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Showing 14 articles found for "Realistic"

DEFINING AN OPTIMAL EV CHARGING SERVICE RADIUS: A USER-BASED APPROACH FOR URBAN PLANNING IN PEKANBARU CITY

Putra, Ardiansyah, Yunus, Wan Muhammad, Umar, Zulkarnain
Abstract: The growing emphasis on sustainable urban mobility has positioned electric vehicles (EVs) as a strategic component of transport transformation, particularly in developing cities with constrained infrastructure systems. One… ne of the key challenges in supporting EV adoption is the provision of accessible charging infrastructure, which is closely related to user perception of acceptable service distance. This study aims to determine the optimal service distance of Electric Vehicle Charging Stations (EVCS) based on user preferences in Pekanbaru City, Indonesia, and to explore its implications for spatial planning. A quantitative approach was employed using a questionnaire survey of 51 respondents distributed across 15 administrative districts. All respondents were non-EV users, representing potential adopters in the early stage of transition. The survey captured preferred EVCS distance using interval-based categories, along with respondents’ awareness and intention toward EV adoption. The results indicate that the dominant preferred distance falls within the 2–4 km range, with an estimated mean of 3.08 km and a standard deviation of 1.98 km, resulting in an effective range of approximately 1–5 km. Considering urban road network constraints and detour factors, this range is further adjusted to 3–6 km to reflect more realistic travel conditions. These findings suggest that a relatively dense and accessible charging network is required to reduce range anxiety and support EV adoption. From a spatial planning perspective, a 4 km service threshold is proposed as a practical reference for EVCS deployment, representing the central tendency of user preferences within the adjusted range. This study highlights the importance of integrating user-based spatial parameters into infrastructure planning and contributes to the literature by emphasizing the role of perceived accessibility in shaping EV infrastructure demand in developing urban contexts.

DEVELOPING LEARNING MATERIALS ORIENTED TO A REALISTIC MATHEMATICS EDUCATION APPROACH INTEGRATED WITH ETHNOMATHEMATICS TO ENHANCE STUDENTS’ MATHEMATICAL PROBLEM-SOLVING SKILLS

Embin Nasution, Ahmad Nizar Rangkuti, Mariam Nasution
Abstract: This research aims to develop a mathematics learning device oriented toward the Realistic Mathematics Education (RME) approach based on Ethnomathematics to improve students’ mathematical problem-solving skills at MTs Negeri… egeri 3 Tapanuli Selatan. The study employed a Research and Development (R&D) design using the 4-D model, which consists of four stages: defining, designing, developing, and disseminating. The research subjects were 36 seventh-grade students in the second semester of the 2022/2023 academic year. The instruments used included expert validation sheets, teacher and student practicality questionnaires, classroom observation sheets, and mathematical problem-solving tests. The results revealed that the developed learning device achieved an average expert validation score of 4.25 in the very valid category in terms of content, language, and presentation. The practicality test showed that the teacher’s response reached 89% and the students’ response reached 91%, categorized as very practical, indicating that the device was easy to use and engaging for students. The effectiveness test showed an average N-Gain score of 0.52 (moderate category) with 86.11% of students achieving mastery learning, signifying that the learning device was effective in enhancing students’ mathematical problem-solving abilities. The integration of the realistic mathematics approach with local cultural elements (ethnomathematics) successfully created meaningful and contextual learning experiences while fostering students’ appreciation for their cultural heritage. Therefore, the developed learning device is feasible to be implemented as an innovative mathematics learning medium based on cultural contexts in junior high schools and madrasah.

Implementasi Strategi Pembelajaran Individual Terstruktur bagi Anak Tuna Grahita Ringan di Sekolah Dasar Inklusi

Muh. Syahrul Hadi, Ahmad Zanawi, Zulkarnain
Abstract: Inclusive education is a global mandate that emphasizes the importance of providing education that ensures access, participation, and learning success for all students, including children with special needs (CSN). In this… s context, children with mild intellectual disabilities present unique challenges, particularly related to limitations in cognitive aspects, social adaptation, and self-regulation. The main issue addressed in this study is how structured individual learning strategies can be effectively implemented to support the achievement of competencies for students with mild intellectual disabilities in inclusive elementary school settings. The aim of this research is to conduct a theoretical review of the effectiveness of the Individualized Education Program (IEP) as a pedagogical approach based on individual needs, responsive to the unique characteristics of learners. The method used is a systematic literature review with a qualitative-descriptive approach through the examination of scientific publications, academic books, and national policies related to inclusive education and differentiated learning services. The analysis results show that the IEP plays a strategic role in optimally accommodating the learning needs of students with mild intellectual disabilities, emphasizing flexible planning, realistic goals, and progress-oriented evaluation. The effectiveness of the IEP increases significantly when it is designed through cross-professional collaboration among general education teachers, special education teachers, and parents. The conclusion of this study affirms that the implementation of IEP not only strengthens the pedagogical dimension of inclusive education but also promotes a paradigm shift towards more adaptive and humanistic education. The novelty of this study lies in the conceptual integration and practical implementation of the IEP for students with mild intellectual disabilities in elementary schools, which remains limited within the scope of national research.

Memahami Dampak Media Sosial terhadap Kesehatan Mental Mahasiswa

Muthia Rahman Nayla
Abstract: This study aims to explore the impact of social media use on the mental health of university students. Utilizing a qualitative approach, this study analyzes data from in-depth interviews with 10 students from various universities… versities in Indonesia. Thematic analysis reveals that social media use contributes to various aspects of mental health, including anxiety, depression, and self-image disorders. The study identifies that interactions on social media often trigger social comparison and unrealistic expectations about personal life, contributing to a decline in psychological well-being. However, the results also indicate that social media can be a useful tool for supporting mental health, particularly through support communities and awareness of mental health issues. The researchers suggest a need to increase awareness of healthy and constructive social media use among students. This study also emphasizes the importance of mental health education and intervention programs in educational institutions. These results provide insights for policymakers, educators, and mental health practitioners in developing effective strategies to support the mental health of students in the digital era. This study paves the way for further research on the specific impact of social media features and algorithms on student mental health.

Dampak Virtual Reality terhadap Identitas Individu dalam Novel Ready Player One Karya Ernest Cline

Jhodi Januarta, Fajar Permadi, Eva Dwi Kurniawan
Abstract: Ernest Cline's novel Ready Player One depicts the impact of Virtual Reality (VR) on individual identity. The aim of this research is to analyze how VR is constructed as a space for testing individual identity in the novel… l Ready Player One. This research uses qualitative methods with a discourse analytic approach to examine how virtual identities are constructed in novels. Research data was obtained through novel analysis. Analysis was carried out by re-reading the novel and noting each scene that symbolized virtual identity. The research results show that Virtual Reality can be a place for individuals to experiment with their identity. In this novel, the main character Wade Watts uses an Avatar named Parzival to take part in a competition in the OASIS, a virtual world created by James Halliday. Wade chose this Avatar because he wanted to be a brave and strong figure, different from his true identity in the real world. Virtual Reality can have both positive and negative impacts on an individual's identity. On the one hand, Virtual Reality can be a place for individuals to experiment with their identity and find a more authentic identity. On the other hand, Virtual Reality can also influence individual identity by creating false and unrealistic virtual identities.

Pemberian Layanan Bimbingan Konseling Karier Siswa Kelas X Di SMAN 2 Kota Makassar

Andi Keisya Aulia Jamil, Andi Reski Nurul Safitri S, M. Ahkam Alwi, Imran Gusmangati, Ira Hawa, Luthfia Nur Amin
Abstract: Permasalahan utama yang dihadapi oleh siswa SMA, khususnya kelas X, adalah kurangnya pemahaman mengenai pilihan karier yang sesuai dengan potensi dan minat mereka. Hal ini menyebabkan kebingungan dalam menentukan jurusan… serta perencanaan masa depan. Kegiatan pengabdian ini bertujuan untuk meningkatkan kesiapan karier siswa melalui layanan bimbingan konseling berbasis Tes RIASEC. Tes RIASEC digunakan untuk memetakan minat dan tipe kepribadian siswa agar dapat menentukan pelajaran peminatan yang sesuai. Sebanyak 422 siswa kelas X SMAN 2 Makassar mengikuti asesmen ini, yang diadaptasi dari instrumen terbuka Glints Indonesia dan dimodifikasi sesuai konteks lokal. Pelaksanaan tes dilakukan secara klasikal dengan pendampingan guru BK dan mahasiswa Psikologi. Hasil menunjukkan bahwa tipe kepribadian Social mendominasi (42%), diikuti oleh Artistic (19%) dan Realistic (13%). Konseling lanjutan bersama siswa dan orang tua dilakukan untuk membahas hasil tes serta membantu siswa menentukan pelajaran peminatan yang selaras dengan minat dan potensinya. Refleksi kegiatan menunjukkan peningkatan pemahaman konsep diri, kepercayaan diri, serta motivasi dalam perencanaan karier. Oleh karena itu, penerapan layanan bimbingan berbasis RIASEC perlu dilakukan secara berkelanjutan dalam sistem pendidikan.

Implementasi Teknologi Vissim Sebagai Alat Bantu Analisis Lalu Lintas: Pelatihan Untuk Konsultan di Era Digital

Bastam, Mukhlis Nahriri, Nurmeyliandari, Revianty, Hamim, Sumi Amariena, Usman, Fatoni, Setiawan, Wahyu, Ferdiansyah, Ferdiansyah
Abstract: Technological developments in transportation planning provide consultants with great opportunities to improve the accuracy and efficiency of traffic analysis. One important tool is VISSIM software, which allows realistic… simulation of traffic dynamics. However, its utilization has not been optimal among consultants, including PT HAGEN AMERSA VETA, due to limited knowledge. This community service aims to raise the competence of PT HAGEN AMERSA VETA staff through VISSIM training. The method uses blended learning, combining theory, case studies, and hands-on practice. The evaluation was conducted through pretest and post-test. The pretest results showed an average score of 56.18, reflecting limited basic understanding. After the training, the post-test score increased significantly to 84.79, demonstrating an understanding of the concept to practical application of VISSIM. The training proved to significantly improve consultant competency, benefiting participants while improving the quality of the company's services in transportation projects. Keywords: traffic analysis; consultant; training; competency improvement; vissim   Abstrak: Perkembangan teknologi dalam perencanaan transportasi membuka peluang besar bagi konsultan untuk meningkatkan akurasi dan efisiensi analisis lalu lintas. Salah satu alat penting adalah software VISSIM, yang memungkinkan simulasi dinamika lalu lintas secara realistis. Namun, pemanfaatannya belum optimal di kalangan konsultan, termasuk PT HAGEN AMERSA VETA, karena keterbatasan pengetahuan. Pengabdian masyarakat ini bertujuan meningkatkan kompetensi staf PT HAGEN AMERSA VETA melalui pelatihan VISSIM. Metodenya menggunakan blended learning, menggabungkan teori, studi kasus, dan praktik langsung. Evaluasi dilakukan melalui pretest dan post-test. Hasil pretest menunjukkan rata-rata skor 56,18, mencerminkan pemahaman dasar yang terbatas. Setelah pelatihan, skor post-test meningkat signifikan menjadi 84,79, menunjukkan pemahaman konsep hingga aplikasi praktis VISSIM. Pelatihan ini terbukti meningkatkan kompetensi konsultan secara signifikan, memberikan manfaat bagi peserta sekaligus meningkatkan kualitas layanan perusahaan dalam proyek transportasi.   Kata kunci: analisis lalu lintas; konsultan; pelatihan; peningkatan kompetensi; vissim

ANALYSIS OF PUBLIC OPINION ON INDONESIAN TELEVISION SHOWS USING SUPPORT VECTOR MACHINE

Farasalsabila, Fidya, Utami, Ema, Hanafi, Muhammad
Abstract: Abstract: There are a great number of academics that are now conducting research on sentiment analysis by employing supervised and machine learning techniques. The research can be carried out with the assistance of a variety… iety of sources, including reviews of movies, reviews of Twitter, reviews of online products, blogs, discussion forums, and other social networks. With the progress of technology, individuals may now effortlessly utilize social media platforms to access and share information, as well as express their viewpoints to the general public, without any constraints of distance or time. Twitter is a social media network that serves as a repository for opinions. Diverse techniques are employed to provide optimal and realistically precise pressure detection. The analysis and discussion affirm that the Support Vector Machine (SVM) was effectively employed in this study, utilizing public opinion data on television program reviews in Indonesia. An SVM classifier is employed to examine the Twitter data set by utilizing various parameters. The study successfully completed the preprocessing process by collecting a total of 400 data points, consisting of 320 reviews from 4 television shows for training data and 80 reviews for testing. The data was filtered and classified using SVM, with 200 positive and 200 negative data points for comparison. The experiment utilized the SVM method using TF-IDF to achieve the most accurate test results. The test accuracy was 80%, while the training data accuracy reached 100%.             Keywords: Sentiment Analysis; Support Vector Machine; Television Shows Review, TF-IDF,    Abstrak: Saat ini, banyak akademisi sedang menyelidiki analisis sentimen melalui pemanfaatan teknik yang diawasi dan pembelajaran mesin. Kajian dapat dilakukan dengan menggunakan beberapa sumber seperti review film, review Twitter, review produk online, blog, forum diskusi, atau jejaring sosial lainnya. Dengan kemajuan teknologi, masyarakat kini dapat dengan mudah memanfaatkan platform media sosial untuk mengakses dan berbagi informasi, serta menyampaikan pandangan mereka kepada masyarakat umum, tanpa batasan jarak dan waktu. Twitter adalah jaringan media sosial yang berfungsi sebagai gudang opini. Beragam teknik digunakan untuk menghasilkan deteksi tekanan yang optimal dan presisi secara realistis. Analisis dan pembahasan menegaskan bahwa Support Vector Machine (SVM) efektif digunakan dalam penelitian ini, memanfaatkan data opini publik tentang review program televisi di Indonesia. Pengklasifikasi SVM digunakan untuk memeriksa kumpulan data Twitter dengan memanfaatkan berbagai parameter. Penelitian berhasil menyelesaikan proses preprocessing dengan mengumpulkan total 400 titik data yang terdiri dari 320 review dari 4 acara televisi untuk data pelatihan dan 80 review untuk pengujian. Data disaring dan diklasifikasikan menggunakan SVM, dengan 200 titik data positif dan 200 titik data negatif sebagai perbandingan. Percobaan ini menggunakan metode SVM dengan menggunakan TF-IDF untuk mencapai hasil pengujian yang paling akurat. Akurasi pengujiannya mencapai 80%, sedangkan akurasi data pelatihan mencapai 100%.   Kata kunci: Analisis Sentimen, Review Tayangan Televisi, TF-IDF,  Support Vector Machine

APPLICATION OF THE WEIGHTED PRODUCT (WP) METHOD IN DOCTOR PERFORMANCE ASSESSMENT

Efendi, Zulfan, Amalia, Amalia, Hambali, Hambali, Pratiwi, Dwi Arisca
Abstract: Abstract: In an effort to increase the spirit of better performance and achievement, an institution gives awards to doctors who are considered outstanding. Setia Husodo Hospital is one of the hospitals which is the center… r of health services in the city of Kisaran. In determining the performance assessment of doctors and leaders, they still use conventional methods. Doctors' performance evaluation is still done manually and the data processing process does not yet use application programs in making decisions. In the process of assessing the performance of doctors as the main professional staff in hospitals, it must be carried out realistically, objectively and based on evidence and specifically according to specialization and/or specific procedures. For this reason, a tool is needed in the form of designing a decision support system (DSS) in evaluating the performance of doctors which aims to understand the deficiencies of the performance that has been carried out, so that it can open up space for improvement or improvements to quality and efficiency in hospitals, for the purpose of providing incentives and reward programs and value-based purchasing strategies for doctors. The method in this study uses the Weighted Product method, with the concept of weighting the rating of an appraisal variable that will be selected as the best alternative. The system to be created is a decision support system using the Weighted Product (WP) method, which is a method of determining the order (priority) in multi-criteria analysis. The results of this system design are expected to be a tool for Setio Husodo Hospital in analyzing and deciding on the performance of doctors who will be given incentives and reward programs as well as value-based purchasing strategies for doctors.   Keywords: decision support system; performance of doctors; weighted product;   Abstrak: Untuk mendorong kinerja yang lebih baik dan semangat berprestasi, institusi memberikan penghargaan kepada dokter yang dianggap berprestasi.Metode tradisional masih digunakan untuk menilai kinerja dokter dan manajer. Evaluasi kinerja dokter masih bersifat manual, dan proses pengolahan data belum menggunakan program aplikasi untuk mengambil keputusan. Proses evaluasi kinerja dokter sebagai anggota staf rumah sakit penuh waktu harus realistis, objektif, berbasis bukti, dan spesifik untuk spesialisasi dan/atau prosedur tertentu. Oleh karena itu, diperlukan perancangan sistem pendukung keputusan (SPK) untuk evaluasi kinerja dokter sebagai alat yang bertujuan untuk memahami kekurangan dalam pelayanan yang diberikan dan memberikan ruang untuk perbaikan dan ruang untuk peningkatan kualitas dan efisiensi. Rumah sakit mendorong dan memberi dokter program penghargaan dan strategi pembelian berbasis nilai. Metode penelitian ini menggunakan metode weighted product dengan konsep pembobotan evaluasi terhadap satu variabel evaluasi yang dipilih sebagai pilihan terbaik. Sistem yang akan dibuat adalah sistem pendukung keputusan yang menggunakan metode WP (Weighted Product), yaitu metode untuk menentukan urutan (prioritas) dalam analisis multi kriteria. Hasil perancangan sistem ini dimaksudkan sebagai alat bagi RS Setio Husodo untuk menganalisis dan menentukan kinerja dokter penerima program insentif dan reward, serta strategi pembelian berbasis nilai dokter.   Kata kunci: kinerja dokter; sistem pendukung keputusan; weighted product  

ILUSTRASI 3D HARDWARE PADA KOMPUTER UNTUK MATAKULIAH PRAKTIKUM PENGANTAR TERKNOLOGI INFORMASI

Ciptahadi, Gus Oka
Abstract: Abstract: Practicum Introduction to Information Technology is a general course that is always present at every IT campus in Indonesia. To give an introduction to hard ware to students, each lecturer always requires a long… g time, because they have to open (CPU) the Central Processing Unit and release other components to be explained by students. Inefficient time in opening and releasing computer hardware components when the course is taking place is the main problem that will be solved by researchers in this study. Plus the computer components that will be explained are quite small, making students unable to see it clearly when in the teaching and learning process. The offered solution, utilizing a technology based on 3D animation. Where this 3D animation technology will provide a more realistic appearance. As in the study entitled SINDO JOURNALIST 3D FILM ANIMATION in the journal Art Design and Culture volume 2. No. 1 March 2017, which researchers have reviewed, also explained that the use of 3D design technology can produce vivid and real visuals that are close to their original form [1]. The method in developing 3D animation in this study uses the Reseach and Development (R&D) Method. Conclusions from this study, researchers have succeeded in making a 3D animation-based information media about the introduction of computer hardware for the Introduction to Information Technology Practicum, with the process of animation results that have been tested using blackbox test.             Keywords: animation; hardware; research and development     Abstrak: Mata kuliah praktikum Pengantar Teknologi Informasi adalah matakuliah umum yang selalu terdapat pada setiap kampus IT di Indonesia. Untuk memberikan pengenalan hardware kepada peserta didik, setiap dosen selalu membutuhkan waktu yang cukup lama, dikarenakan harus membuka (CPU) Central Processing Unit dan melepaskan komponen lainnya agar dapat dijelaskan oleh peserta didik. Tidak efisiennya waktu  dalam membuka dan melepaskan komponen hardware komputer ketika matakuliah berlangsung menjadi permasalahan utama yang akan diselesaikan peneliti dalam penelitian kali ini. Ditambah lagi komponen komputer yang akan dijelaskan cukup kecil, membuat peserta didik tidak dapat melihatnya dengan jelas ketika dalam proses belajar mengajar. Solusi yang ditawarkan, memanfaatkan sebuah teknologi berbasis 3D animasi. Dimana teknologi 3D animasi ini akan memberikan tampilan yang lebih realistis. Metode didalam pengembangan animasi 3D pada penelitian ini menggunakan Metode Reseach and Development (R&D). Simpulan dari penelitian ini, peneliti sudah berhasil membuat sebuah media informasi berbasis animasi 3D tentang pengenalan hardware komputer untuk matakuliah Praktikum Pengantar Teknologi Informasi, dengan proses hasil animasi yang sudah diuji dengan menggunakan blackbox testing.   Kata kunci: animasi; hardware; reseach and development.