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Prototipe Penekan Tombol Otomatis Simulator Meter kWh Untuk Pengisian Token Berbasis Mikroprosesor dan API Telegram
The change of payment method for electrical energy to prepaid by the Perusahaan Listrik Negara (PLN) is based on the increase in the use of electrical power, and there are areas for improvement in the postpaid system. The prepaid method uses the Standard Transfer Specification (STS) system, users enter a 20-digit token number on the kWh by pressing the kWh meter keyboard, but there are some things that could be improved if they look at the placement of the kWh meter. The user's mobility is very high. The Internet of Things (IoT) system of the kWh meter automatic button press aims to make it easier for users. The prototype uses critical components such as Raspberry PI 3B as a microprocessor, telegram as user input and output, and 12 solenoids as a keypress medium. System feasibility testing is carried out by testing the accuracy of suppression, filling time, and the receipt of messages on bot telegrams. Accuracy for each button with a test of 20 presented at a delay of 2.00 seconds to 0.04 seconds got 100% accurate results. Tested the charging time with a 100% curated delay results in the fastest time with the highest accuracy rate on a delay of 0.10 seconds to 0.04 seconds faster when compared to manual charging. On the receipt of telegram messages, get 100% test results with the consideration of 13 letters received by users. Further development can be done considering the bot display, user inputs and outputs, and customized containers on the kWh meter.Perusahaan Listrik Negara (PLN) telah beralih dari sistem pembayaran pascabayar ke prabayar untuk energi listrik, mengingat adanya kelemahan dalam sistem pascabayar. Dalam metode prabayar, pengguna diharuskan memasukkan angka token 20-digit ke dalam meter kWh dengan menggunakan papan tombol. Namun, terdapat beberapa kendala yang muncul terkait dengan posisi meter kWh dan tingkat mobilitas pengguna yang tinggi. Oleh karena itu, penerapan sistem Internet of Things (IoT) pada tombol otomatis untuk meter kWh diharapkan dapat memberikan kemudahan bagi pengguna. Pembuatan prototipe menggunakan komponen utama, yaitu Raspberry sebagai komputer sirkuit tunggal, Telegram sebagai input dan output pengguna beserta 12 buah solenoid sebagai media penekan papan tombol. Pengujian kelayakan sistem dilakukan dengan menguji akurasi penekanan, waktu pengisian, dan keberterimaan pesan pada bot Telegram. Akurasi untuk setiap tombol dengan pengujian 20 kali penekanan pada delay 2,00 detik hingga 0,04 detik mendapatkan hasil 100% akurat. Pengujian waktu pengisian yang dilakukan dengan delay antara 0,10 detik hingga 0,04 detik menghasilkan akurasi 100%, yang lebih cepat dibandingkan dengan metode pengisian manual. Pada pengujian keberterimaan pesan Telegram, sebanyak 13 pesan diterima dengan akurasi 100%. Pengembangan lebih lanjut dapat dilakukan dengan mempertimbangkan tampilan bot, input dan output pengguna, dan wadah disesuaikan pada meter kWh
Kepatuhan Siswa Sekolah Dasar Terhadap Pedoman Gerakan 24 di Kabupaten Pringsewu Tahun 2023
The Covid-19 pandemic has caused a crucial reduction in the need for physical education and interaction time in physical activity, so this has become a challenge for all teachers in schools. The aim of this research is to investigate 24-hour movement guidelines between pandemic vs. post-pandemic. The method used in this research is cross sectional with an observational approach. The total subjects in this study were 620 elementary school students with an average age of 10.87 ± 0.51 years, weight 37.12 ± 8.37 kg, and height 140.11 ± 4.73 cm. The results of the research show that after the pandemic, children's outdoor play habits and sleep duration increased sharply as time in front of the screen decreased, although they tended to be the same as conditions during the pandemic. It is hoped that these findings can be a reference for parents and teachers in schools to implement a healthy lifestyle by prioritizing physical activity compared to screen use. so that habits during the pandemic can be overcome and students can increase their level of fitnessPandemi Covid-19 menyebabkan penurunan krusial pada kebutuhan Pendidikan jasmani dan waktu keterlibatan dalam beraktivitas fisik, sehingga hal tersebut menjadi tantangan bagi semua guru disekolah. Tujuan penelitian ini adalah untuk menginvestigasi mengenai pedoman Gerakan 24 jam antara saat pandemic vs pasca pandemi. Metode yang digunakan dalam penelitian ini yatitu, cross sectional dengan pendekatan observasional. total subjek dalam penelitian ini berjumlah 620 siswa sekolah dasar dengan rata-rata usia 10.87 ± 0.51 tahun, berat badan 37.12 ± 8.37 kg, dan tinggi badan 140.11 ± 4.73 cm. Hasil penelitian menunjukkan bahwa menunjukkan bahwa rata-rata skor aktivitas fisik siswa pasca-pandemi VS saat pandemi mengalami perbedaan yang signifikan, dimana nilai PA pada saat pendmi berada di 2.17 Poin, sedangkan pasca pandemic berada di 3.78 poin. artinya dari data tersebut dapat kita simpulkan bahwa rata-rata tingkat aktivitas fisik siswa pada saat pandemic masih tergolong rendah, sedangkan siswa pasca-pandemi mengalami peningkatan level ke sedang. Selanjutnya untuk durasi tidur juga mengalami peningkatan antara pandemic VS pasca pandemic, dimana durasi waktu tidur pasca pandemic lebih tinggi jika dibandingkan dengan saat pandemic. sedangkan untuk durasi penggunaan layar pada kedua kondisi ini tidak menunjukkan perbedaan yang signifikan secara statistic. Dengan demikian temuan ini diharapkan dapat menjadi acuan bagi para orang tua dan guru di sekolah untuk menerapkan pola hidup sehat dengan mengutamakan aktivitas fisik dibandingkan dengan penggunaan layar. sehingga kebiasaan di saat pandemic dapat di atasi dan siswa dapat meningkatkan derajat kebugarannya
Pengaruh Program Latihan Drill Like Game Situation Terhadap Pukulan Forehand dan Backhand Pada Olahraga Pickleball
One of the increasingly popular sports is Pickleball, which offers a combination of tennis, badminton and table tennis. Pickleball emphasizes control, accuracy, and good reflexes, while still being easy to learn and play for beginners to experienced players. Mastery of basic techniques, including forehand and backhand shots, is essential in playing Pickleball effectively. The drill method, with simulated game situations similar to actual matches, is an effective approach to improve players' skills in this sport. This study aims to determine the effect of the Drill Like Game Situation Training program on Forehand and Backhand shots in Pickleball. The motede of this research is an experiment with a quantitative approach. The population of this study were members of the JPOK pickleball club. The sampling technique used was purposive sampling and obtained a sample of 18 people. The results showed that the Drill Like Game Training Program has a significant effect on forehand and backhand shots in the Pickleball game because this program provides structured and repetitive training, which allows players to improve technique and reliability in performing both shots. The Drill Like Game Training Program also not only improves the technical skills of forehand and backhand shots, but also helps players hone their mental and tactical abilities in the game of Pickleball.Salah satu olahraga yang semakin populer adalah Pickleball, yang menawarkan kombinasi antara tenis, bulu tangkis, dan tenis meja. Pickleball menekankan kontrol, akurasi, dan refleks yang baik, sambil tetap mudah dipelajari dan dimainkan oleh pemula hingga pemain berpengalaman. Penguasaan teknik dasar, termasuk pukulan forehand dan backhand, sangat penting dalam memainkan Pickleball secara efektif. Metode drill, dengan simulasi situasi permainan yang serupa dengan pertandingan sebenarnya, merupakan pendekatan yang efektif untuk meningkatkan keterampilan pemain dalam olahraga ini. Penelitian ini bertujuan untuk mengetahui pengaruh dari program Latihan Drill Like Game Situation terhadap pukulan Forehand dan Backhand pada olahraga Pickleball. Motede penelitian ini adalah eksperimen dengan pendekatan kuantitatif. Populasi dari penelitian ini adalah anggota club pickleball JPOK. Adapun teknik pengambilan sampel yang dilakukan yaitu purposive sampling dan didapatkan sampel sejumlah 18 orang. Hasil penelitian didapatkan bahwa Program Latihan Drill Like Game memiliki pengaruh yang signifikan terhadap pukulan forehand dan backhand dalam permainan Pickleball karena program ini menyediakan latihan yang terstruktur dan berulang, yang memungkinkan pemain untuk memperbaiki teknik dan keandalan dalam melakukan kedua pukulan tersebut. Program Latihan Drill Like Game juga tidak hanya meningkatkan keterampilan teknis pukulan forehand dan backhand, tetapi juga membantu pemain mengasah kemampuan mental dan taktis mereka dalam permainan Pickleball
Peran Pola Asuh Orang Tua dan Pembentukan Motivasi Anak dalam Pemilihan Olahraga Renang
Parental parenting is one of the obstacles in a child's motivation to choose a sport. Parenting style is the closest thing to a child's development, so parents' parenting style will have an impact on the child's motivation. This research aims to examine the relationship between parenting styles and the formation of children's motivation in choosing the sport of swimming. By using descriptive methods and quantitative approaches. The sample in this study involved 34 people (15 women and 14 men). This research used the SIMS (The Situational Motivational Scale) and PSDQ (The Parenting Style and Dimension Questionnaire) questionnaires which were filled in by the sample using Google Form. The research results show that there is a significant relationship between the role of parental parenting and the formation of children's motivation in choosing swimming. The conclusion of this research is that parenting styles play an important role in forming children's motivation in choosing swimming, so parents are advised to pay more attention to the parenting patterns given to children to increase motivation in choosing sports, especially swimming.Pola asuh orang tua merupakan salah satu faktor penting yang dapat menjadi hambatan atau pendorong dalam motivasi seorang anak untuk memilih cabang olahraga. Pola asuh adalah interaksi yang paling dekat dengan perkembangan anak sehari-hari, sehingga cara orang tua mendidik dan mengasuh anak mereka akan berdampak langsung pada motivasi anak dalam berbagai aspek kehidupan, termasuk dalam pemilihan cabang olahraga seperti renang. Penelitian ini bertujuan untuk mengkaji secara mendalam hubungan antara pola asuh orang tua dan pembentukan motivasi anak dalam memilih cabang olahraga renang. Penelitian ini menggunakan metode deskriptif dengan pendekatan kuantitatif, yang memungkinkan untuk menggambarkan dan mengukur hubungan variabel-variabel yang diteliti secara sistematis. Sampel dalam penelitian ini melibatkan 34 orang anak, terdiri dari 15 putri dan 14 putra, yang diambil secara acak. Alat ukur yang digunakan dalam penelitian ini adalah angket SIMS (The Situational Motivational Scale) untuk mengukur tingkat motivasi anak, dan PSDQ (The Parenting Style and Dimension Questionnaire) untuk mengukur pola asuh yang diterapkan oleh orang tua. Kedua angket ini diisi oleh responden melalui platform Google Forms untuk memudahkan pengumpulan data. Hasil penelitian menunjukkan bahwa terdapat hubungan yang signifikan antara pola asuh orang tua dan motivasi anak dalam memilih cabang olahraga renang. Temuan ini menegaskan bahwa pola asuh orang tua memberikan peranan yang sangat penting dalam pembentukan motivasi anak untuk memilih cabang olahraga renang. Oleh karena itu, disarankan agar para orang tua lebih memperhatikan dan memperbaiki pola asuh yang mereka terapkan agar dapat meningkatkan motivasi anak dalam memilih dan berprestasi dalam cabang olahraga, khususnya renang. Kesimpulannya, perhatian yang lebih dari orang tua terhadap pola asuh dapat menjadi kunci dalam mendorong anak untuk lebih termotivasi dalam mengejar minat mereka di bidang olahraga
Planning and designing livable recreational open spaces in developing countries. Insights from Souk Ahras City, Algeria
Creating livable recreational public open spaces is essential for urban quality of life and well-being. In the Algerian context, the topic of public open spaces has been extensively investigated. However, little research has examined how spatial and physical attributes of recreational open spaces influence their use and perceptions by residents. This study investigated the role of urban planning and urban design in shaping livable recreational open spaces in Souk Ahras City, Algeria. The study used a mixed-methods approach: spatial analysis was used to map five typologies, while a survey among 426 residents was used to assess the residents’ satisfaction, use, and perception of recreational open spaces. Although several recreational spaces have been, their availability was insufficient. In addition, satisfaction levels with the spatial and physical attributes of recreational open spaces were mainly average to low. Moreover, satisfaction was positively correlated to use frequency, duration, and favorable perception, highlighting the importance of the design quality of those spaces. However, satisfaction did not predict activities undertaken, underscoring the need for considering more than just the physical aspect when new recreational open spaces are proposed. Recommendations include increasing provision and improving spatial and physical attributes. The findings provide empirical insight to guide context-specific interventions for improving developing cities’ recreational open spaces. Further research should examine interactions between space, culture, and policy across multiple developing cities
KAJI NUMERIK GROUND PAD SHOE KENDARAAN TEMPUR DENGAN MODEL MATERIAL HYPERELASTIC
One of the important components on a combat vehicle is the ground pad shoe (GPS) or track pad. GPS that has been developed at this time mostly uses rubber material. Rubber raw materials themselves are found in Indonesia in large amount. Indonesia left 3 million tonnes of natural rubber unprocessed in 2018. On the other hand, natural rubber research is quite expensive and takes a long time to become a product. To make rubber products is needed special molds and tests. To solve the high costs and long time involved in rubber research, it is necessary to carry out numerical research. In this study, a numerical study of GPS rubber for combat vehicles was carried out with a hyperelastic material model. The research was conducted experimentally and numerically. Tensile testing is carried out on imported GPS samples which are then used as comparison data for numerical studies. The Mooney-Rivlin, Neo-Hookean, Yeoh, and Ogden hyperelastic models were varied to get the stress and strain values closest to the experimental test. The results of the numerical study show that the best hyperelastic model for the imported GPS rubber model is the Neo-Hookean model. The tensile strength of GPS according to the experimental tensile test results is 16.93 MPa, while the result of the finite element method (FEM) is 16.75 MPa. The GPS modulus 200% according to the experimental tensile test results is 14.7 mm/mm, while the FEM result is 15.3 mm/mm. The difference between the FEM and experimental test values for tensile strength and modulus 200% are below 5%. Maximum stress on GPS is 4,4 MPa and safety factor 3,8.One of the important components on a combat vehicle is the ground pad shoe (GPS) or track pad. GPS that has been developed at this time mostly uses rubber material. Rubber raw materials themselves are found in Indonesia in large amount. Indonesia left 3 million tonnes of natural rubber unprocessed in 2018. On the other hand, natural rubber research is quite expensive and takes a long time to become a product. To make rubber products is needed special molds and tests. To solve the high costs and long time involved in rubber research, it is necessary to carry out numerical research. In this study, a numerical study of GPS rubber for combat vehicles was carried out with a hyperelastic material model. The research was conducted experimentally and numerically. Tensile testing is carried out on imported GPS samples which are then used as comparison data for numerical studies. The Mooney-Rivlin, Neo-Hookean, Yeoh, and Ogden hyperelastic models were varied to get the stress and strain values closest to the experimental test. The results of the numerical study show that the best hyperelastic model for the imported GPS rubber model is the Neo-Hookean model. The tensile strength of GPS according to the experimental tensile test results is 16.93 MPa, while the result of the finite element method (FEM) is 16.75 MPa. The GPS modulus 200% according to the experimental tensile test results is 14.7 mm/mm, while the FEM result is 15.3 mm/mm. The difference between the FEM and experimental test values for tensile strength and modulus 200% are below 5%. Maximum stress on GPS is 4,4 MPa and safety factor 3,8
Factual Analysis of Factors Influencing Consumer Cognitive Thinking and Automobile Designing using Fuzzy-AHP
Consumer cognitive and emotional responses significantly impact consumers’ affinity for both tangible and intangible products. Recent research underscores the heightened influence of consumer emotional and cognitive perceptions in product design, surpassing reliance on designers’ instincts or experiences. This case study delved into the analysis of automobiles, using cars as focal product. While visual elements like curve lines, grill design, and color predominantly shape consumer perspectives, non-visual factors such as reliability, quality, and ergonomics play a pivotal role in purchasing decisions. Our investigation, involving six industrial experts and over 130 participants, explored non-visual factors affecting consumers’ cognitive perceptions during car purchasing. Through a two-phase experimental approach, we developed a framework to understand the disparities in ranking assigned by consumers and designers to these non-visual factors, revealing perception gaps. Utilizing the rank value methodology, the Pareto principle, and Fuzzy-AHP analysis, we identified mileage/fuel efficiency, safety features, and reliability as dominant factors influencing consumer perceptions. Designers, on the other hand, prioritize safety features, reliability, and quality/warranty. Our findings emphasize the strategic significance for automobile companies to enhance their success rates by prioritizing these key factors, ultimately elevating brand value, profile, and overall financial prosperity
Crafting the Future: A Sustainable Practice of Endek Woven Cloth in Jinengdalem Village, Buleleng District, Bali Province, Indonesia
While Endek cloth weaving Bali is a long-standing tradition for Balinese people, there is currently an urgency to achieve sustainability. The concern of addressing environmental aspects makes traditional clothing more relevant to the present and future. This paper aims to connect Balinese Endek weaving with natural dyes to preserve the tradition and adapt it to today’s needs. Implementing a participatory approach and collaborating with Poni Songket, the weaver’s community and SME in the Buleleng district of Bali province, this research developed state-of-the-art innovative designs for Balinese Endek weaving by utilizing local potentials such as traditional architecture (paddy and paddy barns) as inspiration for the designs and local natural dyes from the surrounding area for colorization of the fabric. These practices will open advanced opportunities to enhance the community’s economic perspective and expand their knowledge to support sustainable purposes of Indonesia Emas 2045 and the Sustainable Development Goals (SDGs) of the UN
Perbandingan Urutan Item Tes Daya Tahan Otot Tungkai Berdasarkan Sumber Energi
This research aims to provide trainers with an understanding of the preparation of test items and measurement of physical condition based on physiological principles by comparing the results of leg muscle endurance tests carried out at the end and at the beginning. The method used is one group pretest-posttest design using an experimental design and quantitative approach. Using SPSS 25, data analysis procedures include normality testing, descriptive statistics, and hypothesis testing. The results obtained from testing using average values, data analysis and hypothesis testing resulted in the finding that the test carried out at the end was more effective, namely 53.90 and the test value at the beginning was 32.35. With a significant value (2-tailed) of 0.000 < 0.05 obtained from hypothesis testing, it can be concluded that Hα is accepted and Ho is rejected. Based on computational findings and descriptive statistical values of the test at the end and the test at thebeginning, it can be concluded that there is a comparison of the order of leg muscle endurance test items based on energy source.Penelitian ini bertujuan untuk memberikan pemahaman kepada para pelatih tentang penyusunan item tes dan pengukuran kondisi fisik yang berdasarkan prinsip fisiologis yang membandingkan hasil dari tes daya tahan otot tungkai yang dilaksanakan di akhir dan di awal. Metode yang digunakan adalah one group pretest-posttest design dengan menggunakan desain eksperimen dan pendekatan kuantitatif. Dengan menggunakan SPSS 25, prosedur analisis data meliputi, uji normalitas, statistik deskriptif, dan uji hipotesis. Hasil yang diperoleh dari pengujian menggunakan nilai rata-rata, analisis data dan pengujian hipotesis menghasilkan temuan bahwa tes yang dilaksanakan di akhir lebih efektif yaitu 53.90 dan nilai tes di awal adalah 32.35. Dengan nilai signifikan (2-tailed) sebesar 0,000 < 0,05 diperoleh dari uji hipotesis maka dapat disimpulkan Hα diterima dan Ho ditolak. Berdasarkan temuan komputasi dan nilai statistik deskriptif tes di akhir dan tes di awal dapat disimpulkan bahwa terdapat perbandingan urutan item tes daya tahan otot tungkai berdasarkan sumber energi
Permainan Bolang (Studi Pengembangan Cabang Olahraga Baru Untuk Kompetisi Anak Berpendidikan Inklusi)
The purpose of this study was to determine the development of a valid and effective bolang game model for inclusive education children. The research method is a research and development method by adopting the Borg and Gall stages into three stages, namely research, development and diffusion. The expert validators of the research include expert game validators and competition experts in the field of inclusive education. Data collection using a questionnaire sheet (questionnaire). Data analysis using percentage analysis. This study concluded that the bolang game model for inclusive education children's competitions was declared very valid with an average expert validation of 93.5%. The results of the field trial explained that the small scale had a percentage of 91.6 while the large scale was 89.5 with very good criteria. The bolang game is a term for a hole ball game, played using both hands to put the ball into a small hole as a target. The bolang game model can be used as a media for competitive sports of choice for inclusive education children, due to limited access to space for movement, making it difficult to do the types of sports that are usually played by normal children.Tujuan penelitian ini adalah untuk mengetahui pengembangan model permainan bolang yang valid dan efektif digunakan bagi anak berpendidikan inklusi. Metode penelitian merupakan metode research and development dengan mengadopsi tahapan borg and gall menjadi tiga tahapan yaitu research, development dan difution. Validator ahli penelitian diantaranya validator ahli permainan dan ahli kompetisi bidang Pendidikan inklusi. Pengumpulan data menggunakan lembar kuesioner (angket). analisis data menggunakan analisis persentase. Penelitian ini disimpulkan bahwa model permainan bolang untuk kompetisi anak berpendidikan inklusi dinyatakan sangat valid dengan rata-rata expert validasi 93,5%. Hasil uji coba lapangan menerangkan skala kecil memiliki persentase 91,6 sementara skala besar 89,5 dengan kriteria sangat baik. Permainan bolang merupakan istilah dari permainan bola lobang, dilakukan dengan menggunakan kedua tangan untuk memasukan bola ke dalam lobang kecil sebagai sasaran. Model permainan bolang dapat dimanfaatkan sebagai media olahraga kompetisi pilihan bagi anak berpendidikan inklusi, karena keterbatasan askes ruang gerak, sehingga menyulitkan untuk melakukan jenis olahraga yang biasa dimainkan anak normal sebanyanya