1,720,993 research outputs found
IMPLEMENTASI PERANCANGAN BANGUNAN MENGGUNAKAN APLIKASI GOOGLE SKETCHUP 8
Implemetation Of Building Design Aplications Using Google Sketchup 8 (2012). Informatics Engineering Program Computer Science Faculty of the University of Bengkulu Dehasen, June 2012.This study aims to design building using Google SketchUp application, in order to facilitate the CV. Bumi Permata Sentosa in the design of building design and implement the marketing process.Data collection methods used the making this thesis are the observation, literature, and interviewa. From the results of research conducted it can be conclouded that the design of the building design can be more efficient and effective if implemented into design of three demensional, so the end result can be persentations
IMPLEMENTASI METODE FUZZY MULTI CRITERIA MAKING (FMCDM) UNTUK OPTIMALISASI PENENTUAN LOKASI PERUMAHAN
The choice of location for optimalisai business activities such as site selection perumahn, factories, etc. are determined through mechanisms and patterns that can be understood. Various criteria are taken into account in determining the location include availability of land, raw materials, distance, accessibility, transportation, labor, security, local market absorption, political stability, and other supporting facilities.Some general location theory approach to minimize wear costs, maximize profits, market approach, attraction or gravity. One effort to help ease the employer or the manufacturer in the decision to determine the optimal location of housing is to build the software (software) applications of artificial intelligence based on fuzzy multi-Criteria Decision Making (FMCDM).Determination of the optimal residential location decisions based on criteria specified by the employer. So employers particularly in deveoper / developers do not bother anymore to find or obtain information about the location of residential development in the desired by consumers, and can reduce the risk of unwanted and time savings
ALAT MEMATIKAN DAN MENGHIDUPKAN TELEVISI DENGAN SHORT MASSAGE SERVICE (SMS) MENGGUNAKAN MIKROKONTROLER ATMEGA 32
Formulation of the problem is a tool that can make for control or turn on and turn off the TV via SMS. Software used includes operating systems, programming languages and software pengelolah data. The operating system used by Microsoft Windows 7 as the operating system. The programming language used is the programming language Basic - BASCOM AVR. The test is done to test the tool-off tv with this text goes well according to the plan that is when the modem receives a text from the form #Hidup hp then the microcontroller will process the data and gives orders to the tv to live and displayed on the LCD 16 x 2 and as well as command #Mati the tv would dieKeywords: cost of electricity, current sensor
IMPLEMENTASI FUZZY TAHANI DALAM MENENTUKAN PEMILIHAN MOTOR HONDA PADA PD. UTAMA MOTOR MENGGUNAKAN VISUAL BASIC 6.0
This study was conducted on February 28, 2013 until March 28 to PD 201. Main Motor Bengkulu city in order to make the application of Fuzzy Implementation Tahani In Determining Honda Motor Selection by Using Visual Basic 6.0 mainly determine the price variable motors, an empty weight of the motor, the motor length, the width of the motor, the motor height, capacity moto, motor torque, the motor volume . using Visual Basic 6.0. Based on the results of the study showed that it takes a simple application program in order to facilitate visitors to determine or select the appropriate motor criteria. application made in visual basic 6.0 programs can easily recommend the results consumers wantKeywords: Fuzzy Implementatio
Membangun Network Attached Storage (NAS) Untuk Integrasi Data Pada Stikes Al-Fatah Bengkulu
One system that can be used as a network attached storage system or that can be used for storage is the Linux Ubuntu Server 20.04 operating system, which is an open source operating system, this operating system is very good for use as a server because it does not require high hardware specifications and It can also be obtained for free because it is open source. The network attached storage system using Linux Ubuntu server is very well applied to the Al-Fatah Stikes in Bengkulu City, this is because the Al-Fatah Stikes in Bengkulu City requires a shared storage system to make it easier for lecturers and students to collect, create and provide modules, with the existence of This system can help students and lecturers in lecture activities. The use of this system can help students in submitting assignments and searching for modules provided by lecturers. Each lecturer and student can only access the storage folder according to their respective accoun
Upaya Meningkatkan Hasil Belajar Lay Up Shoot Bola Basket Melalui Media Youtube Tutorial Teman Sebaya Pada Siswa Smpn 5 Kota Bengkulu
Untuk mengetahui sejauh mana peningkatan hasil belajar Lay Up Shoot bola basket melalui media Youtube Tutorial teman sebaya pada Siswa SMPN 5 Kota Bengkulu. Desain penelitian ini adalah penelitian tindakan kelas dengan prosedur penelitian melalui; perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian ini adalah siswa kelas X A SMPN 5 Kota Bengkulu yang berjumlah 36 siswa. Instrumen penelitian yang digunakan yaitu tes lay up shoot dan lembar observasi. Hasil penelitian menunjukkan bahwa media youtube tutorial teman sebaya sangat efektif dalam meningkatkan hasil belajar lay up shoot pada permainan bola basket di SMPN 5 Kota Bengkulu. Peningkatan hasil belajar lay up shoot pada permainan bola basket menggunakan media youtube tutorial teman sebaya yaitu dengan nilai rata-rata 70,27 di siklus I meningkat menjadi 80,55 di siklus II. 2) Selain meningkatkan kualitas pembelajaran, metode tutorial teman sebaya direkomendasikan untuk membantu guru dalam menumbuhkan kegembiraan dan kesenangan pada siswa dalam situasi kompetitif serta mampu memotivasi siswa dalam belajar
SURVEI TINGKAT KEMAMPUAN SERVIS BAWAH DAN SERVIS ATAS PERMAINAN BOLA VOLI SISWA KELAS VIII SMP TENERA AGRICINAL BENGKULU UTARA
AbstractThis research is a qualitative research with a survey method in which the subjects in this study are class VIII SMP Tenera Agricinal Bengkulu Utara, totaling 20 students. The data collection techniques in this study were observation, service tests, and documentation to determine the level of ability to serve and serve in volleyball at the Tenera Agricinal Junior High School Bengkulu Utara. It is known that the results of the lower service test are categorized as very good at 20%, good at 25%, sufficient by 40%, less by 10%, and very less by 5%, while the results of the upper service test are categorized as very good at 20%. good by 25%, sufficient by 40%, less by 10%, and very less by 5%. So it can be concluded that from the lower service test and the upper service test, there are the same results, which are sufficient.
Keyword: Ability level survey, bottom service, top servic
Upaya Meningkatkan Hasil Belajar Lay Up Shoot Bola Basket Melalui Media Youtube Tutorial Teman Sebaya Pada Siswa Smpn 5 Kota Bengkulu
To determine the extent to which the learning outcomes of Lay Up Shoot basketball through Youtube media Peer tutorials on SMPN 5 Bengkulu City Students. This research design is a class action research with research procedures through; planning, action, observation, and reflection. The subjects of this research were students of class X A SMPN 5 Bengkulu City, totalling 36 students. The research instruments used were lay up shoot tests and observation sheets. The results showed that YouTube media peer tutorials were very effective in improving the learning outcomes of lay up shoots in basketball games at SMPN 5 Bengkulu City. The increase in learning outcomes of lay up shoot in basketball games using youtube media peer tutorials is with an average value of 70.27 in cycle I increasing to 80.55 in cycle II. 2) In addition to improving the quality of learning, the peer tutorial method is recommended to assist teachers in fostering excitement and fun in students in competitive situations and being able to motivate students in learning
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF JARINGAN DASAR SISWA XI TKJ DI SMK 3 KOTA BENGKULU
Media pembelajaran interaktif yang sering juga disebut pembelajaran dengan memanfaatkan perangkat TIK belum banyak dimanfaatkan di SMKN 3 Kota Bengkulu. Berdasarkan pengamatan guru-guru dalam melaksanakan pengajaran pada mata pelajaran Jaringan Dasar di SMKN 3 Kota Bengkulu terlihat belum menunjukkan adanya peningkatan hasil belajar siswa yang signifikan pada mata pelajaran Dasar Kompetensi Keahlian TKJ yaitu dibawah 60% dengan ketuntasan kelas adalah 53,50. Hal ini disebabkan karena: 1) guru masih menggunakan media papan tulis dalam pembelajaran, 2) guru belum memiliki dan memanfaatkan media interaktif dalam pembelajaran, 3) guru kesulitan dalam mengintegrasikan TIK dalam pembelajaran dan 4) rendahnya hasil belajar siswa. Metode pendekatan yang digunakan dalam penelitian adalah menggunakan metode pengembangan model ADDIE. Hasil dari penelitian pengembangan media pembelajaran interaktif jaringan dasar pada siswa kelas XI TKJ 1 di SMKN 3 Kota Bengkulu berdaarkan Berdasarkan validasi ahli materi memperoleh rata-rata skor dengan kriteria “Sangat Layak” dan hasil validasi materi memperoleh rata-rata skor dengan kriteria “Sangat Layak”. Tahap pengembangan dalam penelitian ini menggunakan model pengembangan ADDIE
dengan pengembangan media pembelajaran interaktif pada materi jaringan dasar telah memenuhi kriteria kelayakan dan dengan memperoleh skor rata-rata dari semua aspek penilaian validator ahli media yaitu 3,52 yang berada pada kategori “Sangat Layak”, dan validator ahli materi yaitu 3,58 yang berada pada kategori “Sangat Layak”. Berdasarkan hasil tersebut maka dapat disimpulkan bahwa video pembelajaran yang dikembangkan pada mata pelajaran dasar kejuruan TJKT di SMKN 3 Kota Bengkulu termasuk dalam kategori Sangat Laya
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN MULTIMEDIA INTERKTIF DESAIN GRAFIS KELAS X PADA SMK N 1 BENGKULU SELATAN
Penelitian ini bertujuan untuk mengetahui penerapan metode pembelajaran pengaruh media pembelajaran interaktif berbasis Adobe Falsh terhadap hasil belajar siswa pada mata pelajaran informatika di SMPN 3 Bengkulu Selatan. Metode penelitian ini adalah metode kuantitatif deskriptip. Pengumpulan data dilakukan dengan teknik, observasi, angket, tes, dokumentasi Hasil penelitian menujukan media pembelajaran interaktif berbasis Adobe Flash berbpengaruh terhadap hasil belajar siswa dari analisis kuesioner yang mendapatkan mean atau rata-rata 82,33 dan persentase 84,05% dengan keterangan Tinggi. Sedangkan media pembelajaran Berdasarkan hasil uji hipotesis menggunakan uji paired sampel t-test dapat disimpulkan bahwa untuk nilai pretest posttest menunjukan bahwa sig (2-tailed) bernilai sebesar 0,00 maka dinyatakan lebih kecil <0,05. Secara statistik dapat ditulis (0,000 < 0,05) maka dapat diartikan bahwa Ha diterima dan H¬0 ditolak yang berarti terdapat pengaruh media pembelajaran interaktif berbasis flash terhadap hasil belajar siswa kelas VII di SMPN 3 Bengkulu Selatan. Selain itu, nilai thitung = 52,311 > ttabel = 2,000 maka dapat disimpulkan bahwa Ha diterima dan H0 ditolak yang berarti adanya terdapat pengaruh media pembelajaran interaktif berbasis flash terhadap hasil belajar siswa kelas VII di SMPN 3 Bengkulu Selatan dengan materi informatik
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