaleng, majalah, dan sampah plastik lainnya, yang berasal dari rumah untuk memaksimalkan partisipasi warga untuk lebih peduli terhadap lingkungan sekitar, dan menambah nilai ekonomi dari sampah. Mitra dalam pengabdian ini adalah Kelompok Bank Sampah “Gilimanuk” dan Kelompok Bank Sampah “Gili Karya Dewata” yang keduanya berada di desa Gilimanuk, kecamatan Melaya, kabupaten Jembrana, Bali. Tim mencoba membantu kedua mitra ini karena memiliki permasalahan antara lain: 1) bahan baku terbatas dari desa Gilimanuk; 2) penjualan terbatas di kabupaten Jembrana dan masih tradisional belum berbasis internet; 3) model produk yang masih sedikit; 4) pembukuan yang kurang terstruktur; dan 5) pelabelan pada produk yang belum ada. Kegiatan pengabdian ini diharapkan dapat meningkatkan penjualan kelompok mitra, menyejahterakan masyarakat sekitarnya, dan berperan penting dalam program kepedulian lingkungan.
We are in a time when a large number of electronic devices influence human interaction with the environment. The physical place where these various devices interact with each other to provide useful services for end-users gives birth to the concept of a Smart Environment. The interaction of the multiple devices that make up a smart environment produces a large amount of information or Big Data problems, so the insertion of the Internet of Things (IoT) technology in the environment is essential. IoT integration and cloud computing technology are needed as the impact of evolution on the next generation of smart environments. Trends in research related to IoT and Smart Environments are increasing rapidly beyond the trend of Smart City that first emerged. This paper reviewed current trends about smart environments, architectural concepts, frameworks, and applications of IoT-based Smart Environments.
The decreasing use of Balinese Script, including its Latin-to-Balinese Script transliteration knowledge, has caused concern over the threat of extinction of this part of Balinese culture. This research is aimed to preserve that knowledge through the technological approach by collaboration between Engineering and Language disciplines. It provided lessons learned from the analysis of the computer-based implementation of Latin to Balinese Script transliteration on a relatively large document. This study has never been conducted yet and added certain perspectives also strengthened computer-based transliteration knowledge, as part of Balinese Language ubiquitous learning. The analysis was conducted on pioneering Aksara Bali Simbar Dwijendra (SD) web application that basically receives Latin text input and outputs Balinese Script based on Bali SD font. Through the experiment, ten categorized lessons were exposed and learned. Future work to enrich this transliteration knowledge is by conducting more exploration on computer-based implementation using dedicated Balinese-Unicode fonts.
Microelectronic technology that supports the establishment of wireless sensor networks (WSN) has brought hope to the ease of Internet of Things (IoT) technology that can generate smart environments. A WSN consists of a collection of sensor nodes that are small, intelligent, and inadequate in storage, energy, and processing power. One of the well-known routing techniques in WSN is LEACH. There have been many LEACH studies and their development with random node distribution. Here we designed several scenarios in WSN routing with the position of the sensor nodes specified in the mapping area. MATLAB simulation results show network lifetime can be extended by reducing data packet size. In five experiments, the number of 40 nodes was the optimal number to extend network lifetime. Each scenario has advantages and disadvantages that can be referenced in developing the LEACH protocol.
This research purpose is to increasing vocational and enterpreneurship learning outcome through the implementation of cooperative learning model typed picture and picture to the students at XI MIPA 1 class SMA N 3 Singaraja. This research is classroom action research which is done in two cycles. The subject is this research is the even semester students at XI MIPA 1 class SMA N 3 Singaraja academic year 2014/2015 in amount of 22 students, consist of 9 boys and 13 girls. The method of data collection was by tes and observation. The data then analysis through descriptive qualitative technique analysis. The data analysis showed that the average of learning outcome at first cycle is 79.6 and it’s completeness is about 63,63%, afterwars the average of learning outcome at the second cycle is 83,8 and it’s completeness is about 86,36%. Based on the data analysis and working through, it’s can be conclude that vocational and enterpreneurship learning outcome at the first and second cycles had been increase through the implementation of cooperative learning model typed picture and picture at the students of XI MIPA 1 class SMA N 3 Singaraja academic year 2014/2015.
The smart home system is a widely used reference term for a system of controlling, monitoring, and home automation functions. The electrical devices can be controlled by a switch, timer, sensor or remote control. Among the existing wireless technologies, Bluetooth has the advantages of low cost, fast transfer rates, and real-time application capabilities. In this paper, we proposed a method for implementing real-time smart home systems using the Android Bluetooth Control Device (ABCD) module. The ABCD module is used to control 8 pieces of home electric devices. The module uses a Bluetooth connection that has a maximum distance of an average of 10.37 m. The test results with three conditions found that the plastic barrier on the Bluetooth transmitter can affect the maximum distance of the success of data transmission. With the architecture offered, this smart home system can be accessed remotely via the internet.
This study was carried out aimed at improving student learning outcomes in Computer Assembling subjects in the subject matter and Troubleshooting BIOS configuration concepts in class X TKJ 1 SMK Negeri 3 State through problem-based learning model (Problem Based Learning). This type of research is action research class (class action research) carried out in 2 cycles, the first cycle consists of 3 meetings as well as to the second cycle. Subjects in this study were students of class X TKJ 1 SMK Negeri 3 countries totaling 34 people. The object of this research is student learning outcomes by implementing problem-based learning model (Problem Based Learning). The necessary data obtained using the method in the form of a multiplechoice test (Multiple Choice). Achievement test cycle I and cycle II as many as 20 items. Based on the analysis of data on learning outcomes in Computer Assembling subjects in the first cycle obtained an average percentage of student learning outcomes in classical amounted 55.88%. In the second cycle the average percentage of student learning outcomes in classical amounted 85.29%. The results showed an increase from cycle I to cycle II of 29.4%. Thus, the conclusions of this study an increase in student learning outcomes through the application of problem-based learning model (Problem Based Learning).
Home Automation System (HAS) is a widely used reference term for a system of controlling, monitoring, and home automation functions. HAS generally required a smartphone application or web portal as its interface. The electrical devices can be controlled by a switch, timer, sensor or remote control. In this paper, we describe the module for controlling devices with applications from smartphones via a Bluetooth connection called Android Bluetooth Control Device (ABCD). This module is packaged portable and can be used in classroom learning or demonstrated to people who want to know the working principle of this module. The approach used is controlling 8 devices consisting of 4 lights and 4 additional devices. The module is controlled with smartphone application via Bluetooth using Bluetooth HC-05 which works on 2.4 GHz frequency with a maximum range of 10 m. ABCD module can be used to facilitate the user in controlling various electrical devices at home.
Tujuan yang ingin dicapai dalam penelitian ini adalah 1) menghasilkan rancangan prototipe robot alat monitor dan observasi bawah air (AMOBA) berbasis ROV (remotely operated vehicle) yang mampu bergerak di dalam air; 2) melakukan uji coba prototipe robot AMOBA di bawah air dan mengkaji hasilnya; 3) memperoleh kinerja prototipe robot AMOBA sebagai alat yang memiliki kemampuan survey (monitoring and observation) bawah air. ROV merupakan robot bawah air yang dikendalikan oleh operator dalam pengoperasiannya, dan didukung oleh perangkat kendali dalam pengoperasiannya. Pada penelitian ini dikembangkan prototipe ROV yang mampu bernavigasi di bawah air dengan kendali berbasis mikrokontroller dari permukaan air menggunakan kabel 15m dan beberapa aktuator dengan propellernya dari pompa air. Pompa air yang digunakan sebanyak 8 buah (2 buah pompa untuk belok kiri, 2 buah pompa untuk belok kanan, 2 buah pompa untuk maju ke depan, dan 2 buah pompa untuk naik ke atas). Robot AMOBA yang dikembangkan dilengkapi dengan IPCamera yang dapat dikendalikan untuk menampilkan visual bawah air dan dapat diputar sepanjang 1200 (kiri, kanan, atas, dan bawah). Metode yang akan digunakan untuk mencapai tujuan diatas adalah metode penelitian dan pengembangan (research and development) atau R&D menurut Borg dan Gall. Analisis dalam penelitian ini menggunakan konsep SMART (specific, measurable, achievable, realistic, time-based). Hasil penelitian menunjukkan rata-rata kecepatan robot 21,5 cm/detik dengan bobot 23kg. Kecepatan robot tergolong lambat dan saat pergerakan di awal pelan kemudian perlahan-lahan cepat akibat perlunya daya yang kuat untuk mendorong robot di awal. Semakin dalam robot di air maka tekanan air semakin besar dan berakibat terhentinya pompa air bekerja. Pompa air yang digunakan hanya dapat bekerja maksimal hingga kedalaman 3 m. Sehingga diperlukan aktuator dengan propeller yang lebih kuat apabila ingin dikembangkan untuk menjangkau kedalaman air lebih dari 3 m.
PENERAPAN METODE DEMONSTASI DENGAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR PERAKITAN KOMPUTER DI KELAS X TKJ 2 SMKN 1 ABANG Oleh: I Gusti Lanang Agusdika Jelistiadi, NIM 1115061017 Jurusan Pendidikan Teknik Elektro ABSTRAK Penelitian ini bertujuan untuk menganalisis hasil belajar siswa kelas X TKJ 2 SMK Negeri 1 Abang melalui penerapan metode pembelajaran demonstrasi dengan menggunakan media audio visual. Subjek dalam penelitian ini adalah siswa kelas X TKJ 2 SMK Negeri 1 Abang. Metode pengumpulan data yang digunakan dalam penelitian ini adalah metode tes hasil belajar siswa. Data dianalisis dengan menggunakan teknik deskriptif kualitatif. Hasil penelitian ini adalah (1) siswa yang dinyatakan tuntas pada siklus I adalah 22 orang siswa (49,54%); (2) siswa yang tuntas pada siklus II sebanyak 32 orang siswa (86,48%) dan (3) terdapat peningkatan hasil belajar siswa dari siklus I ke siklus II baik dari aspek kognitif, afektif, maupun psikomotor. Sehingga dapat diketahui bahwa penerapan metode demonstrasi dengan menggunakan media audio visual dapat meningkatkan hasil belajar perakitan komputer siswa kelas X TKJ 2 SMKN 1 Abang. Kata Kunci : metode demonstrasi, media audio visual, hasil belajar, perakitan komputer THE APPLICATION OF DEMONSTRATE METHOD BY USING AUDIO VISUAL LEARNING MEDIA TO INCREASE STUDENTS ACHIEVEMENT IN PERAKITAN KOMPUTER SUBJECT AT GRADE X TKJ 2 SMKN 1 ABANG By: I Gusti Lanang Agusdika Jelistiadi, NIM 1115061017 Electricalk Engineering Education ABSTRACT The purpose of this research was to analyze students achievement in grade X TKJ 2 SMK Negeri 1 Abang through the application of demonstrate method by using audio visual learning media. Subject in this research were students in grade X TKJ 2 SMKN 1 Abang. The data collection method that used in this research was students achievement test. The data was analyzed by using quantitative description. The result of this research were (1) students who passed in first cycle was 22 students (49,54%); (2) students who passed in second cycle was 32 students (86,48%); and (3) the students achievement in cognitive, afectif, and psicomotor from first until second cycle was increase. From the result, it can be concluded that the application of demonstrate method by using audio visual learning media can increase students achievement in Perakitan Komputer subject at grade X TKJ 2 SMKN 1 Abang. keyword : demonstrate method, audio visual media, students achievement, perakitan komputer
Penelitian ini dilakukan bertujuan untuk meningkatkan hasil belajar siswa dalam mata pelajaran Perakitan Komputer pada materi pokok konsep konfigurasi BIOS dan Troubleshooting di kelas X TKJ 1 SMK Negeri 3 Negara melalui model pembelajaran berbasis masalah (Problem Based Learning). Jenis penelitian ini adalah penelitian tindakan kelas (class action research) yang dilaksanakan dalam 2 siklus, siklus I terdiri dari 3 kali pertemuan begitu juga dengan siklus yang ke II. Subjek dalam penelitian ini adalah siswa kelas X TKJ 1 SMK Negeri 3 Negara yang berjumlah 34 orang. Objek penelitian ini adalah hasil belajar siswa dengan menerapkan model pembelajaran berbasis masalah (Problem Based Learning). Data yang diperlukan diperoleh dengan menggunakan metode tes yang berbentuk pilihan ganda (Multiple Choice). Tes hasil belajar siklus I dan siklus II sebanyak 20 butir soal. Berdasarkan analisis data mengenai hasil belajar pada mata pelajaran Perakitan Komputer pada siklus I didapatkan persentase rata-rata hasil belajar siswa secara klasikal sebesar 55.88%. Pada siklus II persentase rata-rata hasil belajar siswa secara klasikal sebesar 85,29%. Hasil tersebut menunjukkan terjadinya peningkatan dari siklus I ke siklus II sebesar 29,4%. Jadi, kesimpulan dari penelitian ini terjadi peningkatan hasil belajar siswa melalui penerapan model pembelajaran berbasis masalah (Problem Based Learning). Kata Kunci : pembelajaran berbasis masalah, hasil belajar, Perakitan Komputer This study was carried out aimed at improving student learning outcomes in Computer Assembling subjects in the subject matter and Troubleshooting BIOS configuration concepts in class X TKJ 1 SMK Negeri 3 State through problem-based learning model (Problem Based Learning). This type of research is action research class (class action research) carried out in 2 cycles, the first cycle consists of 3 meetings as well as to the second cycle. Subjects in this study were students of class X TKJ 1 SMK Negeri 3 countries totaling 34 people. The object of this research is student learning outcomes by implementing problem-based learning model (Problem Based Learning). The necessary data obtained using the method in the form of a multiple choice test (Multiple Choice). Achievement test cycle I and cycle II as many as 20 items. Based on the analysis of data on learning outcomes in Computer Assembling subjects in the first cycle obtained an average percentage of student learning outcomes in classical amounted 55.88%. In the second cycle the average percentage of student learning outcomes in classical amounted 85.29%. The results showed an increase from cycle I to cycle II of 29.4%. Thus, the conclusions of this study an increase in student learning outcomes through the application of problem-based learning model (Problem Based Learning) keyword : based learning, learning outcomes, Assembling Computer