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Analisis Penyebab Terjadinya Blackout pada KM. Dharma Kartika IX saat Bermanuver

Saputra, Muhammad Sa’id Agil, Wiweko, Albert, Siregar, Muhammad Sapril
Abstract: A blackout on a ship is a condition where the main propulsion power source on the ship does not operate due to the lack of electrical supply from the diesel generator, which serves as the primary source of electricity on… the ship. Ship maneuvering, on the other hand, refers to the ability to turn and pivot while sailing. This ability is crucial for the safety of the ship, especially when operating in restricted waters or near ports. The blackout occurs as a result of generator overload or the inability of an electrical voltage and current to flow too high or too large. The load is too high because the bow thruster consumes too much electrical voltage. In fact, on KM. Dharma Kartika IX, the generator has already supplied a significant amount of electricity to various parts of the ship, including the lighting system throughout the ship, from the mast to deck 3, the cooling system, and several navigation systems. The aim of this research is to understand and explain the causes of blackouts in the electrical system of KM Dharma Kartika IX during maneuvering and to find solutions that should be implemented in case of problems with the generator unit. The method I used to gather this data is through direct observation during seagoing service on the subjects under examination.

SISTEM INFORMASI MENINGKATKAN EFISIENSI PENANGANAN KELUHAN DI PERUMDA AIR MINUM TIRTA SILAUPIASA

Lubis, Rahmat Hidayat, Dahriansah, Dahriansah, Sirait, Zulkarnain
Abstract: Abstract: This research aims to design and develop a web-based information system to improve efficiency and transparency in handling complaints at PERUMDA Air Minum Tirta Silaupiasa. Poor management of customer complaints… s will hamper the handling process, provide workload, and reduce the company's image due to the lack of transparency of the information provided. The method used in this research is a qualitative approach through observation and interviews. The results showed that the designed system was able to reduce complaint resolution time, provide clear responses to customers, and provide structured reports to the company. This research confirms that the implementation of a web-based information system not only improves the quality of service to customers, but also improves the company's operational efficiency.             Keywords: customer; efficiency; information system; PDAM; web-based reporting   Abstrak: Penelitian ini bertujuan untuk merancang dan mengembangkan sistem informasi berbasis website guna meningkatkan efisiensi dan transparansi dalam penanganan keluhan di PERUMDA Air Minum Tirta Silaupiasa. Pengelolaan pengaduan pelanggan yang kurang baik akan menghambat proses penanganan, memberikan beban kerja, hingga menurunnya citra perusahaan akibat tidak transparanya informasi yang diberikan. Metode yang digunakan dalam penelitian ini adalah pendekatan kualitatif melalui observasi dan wawancara. Hasil penelitian menunjukkan bahwa sistem yang dirancang mampu mengurangi waktu penyelesaian keluhan, memberikan respon yang jelas kepada pelanggan, serta memberikan laporan yang terstruktur kepada pihak perusahaan. Penelitian ini menegaskan bahwa penerapan sistem informasi berbasis website tidak hanya meningkatkan kualitas layanan kepada pelanggan, namun memperbaiki efisiensi operasional perusahaan. Kata kunci: efisiensi; pelaporan berbasis web; PDAM; pelanggan; sistem informasi

Pengembangan dan Pelatihan LMS Interaktif Berbasis Game Untuk Literasi Numerasi Siswa SD Negeri 067240 Medan

Kiswanto, Dedi, Br Bangun, Melly, Napitupulu, Safrida
Abstract: Abstract: The literacy and numeracy achievements of elementary school students in Indonesia still face various challenges, despite showing an upward trend based on the results of the National Assessment. One cause is the… implementation of conventional and less interactive learning models. This community service activity aims to develop and train the use of the interactive Learning Management System (LMS) kelaspetualang.com integrated with Scratch-based educational games to support literacy and numeracy learning at SD Negeri 067240 Medan. The implementation method used an interactive workshop based on practice-based learning that included needs analysis, material development, training, implementation, mentoring, and evaluation. The activity participants consisted of 20 teachers. The evaluation was conducted using a 1–5 Likert scale questionnaire to measure understanding, interest, and effectiveness of the activity. The results of the activity showed that 18 teachers successfully developed and uploaded game-based teaching materials to the LMS, while two teachers experienced technical difficulties with the device. The evaluation results showed a very good level of understanding and enthusiasm, especially regarding interest in developing game-based learning media, although further mentoring is still needed on technical aspects. This activity has been proven to improve teachers' digital competence and literacy and has the potential to enrich literacy and numeracy learning in an innovative way. Keywords: educational; games; scratch; literacy; numeracy   Abstrak: Capaian literasi dan numerasi siswa sekolah dasar di Indonesia masih menghadapi berbagai tantangan, meskipun menunjukkan tren peningkatan berdasarkan hasil Asesmen Nasional. Salah satu penyebabnya adalah penerapan model pembelajaran yang masih konvensional dan kurang interaktif. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mengembangkan dan melatih pemanfaatan Learning Management System (LMS) interaktif kelaspetualang.com yang terintegrasi dengan game edukatif berbasis Scratch guna mendukung pembelajaran literasi dan numerasi di SD Negeri 067240 Medan. Metode pelaksanaan menggunakan workshop interaktif berbasis practice-based learning yang meliputi analisis kebutuhan, pengembangan materi, pelatihan, implementasi, pendampingan, dan evaluasi. Peserta kegiatan terdiri atas 20 guru. Evaluasi dilakukan menggunakan kuesioner skala Likert 1–5 untuk mengukur pemahaman, minat, dan efektivitas kegiatan. Hasil kegiatan menunjukkan bahwa 18 guru berhasil mengembangkan dan mengunggah materi ajar berbasis game ke dalam LMS, sementara dua guru mengalami kendala teknis perangkat. Hasil evaluasi menunjukkan tingkat pemahaman dan antusiasme yang sangat baik, terutama pada minat pengembangan media pembelajaran berbasis game, meskipun masih diperlukan pendampingan lanjutan pada aspek teknis. Kegiatan ini terbukti meningkatkan kompetensi dan literasi digital guru serta berpotensi memperkaya pembelajaran literasi dan numerasi secara inovatif. Kata kunci: pendidikan; permainan; Scratch; literasi; numerasi.

Optimalisasi Pemasaran Produk UMKM Desa Dalu 10 B Melalui E-Commerce Untuk Peningkatan Pendapatan Masyarakat

Asnawi, Muhammad, Siregar, Rafiqah Yusna, Wahyuni, Sri, Nurhayati, Nurhayati
Abstract: This community service aims to realize the MSME’s products of Dalu 10 B Tanjung Morawa Village residents as partners to be marketed online through an application-based e-commerce platform called Dalu 10 Store. Some of… e of the problems faced in marketing MSME’s products, such as promotions only implementing in offline and online systems that utilize simple social media such as Instagram, Facebook, and WhatsApp without knowing the working system in depth. The implementation method of this activity includes counseling in the form of introducing the Dalu 10 Store application to village officials and residents; and training on the use of the Dalu 10 Store application to MSME owners. The result of this activity is the application of science and technology in the form of implementing the Dalu 10 Store application which is equipped with features that are easy to use by residents new to e-commerce applications to promote their MSME products. In addition, MSME owners have also used the application to promote their processed products. The system has several users, namely buyers who play a role in viewing, ordering products, and providing assessments. Meanwhile, MSME owners can view stock and income, upload product content, and process orders. Keywords: e-commerce; product marketing; MSME; dalu 10 b village; dalu 10 store.   Abstrak: PKM ini bertujuan untuk membantu mewujudkan produk UMKM warga Desa Dalu 10 B Tanjung Morawa sebagai mitra untuk dipasarkan secara online melalui platform e-commerce berbasis aplikasi yang bernama Dalu 10 Store. Beberapa permasalahan yang dihadapi dalam memasarkan produk UMKM, seperti promosi hanya menerapkan sistem offline dan online yang memanfaatkan media sosial sederhana seperti Instagram, Facebook dan WhatsApp tanpa mengetahui sistem kerjanya secara mendalam. Metode pelaksanaan kegiatan ini diantaranya penyuluhan berupa pengenalan aplikasi Dalu 10 Store kepada perangkat desa dan warga; dan pelatihan penggunaan aplikasi Dalu 10 Store kepada para pemilik UMKM. Hasil dari kegiatan ini adalah penerapan iptek berupa implementasi aplikasi Dalu 10 Store yang dilengkapi dengan fitur yang mudah digunakan oleh warga yang baru mengenal aplikasi e-commerce untuk mempromosikan produk UMKM nya. Selain itu, pemilik UMKM juga sudah menggunakan aplikasi tersebut untuk melakukan promosi produk olahannya. Sistem memiliki beberapa pengguna yaitu pembeli berperan untuk melihat, memesan produk serta memberikan penilaian. Sedangkan, pemilik UMKM dapat melihat stok dan pendapatan, mengunggah konten produk dan memproses pemesanan. Kata kunci: e-commerce; pemasaran produk; UMKM; desa dalu 10 b; dalu 10 store.

Optimalisasi E-Learning Melalui Implementasi Microservice Untuk Peningkatan Skalabilitas Dan Efisiensi Pembelajaran Online

Iqbal, Muhammad, Handoko, Wiwin, Syahputra, Abdul Karim
Abstract: The increased use of technology in education has encouraged the development of e-learning platforms that can provide effective and affordable learning experiences. However, the scalability and viability of e-learning platforms… tforms is often a challenge in the face of an increasing number of users and workloads. In this dedication, we propose the use of mi-croservice architecture in e-learning platforms to optimize scalability and maintain platform viability. We design and implement a microservice-based e-learning platform consisting of independent microservices, such as user management, course management, content management, and grading systems. We implement standardized API mechanisms for interactions between these microservices. We also vertically increase CPU capacity on each microservice instance to address increased workloads. We also observed that the use of microservices architecture makes it easy to maintain, develop, and integrate new features into the platform. In this overall dedication, we show that the implementation of microservices on e-learning platforms is able to provide optimal scalability and maintain the continuity of the platform in the face of increasing user needs Keywords: e-learning; microservice; skalabilitas; kinerja; monolitik    Abstract: Peningkatan penggunaan teknologi dalam pendidikan telah mendorong perkembangan platform e-learning yang dapat memberikan pengalaman pembelajaran yang efektif dan terjangkau. Namun, skalabilitas dan kelangsungan platform e-learning sering menjadi tantangan dalam menghadapi peningkatan jumlah pengguna dan beban kerja. SMK Swasta As-Syifa Kisaran menggunakan platform E-learning berbasis monolitik yang menyebabkan semakin banyak aktivitas platform digunakan semakin berat. Beberapa tahapan dilakukan dimulai dengan identifikasi masalah, perencanaan dan desain program, pelaksanaan, evaluasi dan analisis, serta penyusunan dan publikasi laporan. Arsitektur monolitik sebelumnya yang diterapkan perlu diperbaharui dengan arsitektur microservice bertujuan untuk mengoptimalkan skalabilitas dan menjaga kelangsungan platform E-Learning. Permasalahan pada penggunaan traffic yang tinggi dan berfokus pada satu server semakin lama semakin membebani server. Berdasarkan masalah tersebut maka layanan dipecah menjadi beberapa layanan webservice menggunakan arsitektur microservice yang terdiri dari layanan-microservice independen, seperti manajemen pengguna, kursus, konten, dan sistem penilaian. Peningkatan kapasitas CPU secara vertikal diperlukan sehingga microservice dapat mengatasi peningkatan beban kerja server. Hasil implementasi microservice yang diterapkan pada platform e-learning SMK As-Syifa mampu memberikan skalabilitas yang optimal untuk kelangsungan platform dalam menghadapi peningkatan kebutuhan pengguna            Kata kunci: e-learning; microservice; scalability; performance; monolitik

Pemilihan Material dan Desain yang Inovatif serta Kreatif

Haryono, Muhammad Budi, Bayuna, Rizal Dwi, Rohman, Syahrul Mahfudli, Wardana, Adetia Rizki, Umam, Nashirul
Abstract: Abstract: Material selection and innovative and creative designs are needed as a medium for reducing production costs by changing the design of a product but still paying attention to the safety of its users. The problem… that occurs in the surrounding community is the lack of public knowledge about the selection of materials that can risk accidents that will be experienced by users which can be caused by the material not being strong enough to support the load it gets. Innovative and creative design aims to reduce the mass of the material but still refers to user safety. Inappropriate design can increase the risk of accidents and wasted costs in the production process. The method used in this community service is a material selection workshop and an introduction to machine design using solidworks software. Therefore, this community service will greatly help the community in the Karang-tempel Village, East Semarang District, increase their insight into the selection of materials and innovative designs as an increase in the quality of production and ensure the safety of users.           Keywords: creative; desain; inovative; material selection; workshop   Abstrak: Pemilihan material dan desain yang inovatif dan kreatif sangat diperlukan sebagai media pengurangan biaya produksi dengan merubah rancangan suatu produk akan tetapi tetap memperhatikan keselamatan dari penggunanya. Permasalahan yang terjadi di masyarakat sekitar akan kurangnya pengetahuan masyarakat tentang pemilihan material yang dapat berisiko akan terjadinya kecelakaan yang akan dialami pengguna yang dapat disebabkan oleh material tidak cukup kuat untuk menopang beban yang didapatkannya. Desain yang inovatif dan kreatif bertujuan sebagai pengurangan massa dari material akan tetapi tetap merujuk kepada keselamatan pengguna. Desain yang tidak sesuai dapat meningkatkan risiko kecelakaan dan pemborosan biaya pada proses produksi. Metode yang digunakan pada pengabdian masyarakat ini adalah workshop pemilihan material dan pengenalan rancang bangun mesin menggunakan software solidworks. Oleh karena itu pengabdian kepada masyarakat ini akan sangat membantu mas-yarakat di lingkungan kelurahan Karang-tempel, kecamatan Semarang Timur untuk menambah     wawasannya terhadap pemilihan material dan desain yang inovatif sebagai peningkatan kualitas hasil produksi dan menjamin keselamatan dari pengguna. Kata kunci: desain; inovatif; kreatif; pemilihan material; workshop

PELATIHAN BLOG SEBAGAI SARANA PUBLIKASI PEMBELAJARAN GURU SMA NEGERI 2 KISARAN

Maha Putra, Guntur, Irawati, Novica, Prijuna, Adi
Abstract: Abstract: As a formal education institution, acculturation of techniques in Teaching and Learning Activities (KBM) is required by each lesson teacher to be able to transfer knowledge to students maximal and optimally. So… far the teaching carried out by the teachers of SMA 2 Kisaran is more dominant in learning done face-to-face in the classroom, so that learning requires the mind and energy that is extra because it is done repeatedly in the classroom and the hours that different. Starting from the above, the dedication team sought solutions so that teaching can be acculturated by online learning using blog media to publish teachers' teaching materials to the internet. It is expected that online-based teaching techniques, one of which is outlined in the making and utilization of blogs can stimulate interest from students to access teaching materials that have been published online, both in the form of text, images, audio and learning videos that have been recorded and uploaded by the teacher into his blog whenever and wherever it is, so that it will create student centered learning and learning objectives can be achieved.  Keywords: blogs, teaching materials, online publications, videos, student center learning.     Abstrak: Sebagai institusi pendidikan formal maka diperlukan akulturasi teknik dalam Kegiatan Belajar Mengajar (KBM) yang dilakukan oleh masing-masing guru pelajaran untuk dapat mentransfer ilmu pengetahuan kepada peserta didik secara maksimal dan optimal. Selama ini pengajaran yang dilakukan oleh guru-guru SMA Negeri 2 Kisaran lebih dominan ke-pembelajaran yang dilakukan secara tatap muka di dalam kelas, sehingga pembelajaran membutuhkan pikiran dan tenaga yang ekstra karena dilakukan secara berulang-ulang pada kelas dan jam yang berbeda. Berawal dari hal diatas maka tim pengabdian mencari solusi agar pengajaran dapat diakulturasi dengan pembelajaran secara online menggunakan media blog untuk mempublikasikan bahar ajar para guru ke internet. Diharapkan dengan teknik  pengajaran berbasis online salah satunya yang dituangkan dalam pembuatan dan pemanfaatan blog dapat merangsang minat dari para siswa untuk mengakses bahan ajar yang telah dipublikasikan secara online baik informasi berupa text, gambar, audio maupun video pembelajaran yang telah direkam dan diupload oleh guru ke dalam blognya kapan dan dimanapun berada, sehingga akan tercipta pembelajaran berpusat pada siswa (Student Centred Learning) dan tujuan pembelajaran dapat tercapai.   Kata kunci: blog, bahan ajar, publikasi online, video, Student Center Learning.

COMPARISON OF BILSTM, SVM FOR PBB-P2 TAX POLICY SENTIMENT ANALYSIS

Rofiqoh, Dayana, Subarkah, Pungkas, Isnaini, Khairunnisak Nur
Abstract: Abstract: The policy to increase the Rural and Urban Land and Building Tax (PBB-P2) in Indonesia often elicits mixed reactions from the public. Some support it because they believe it can strengthen regional fiscal capacity,… ity, while others reject it because they are concerned that it will increase the economic burden on the community. Understanding public sentiment towards this policy is important for evaluating the effectiveness of the policy and formulating appropriate communication strategies. This study aims to analyze public sentiment towards the PBB-P2 increase policy using data uploaded on Platform X (Twitter). The data were collected through crawling with the keyword “building tax,” then processed through several preprocessing stages before classifying tweets into positive and negative sentiments. Two models were used: Support Vector Machine (SVM) and Bidirectional Long Short-Term Memory (BiLSTM). Results show that SVM outperformed BiLSTM, achieving training accuracy of 99.4% and testing accuracy of 85.9%, with accuracy 0.8595, precision 0.8536, recall 0.8595, and F1-score 0.8449. Meanwhile, BiLSTM achieved training accuracy of 86.9% and testing accuracy of 82.9%, with accuracy 0.8294, precision 0.8150, recall 0.8294, and F1-score 0.8080. These findings suggest SVM is more effective in classifying public sentiment and can support better evaluation of regional tax policies.             Keywords: sentiment analysis; PBB-P2; BiLSTM; SVM; X platform     Abstrak: Kebijakan kenaikan tarif Pajak Bumi dan Bangunan Perdesaan dan Perkotaan (PBB-P2) di In-donesia sering memunculkan beragam reaksi dari masyarakat. Sebagian mendukung karena dianggap dapat memperkuat kapasitas fiskal daerah, sementara lainnya menolak karena kha-watir menambah beban ekonomi masyarakat. Pemahaman terhadap sentimen publik atas ke-bijakan tersebut penting untuk mengevaluasi efektivitas kebijakan dan merumuskan strategi komunikasi yang tepat. Penelitian ini bertujuan menganalisis sentimen masyarakat terhadap kebijakan kenaikan PBB-P2 menggunakan data unggahan di Platform X (Twitter). Data dik-umpulkan melalui proses crawling dengan kata kunci “pajak bangunan” kemudian diproses melalui beberapa tahap preprocessing sebelum diklasifikasikan menjadi sentimen positif dan negatif. Dua model digunakan dalam penelitian ini, yaitu Support Vector Machine (SVM) dan Bidirectional Long Short-Term Memory (BiLSTM). Hasil penelitian menunjukkan bahwa SVM memiliki kinerja lebih baik dibandingkan BiLSTM, dengan akurasi pelatihan 99,4% dan akurasi pengujian 85,9%. Nilai akurasi 0,8595, precision 0,8536, recall 0,8595, dan F1-score 0,8449. Sementara itu, BiLSTM memperoleh akurasi pelatihan 86,9% dan akurasi pengujian 82,9%, dengan akurasi 0,8294, precision 0,8150; recall 0,8294; dan F1-score 0,8080. Temuan ini menunjukkan bahwa SVM lebih efektif dalam mengklasifikasikan sentimen publik serta dapat mendukung evaluasi kebijakan pajak daerah dengan lebih baik.   Kata kunci: analisis sentimen; PBB-P2; BiLSTM; SVM; platform X

USE OF TASK-CENTERED SYSTEM DESIGN IN THE INTERFACE DESIGN OF THE POPULATION DEMOGRAPHIC DATA INFORMATION SYSTEM

Muhammad Azmi Zaky, Allsela Meiriza, Dinda Lestarini, Pacu Putra, Nabila Rizki Oktadini
Abstract: Abstract: The rapid development of information and communication technology has prompted the government to provide digital-based services, including in the management of demographic data. This study aims to apply the Task-Centered… k-Centered System Design (TCSD) method in designing the Muara Enim Regency Demographic Data Information System. The TCSD method was chosen to ensure that the prototype design process was systematic and focused on user needs and tasks. The research stages included identification, user-centered needs analysis, scenario-based design, and walkthrough evaluation. The designed prototype supports several main tasks, including viewing demographic statistics, searching for specific data, submitting data download requests, and contacting the admin. The evaluation was conducted through online usability testing using the Maze platform with the System Usability Scale (SUS) instrument involving 13 respondents. The evaluation results showed an average SUS score of 78.5, which falls into the “good” category. This confirms that the interface design has met usability standards, is user-friendly, and is capable of supporting user needs in accessing and managing demographic data. Thus, the application of the TCSD method has proven to be effective in producing an interface design that is focused on user tasks and can be the basis for further system development. Keywords: system usability scale; task centered system design; user interface

IMPLEMENTATION OF DALY BMS AND MODULXHM604 AS A BATTERY PACK FOR ECGO2 ELECTRIC MOTORCYCLES TO IMPROVE SAFETY, CAPACITY AND FAST CHARGING

Amin, Muhammad, Ricki Ananda
Abstract: Abstrack: This research aims to improve battery performance and safety on the ECGO2 electric motorcycle by re-assembling the battery system using 18650 lithium cells, Daly BMS 13S/7A battery management system, and XH-M604… 4 module. The configuration used is 13S5P (65 cells), resulting in a total voltage of 48.1 V and a capacity of 14 Ah, or equivalent to 673.4 Wh of energy. Compared to the ECGO2 built-in battery that requires 4-7 hours of charging time, this system is able to speed up charging to ±1.6 hours using a 7 A current charger. Test results using an oscilloscope show that the voltage of the assembled battery is more stable under load than that of a single battery, with minimal ripple. The estimated operating time of an 800 W electric motor using a 673.4 Wh battery is about 50 minutes. To achieve 2 hours of operation, the 13S10P configuration or energy-saving mode (400-500 W) can be used. The system is also more cost-effective at Rp2,678 per Wh compared to the manufacturer's version of Rp4,464 per Wh, as well as improved safety against leakage and overheating. Keywords: 18650 lithium battery; daly bms; electric motorcycle; fast charging.   Abstrak: Penelitian ini bertujuan untuk meningkatkan performa dan keamanan baterai pada sepeda motor listrik ECGO2 dengan merakit ulang sistem baterai menggunakan sel lithium 18650, sistem manajemen baterai Daly BMS 13S/7A, dan modul XH-M604. Konfigurasi yang digunakan adalah 13S5P (65 sel), menghasilkan tegangan total 48,1 V dan kapasitas 14 Ah, atau setara dengan energi 673,4 Wh. Dibandingkan baterai bawaan ECGO2 yang memerlukan waktu pengisian 4–7 jam, sistem ini mampu mempercepat pengisian menjadi ±1,6 jam menggunakan charger arus 7 A. Hasil pengujian menggunakan osiloskop menunjukkan bahwa tegangan baterai rakitan lebih stabil di bawah beban dibandingkan baterai tunggal, dengan ripple minimal. Estimasi lama pengoperasian motor listrik 800 W menggunakan baterai 673,4 Wh adalah sekitar 50 menit. Untuk mencapai 2 jam pengoperasian, dapat digunakan konfigurasi 13S10P atau mode hemat energi (400–500 W). Sistem ini juga lebih hemat biaya dengan efisiensi harga Rp2.678 per Wh dibandingkan Rp4.464 per Wh versi pabrikan, serta meningkatkan keamanan terhadap kebocoran dan panas berlebih. Kata kunci: baterai lithium 18650; daly bms; sepeda motor listrik; pengisian daya cepat.