Journal Universitas PGRI Semarang
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    APLIKASI GAME EDUKASI PENGENALAN PAKAIAN ADAT NUSANTARA UNTUK SISWA SEKOLAH DASAR BERBASIS ANDROID

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    Indonesia adalah salah satu negara kepulauan terbesar di dunia yang mempunyai berbagai macam suku dan budaya yang tidak sedikit. Indonesia juga memiliki beraneka ragam budaya dan ciri khas masing-masing dari setiap daerahnya. Ciri khas dan budaya dari setiap provinsi terdiri atas adat dan istiadat, pakaian daerah, bahasa daerah, lagu daerah bahkan hingga senjata tradisional dari tiap provinsi tersebut.Dalam proses pengembangannya peneliti menggunakan metode MDLC (Multimedia Developmet Life Cycle) yang terdiri dari 6 tahapan: concept (pengonsepan), design (perancangan), material collecting (pengumpulan bahan), assembly (pembuatan), testing (pengujian) dan distribution (pendistribusian). Penelitian ini di implementasikan menjadi sebuah aplikasi yaitu game edukasi pengenalan pakaian adat nusantara untuk siswa sekolah dasar berbasis android. Pengujian kelayakan aplikasi menggunakan lembar angket uji validasi ahli media dan respon pengguna (siswa sekolah dasar).Hasil dari penelitian menunjukan bahwa aplikasi game edukasi pengenalan pakaian adat nusantara untuk siswa sekolah dasar berbasis android dalam katagori layak digunakan berdasarkan validasi ahli media sebesar 83,33% dan hasil angket respon pengguna sebesar 94,67%, sehingga dapat disimpulkan bahwa aplikasi game edukasi pengenalan pakaian adat nusantara untuk siswa sekolah dasar berbasis android "sangat layak" di gunakan

    VIRTUAL TOUR PANORAMA 360 DERAJAT KAMPUS 1 UNIVERSITAS PGRI SEMARANG

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    Universitas PGRI Semarang dalam memperkenalkan kampus masih menggunakan media promosi yang berupa brosur, informasi dari orang ke orang dan melalui website Universitas PGRI Semarang. Dalam proses pengembangannya peneliti menggunakan metode MDLC (Multimedia Developmet Life Cycle). Penelitian ini di implementasikan menjadi sebuah aplikasi yaitu virtual tour panorama 360 derajat kampus 1 Universitas PGRI Semarang. Hasil dari penelitian menunjukan bahwa Hasil dari penelitian menunjukan bahwa aplikasi virtual tour panorama 360 derajat kampus 1 Universitas PGRI Semarang dalam katagori layak digunakan berdasarkan validasi ahli media sebesar 81,88% dan hasil angket respon pengguna sebesar 91,46%, sehingga dapat disimpulkan bahwa aplikasi virtual tour panorama 360 derajat kampus 1 Universitas PGRI Semarang "sangat layak" di gunakan

    PENGEMBANGAN GAME EDUKASI PENGENALAN NAMA HEWAN DAN HABITATNYA DALAM BAHASA INGGRIS & INDONESIA UNTUK ANAK USIA DINI SEBAGAI MEDIA PEMBELAJARAN BERBASIS ANDROID

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    Penelitian ini dilatar belakangi oleh minimnya kemampuan siswa dalam mengenal nama hewan dan habitatnya dalam bahasa Inggris dan bahasa Indonesia. Dengan adanya permasalahan tersebut, peneliti menciptakan sebuah aplikasi yang bertujuan untuk menghasilkan software construct 2 sebagai media pembelajaran dengan menggunakan model pengembangan MDLC (Multimedia Development Life Cycle). Penelitian ini dilakukan melalui 6 tahapan yaitu Concept (Konsep), Design (Perancangan), Material Collecting (Pengumpulan Material), Assembly (Pembuatan), Testing (Pengujian), Distribution (Pendistribusian). Untuk menguji kelayakan aplikasi media pembelajaran pengenalan nama hewan dan habitatnya dilakukan oleh validator ahli media, validator ahli materi, dan respon pengguna yang dilakukan oleh siswa atau wali murid KB IT Permata Islami. Hasil dari validasi ahli media sebesar 95,8% yang termasuk dalam kategori "Sangat Layak", dan validasi ahli materi sebesar 100% yang termasuk dalam kategori "Sangat Layak". Kemudian hasil dari uji pengguna sebesar 90,3% yang termasuk dalam kategori "Sangat Layak", sehingga aplikasi pengembangan game edukasi pengenalan nama hewan dan habitatnya yang dihasilkan dapat dikategroikan sangat layak untuk digunakan dalam proses pembelajaran siswa

    Kemampuan Menulis Paragraf Aksara Jawa Menggunakan Metode Cycle Learning Kelas XI SMKN 1 Sayung Demak Tahun Ajaran 2022

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    This study was motivated by the lack of ability of students of class XI RPL SMKN 1 Sayung in writing Javanese characters in Javanese subjects. Related to the formulation of the problem, the research examines a problem, namely how is the ability of students to write a paragraph using Javanese characters in class XI RPL SMKN 1 Sayung? This study aims to describe the results of the ability to write a paragraph using Javanese characters in class XI RPL SMK Negeri 1 Sayung 2022. This research is included in descriptive quantitative research by making One Shot Case Study as a design. This study uses a population of students in class XI RPL SMK Negeri 1 Sayung. Taking the sample by doing purposive sampling technique, in the study the sample was all students in class XI RPL SMK Negeri 1 Sayung which totaled 24 students. This data collection uses experimental techniques. It has become the basis of the analysis that has been studied, it is known that there are 24 students with the results of 20 students who have completed, namely 83% and there are 4 students who are not complete, namely as much as 17%. The resulting value of the class average on the test is 74 and already includes a value higher than the KKM determined by the school which is 65. The results obtained may indicate that writing paragraphs in Javanese language lessons is a difficult task for students of class XI RPL SMK Negeri 1 Sayung Demak. The data is obtained from the test of writing a Javanese paragraph using aspects of knowledge and skills. Students can know and understand how to write paragraphs in Javanese appropriately

    Integrated Web-based Palu City Blood Donor Service Application Model Using ReactJS and ExpressJS

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    Blood donation is an important activity in the medical world that requires efficient coordination between donors and recipients of blood donations so that blood needs are met. However, the blood donation process still needs to be improved because of the lack of donors and the difficulty of blood recipients to find donors. Using this problem, researchers designed and developed a web application that utilizes ReactJS as a frontend Library and ExpressJS as a backend framework. This application will help donors to register, make donor appointments, and access information related to blood donor activities. Admins can use this application to manage information and send notifications to donors. This research system development method needs analysis, system design, application implementation, and testing and evaluation. This research uses two tests, namely Blackbox and a questionnaire. The result of this research is an application system named Badonordarah that can improve the efficiency and effectiveness of the blood donor service process in Palu City and make it easier for donors and blood recipients to interac

    "My Javelin Throw" Android-based Javelin Throw Learning Application

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    This research is motivated by the need for a new learning model with different and engaging learning media, particularly in javelin throwing education. The aim of this research is to create an Android-based learning media for javelin throw. The method in this research is Research and Development (RD). The subjects and location of this research are 11th-grade students of SMA Negeri 1 Bantarbolang, Pemalang Regency. In the small-scale research, the sample consists of 21 11th-grade students, while in the large-scale research, the sample consists of 272 11th-grade students. The data collection technique used is a questionnaire as the instrument. The quantitative data analysis technique in this research utilizes descriptive statistical analysis. The final validation results from media experts indicate that all aspects are rated as "Good" with a score of 78%. Meanwhile, the final validation from subject matter experts indicates that all aspects are rated as "Excellent" with a score of 82%. According to the data analysis results in the small-scale trial, the percentage obtained is 86.17%

    Quality Control Analysis Using Statistical Quality Control (SQC) And Failure Mode Effect Analysis (FMEA) In The Production Process Of Za Plus Fertilizer

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    The company PT.XYZ is an industrial logistics entity that has a main division in the field of warehousing and MBU, with a special focus on fertilizer bagging activities. The problems faced by this company are related to defects that occur in the fertilizer bagging process. This research aims to identify the most common defects, the factors that cause defects, and develop proposed corrective actions to improve the quality of fertilizer bagging. The research methodology applied involves Statistical Quality Control (SQC) and Failure Mode Effect Analysis (FMEA), using tools such as check sheets, pareto diagrams, control maps, and fishbone diagrams. The results of the research using the Statistical Quality Control (SQC) method showed that the most significant defect in the fertilizer bagging process was the tear defect, reaching a percentage of 58%, followed by the seam defect at 27%, and the underweight defect at 15%. Meanwhile, analysis with the Failure Mode Effect Analysis (FMEA) method shows that the type of tear defect has the highest Risk Priority Number (RPN) value, caused by a lack of caution when carrying out the process of putting fertilizer into pallets. As a recommendation for improvement, it is recommended to organize training on work procedures for employees to improve their understanding of the work procedures that apply at PT.XYZ. This step is expected to address the main problems identified in the study, especially related to the lack of care in the process of bagging fertilizer into pallets, so as to improve the quality of fertilizer bagging in the company

    Monitoring and Automation System for Bird Feeding and Drinking Based on Internet of Things Using ESP32

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    Birds are vertebrate animals characterized by feathers and wings. Their melodious sounds and colorful plumage make them a popular choice for bird breeders, which presents a promising business opportunity. Manual feeding and drinking requires farmers to feed and drink every day, which often results in delayed feeding and drinking or inconsistent dosing, causing birds to become susceptible to disease and death. Therefore, this study is intended to create an automated system for monitoring feed and drink at predetermined times utilizing the Internet of Things (IoT) concept. The system's schedule can be remotely accessed and monitored through a website, and it operates in real-time without requiring manual intervention. This allows farmers to monitor and provide birds with food and water even from a distance. The Internet of Things (IoT) system utilized in this research employs an ESP32 microcontroller as the primary controller, which connects to a Wi-Fi network. It features a servo motor designed to refill bird feeders and drinkers. Further, a mini pump is used to replenish water in the drinker based on the owner's predetermined schedule set via the application. The research concludes that the tool functions based on the input time on the website. The system sends notifications to the breeder's smartphone regarding successful feeding and drinking, with an error rate of less than 20% in system testing and over 80% accuracy in system functioning. The outcome is in the form of a tool dispensing feed and drink daily, in accordance with the breeder's specified hour

    Fast and Accurate Indonesian QnA Chatbot Using Bag-of-Words and Deep-Learning For Car Repair Shop Customer Service

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    A chatbot is a software that simulates human conversation through a text chat. Chatbot is a complex task and recent approaches to Indonesian chatbot have low accuracy and are slow because it needs high resources. Chatbots are expected to be fast and accurate especially in business settings so that they can increase customer satisfaction. However, the currently available approach for Indonesian chatbots only has low to medium accuracy and high response time. This research aims to build a fast and accurate chatbot by using Bag-of-Words and Deep-Learning approach applied to a car repair shop customer service. Sixteen different intents with a set of their possible queries were used as the training dataset. The approach for this chatbot is by using a text classification task where intents will be the target classes and the queries are the text to classify. The chatbot response then is based on the recognized intent. The deep learning model for the text classification was built by using Keras and the chatbot application was built using the Flask framework in Python. Results showed that the model is capable of giving 100% accuracy in predicting users' intents so that the chatbot can give the appropriate responses and the response time is near zero milliseconds. This result implies that developers who aim to build fast and accurate chatbot software can use the combination of bag-of-words and deep-learning approaches. Several suggestions are presented to increase the probability of the chatbot's success when released to the general public

    Improving Analysis of Risk-Based Maintenance Management Strategies Through Reliability Centered Maintenance. Case Study : Coal Crushing Plant. Central Kalimantan. Indonesia

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    PT XYZ as a company operating in the coal mining sector has 7 production lines on the in-loading system in its coal crushing plant. In-loading system production line no. 7 is the system that has the lowest mechanical availability, therefore it is necessary to search for a systematic method to obtain an appropriate maintenance mode and not only consider operational aspects but also pay attention to occupational health safety aspects. RCM is a qualitative analysis (which can be developed into quantitative analysis) which formulates maintenance task selection based on safety, environmental and operational considerations. From the results of the FMEA research, it was found that there were 28 failure modes with 6 components of which had an unacceptable risk level and a critical level of "very critical" so that LTA analysis was carried out on these 6 components and obtained maintenance tasks for each component, namely scheduled on condition tasks (HPU pump, Drag Chain, Hydraulic Pipe) and redesign (Flight bar, Flap Plate)

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