Abstract:Muhammadiyah University of Bengkulu (UMB) has great potential to develop into an environmentally friendly and sustainable Green Campus. This study aims to analyze the existing conditions of the campus, identify challenges…
s and opportunities, and formulate appropriate development strategies to create a greener campus. The research methods used include surveys, in-depth interviews, secondary data analysis, and field observations to gain a comprehensive understanding of the current situation. The findings of the study indicate that UMB faces several challenges, including the limited green open space, which only covers 15% of the total campus area, suboptimal waste management, and the low awareness of the academic community regarding environmental sustainability issues. However, there are several opportunities that can be leveraged, such as the utilization of renewable energy technologies, government policies that increasingly support environmentally friendly initiatives, and the potential for collaboration with external partners from both the private sector and government institutions. The proposed development strategy focuses on five main aspects. First, increasing the campus’s green open space to 30% of the total campus area. Second, the implementation of renewable energy, such as the installation of solar panels, to reduce dependence on fossil fuels. Third, waste management based on technology to effectively recycle waste. Fourth, the application of digital-based environmental education to raise awareness among the academic community. Fifth, maximizing student participation in sustainability activities. This strategy aims to reduce carbon footprints, improve resource efficiency, and create a campus ecosystem that supports the Sustainable Development Goals (SDGs).
Abstract:The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or…
s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.
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.
Abstract:Abstract: Most of the braking systems used still use the drum system so that an automatic braking system is needed so that collisions rarely occur due to sudden braking which results in many accidents that claimed lives.…
This automatic brake control system is a device that functions as an automatic braking controller on four-wheeled vehicles without the driver having to press the brake pedal or brake manually. This system uses ultrasonic sensors to detect the distance of the car to objects that are in the way both in front and behind the car. Controlled by Arduino Uno microcontroller which is connected to servo motor and buzzer. The system can control the speed of vehicles and parking cars in the parking lot by designing and making a braking and parking system that works using ultrasonic sensors so that it can notify objects or things that are blocking both in front and behind the car. The car can stop quickly and accurately so it doesn't touch the object in front of it and the car can also park properly in the designated parking space.
Keyword: Ultrasonic Sensor; Microcontroller; Arduino Uno; Servo Motor; Buzzer
Abstrak: Sistem Pengereman kebanyakan digunakan masih menggunakan sistem tromol sehingga dibutuhkan system pengereman otomatis sehingga jarang terjadi tabrakan karena pngereman yang tiba-tiba yang mengakibatkan banyaknya kecelakaan yang menelan korban jiwa. Sistem kendali rem otomatis ini adalah sebuat alat yang mempunyai fungsi sebagai pengendali pengereman otomatis pada kendaraan roda empat tanpa si pengemudi harus menekan pedal rem atau pengereman secara manual. Sistem ini menggunakan sensor ultrasonik untuk mendeteksi jarak mobil terhadap benda yang mengahalangi baik di depan maupun di belakang mobil. Dikendalikan oleh mikrokontroler Arduino Uno yang terhubung ke motor servo dan buzzer. Sistem dapat mengendalikan laju kendaraan dan pemakiran mobil pada tempat parkir dengan merancang dan membuat sistem pengereman dan parkir yang bekerja dengan menggunakan sensor ultrasonic sehingga dapat memberitahukan benda atau sesuatu yang menghalangi baik di depan maupun di belakang mobil. Mobil dapat berhenti dengan cepat dan akurat sehingga tidak menyentuh benda did depannya dan mobil juga dapat parkir dengan tepat di tempat parkir yang telah ditentukan.
Kata kunci: Sensor Ultrasonik; Mikrokontroler; Arduino Uno; Motor Servo; Buzzer
Abstract:Abstract : Excessive use of the internet can interfere with health so that it will be classified as internet addiction (internet addiction) which can have an impact on the health of users and their social life. A solution…
n is needed for the increasing growth rate of internet users every year, especially in Indonesia. Until now, there are no findings or an application for diagnosing internet addiction that can be used in general so that it can reduce the intensity of surfing in cyberspace. Therefore, for the initial stage it is necessary to have an application that can diagnose the initial internet addiction. By utilizing computer programming algorithms such as PHP and supported by inference engines such as Case Based Reasoning (CBR) so that it can replace an expert to be able to diagnose early symptoms by utilizing a knowledge base such as symptoms or facts about a disease, especially internet addiction. Based on the test results, the system designed can provide predictive values about internet addiction, then the machine will perform a search and issue the results of the diagnosis and the best possible solution.
Keywords: Expert System; Case Based Reasoning; Internet Addiction.
Abstrak : Penggunaan internet yang berlebihan dapat mengganggu kesehatan sehingga akan tergolong dalam internet addiction (kecanduan internet) yang dapat berdampak pada kesehatan pengguna dan kehidupan sosial mereka. Diperlukan suatu solusi atas meningkatnya angka pertumbuhan pengguna internet setiap tahunnya khususnya di Indonesia. Hingga saat ini belum adanya temuan atau sebuah aplikasi untuk mendiagnosa kecanduan internet yang dapat digunakan secara umum sehingga dapat mengurangi intensitas berselancar di dunia maya. Oleh karena itu untuk tahap awal perlu adanya suatu aplikasi yang dapat mendiagnosa awal kecanduan internet tersebut. Dengan memanfaatkan algoritma pemrograman komputer seperti PHP serta didukung oleh inferensi engine seperti Case Based Reasoning (CBR) sehingga dapat menggantikan seorang pakar untuk dapat mendiagnosa gejala awal dengan memanfaatkan basis pengetahuan seperti gejala-gejala atau fakta mengenai suatu penyakit khususnya penyakit kecanduan internet. Berdasarkan hasil pengujian sistem yang dirancang dapat memberikan nilai prediksi tentang penyakit kecanduan internet, kemudian mesin akan melakukan penelusuran serta mengeluarkan hasil diagnosa dan kemungkinan solusi terbaik.
Kata Kunci : Sistem Pakar; Case Based Reasoning; Kecanduan Internet.
Abstract:Optimizing the library space at OPPM Pondok Modern Darussalam Gontor aims to improve the book layout, classification system, and space design initiatives to increase the efficiency of borrowing books for students. The problems…
oblems faced include sloppy book layout, an ineffective classification system, and a lack of design initiative from library administrators. The implementation method uses a Participatory Action Research (PAR) approach, which involves several stages of socializing the layout design to administrators, implementing a new classification system, writing books according to classification, and creating Standard Operating Procedures (SOP) for daily, weekly and monthly activities. Familiarization provides an understanding of ergonomic design principles, while a new classification system and book fireplace make it easier to find and return books. Creating SOPs ensures consistent and efficient implementation. The results of this method show significant improvements in library management and user experience, with students finding it easier to access and borrow books and library administrators carrying out their duties in a more structured manner.
Keywords: optimization; libraries; layout design
Abstrak: Optimalisasi ruang perpustakaan di OPPM Pondok Modern Darussalam Gontor bertujuan untuk memperbaiki tata letak buku, sistem klasifikasi, dan inisiatif desain ruang untuk meningkatkan efisiensi peminjaman buku bagi siswa. Permasalahan yang dihadapi antara lain tata letak buku yang tidak rapi, sistem klasifikasi yang tidak efektif, dan kurangnya inisiatif desain dari pengelola perpustakaan. Metode pelaksanaannya menggunakan pendekatan Participatory Action Research (PAR) yang meliputi beberapa tahapan yaitu sosialisasi desain tata ruang kepada pengelola, penerapan sistem klasifikasi baru, penulisan buku sesuai klasifikasi, dan pembuatan Standard Operating Procedure (SOP) harian, mingguan dan kegiatan bulanan. Pembiasaan memberikan pemahaman tentang prinsip-prinsip desain ergonomis, sementara sistem klasifikasi baru dan perapian buku memudahkan pencarian dan pengembalian buku. Membuat SOP memastikan implementasi yang konsisten dan efisien. Hasil dari metode ini menunjukkan peningkatan yang signifikan dalam pengelolaan perpustakaan dan pengalaman pengguna, siswa menjadi lebih mudah mengakses dan meminjam buku serta pengelola perpustakaan menjalankan tugasnya secara lebih terstruktur.
Kata kunci: optimalisasi; perpustakaan, desain tata letak
Abstract:The rapid progress of information and communication technology today can be seen in how easy it is for people to communicate and obtain information, even in the face of limited time and space. Advances in information and…
communication technology are increasingly being applied to various fields and aspects of daily life to provide efficiency and convenience in handling tasks and work related to humans. One area where many people have benefited from advances in information and communication technology is education. To overcome the problems raised, the general approach that will be used in this activity is to teach computer-based media creation to teachers in elementary schools. The one-day computer-based learning media development training was carried out in a structured, patient and comprehensive manner. In general, all participants were involved in activities with strong and consistent motivation. Training as teachers and principals of certain schools to strengthen learning capacity. Teachers need to convey and minimize the results of this lesson to other teachers.
Keywords: instructional media; technology; training
Abstract:The existence of blog media in disseminating information is a means of storing information online that can be used by staff so that they can provide all information without space and time limits. The PKK of East Sei Silau…
u Village, Asahan Regency, has several active activities carried out in several places in its environment. In carrying out these activities, they still use devices manually to provide information in their activities. The aim of carrying out this service activity is to find out the use of blogs in the business and economic category, to find something unique about blogs that can be published to various parties regarding the use of business and economic blogs so that they can be used effectively and more usefully. The activity implementation method used was in the form of training, interactive discussions with the entire PKK team in East Sei Silau Village, Asahan Regency. This activity uses theoretical and practical knowledge in the room. As a result of the final assessment of the activity, the participants were able to understand the material presented based on the results of the assessment scores obtained from the posttest test results. The activity material given to participants can be used and utilized in creating a blog. The material presented to participants reached 90% of all the concepts involved in creating blogs. The delivery of the material consists of several sessions, namely: explanation, practice, and discussion.
Abstract:Abstract: Interior Design is a branch of art that discusses the inner side of a building. Interior design also intersects with architecture which is the global study of building design. Architecture majors have started to…
o enter Vocational High Schools including at SMK Negeri 1 Mempura. Vocational School 1 Mempura has a Department of Building Modeling and Information Design which in its syllabus has building drawing learning. But in the discussion, there is no further knowledge about interior design. SMK Negeri 1 Mempura wants to develop students' knowledge about interior design or interior design properly. From this problem, Interior Design Educators at Lancang Kuning University who are community service partners from SMK Negeri 1 Mempura will add to their students' knowledge about interior design. So that through this program, Mempura 1 State Vocational School can develop interior design knowledge, which not only learns about room size but also about managing the atmosphere of space from designing ceilings, walls, floors, and furniture. The target to be achieved is for partners to understand the basics of Interior Design and its differences from Architecture and other Design Sciences. The outputs to be obtained are learning services for the community, service reports, drafts of teaching materials, and scientific articles in journals.
Keywords: interior design; furniture; workshop
Abstrak: Desain Interior adalah salah satu cabang ilmu seni rupa yang membahas tentang perancangan ruang dalam pada suatu bangunan. Desain interior juga beririsan dengan ilmu arsitektur yang merupakan ilmu perancangan bangunan secara global. Jurusan arsitektur sudah mulai masuk ke Sekolah Menengah Kejuruan termasuk di SMK Negeri 1 Mempura. SMK Negeri 1 Mempura memiliki jurusan Desain Permodelan dan Informasi Bangunan yang dalam silabusnya memiliki pembelajaran gambar bangunan. Tetapi dalam pembahasannya,belum ada pengetahuan lebih lanjut mengenai perancangan ruang dalam.SMK Negeri 1 Mempura ingin mengembangkan pengetahuan yang dimiliki peserta didik pada perancangan ruang dalam atau desain interior dengan benar. Dari permasalahan ini, Tenaga Pendidik Desain Interior Universitas Lancang Kuning yang merupakan mitra pengabdian masyarakat dari SMK Negeri 1 Mempura akan menambah pengetahuan siswa/i nya tentang merancang ruang dalam. Sehingga melalui program ini, SMK Negeri 1 Mempura dapat mengembangakan pengetahuan desain ruang dalam, yang tidak hanya mempelajari tentang ukuran ruangan, tapi juga pada pengolahan suasana ruang dari perancangan langit-langit, dinding, lantai dan furnitur. Target yang ingin dicapai adalah mitra paham tentang dasar-dasar Desain Interior serta perbedaannya dengan Arsitektur dan Ilmu Desain lainnya. Luaran yang ingin diperoleh adalah jasa pembelajaran untuk masyarakat, laporan pengabdian, draf bahan ajar dan artikel ilmiah di jurnal.
Kata kunci: desain interior; furniture; workshop
Abstract:Abstract: This Community Service activity was carried out at SD Negeri 096 Manyabar, Panyabungan District, Mandailing Natal Regency, North Sumatra. This activity is carried out with the aim of helping adapt technology that…
at is in line with the MBKM (Merdeka Belajar – Kampus Merdeka) program, one of which is the use of the google classroom platform in the process of e-learning teaching and learning activities in schools to create creative, interactive, effective and efficient learning between teachers and students, especially during this Covid-19 pandemic. Google classroom is a free, web-based platform built to make it easier for educators and students to learn online, which is easy to use to help teachers manage, measure, and experiential learning. The current use of Google Classroom is very efficient which is not limited by effective space and time. Teachers can provide online material, either in the form of text, images, audio, or video to students, besides that teachers can also make quizzes, assignments, and student lists on a regular basis by using a link from the google form sent to google classroom. Online learning in this Covid-19 era makes learning activities can be carried out interactively, effectively, and efficiently between teachers and students by utilizing technology, one of which is the use of the google classroom platform.
Keywords: google classroom; online learning; e-learning
Abstrak: Kegiatan Pengabdian Masyarakat ini dilaksanakan di SD Negeri 096 Manyabar, Kecamatan Panyabungan, Kabupaten Mandailing Natal, Sumatera Utara. Kegiatan ini dilaksanakan bertujuan dalam hal membantu adaptasi teknologi yang selaras dengan program MBKM (Merdeka Belajar – Kampus Merdeka) yang salah satunya adalah dengan pemanfaatan plafform google classroom dalam proses kegiatan belajar mengajar e-learning di sekolah untuk menciptakan pembelajaran kreatif, interaktif, efektif dan efisien antara guru dengan siswa apalagi dimasa pandemi Covid-19 ini. Google classroom adalah platform gratis berbasis web yang dibuat untuk mempermudah kegiatan pembelajaran pendidik dan siswa secara online yang mudah digunakan untuk membantu pengajar mengelola, mengukur, dan memperkaya pengalaman belajar. Pemanfaatan Google classroom saat ini sangat efektif dan efisien yang tidak terbatas oleh ruang dan waktu. Guru dapat memberikan materi secara online, baik berupa teks, gambar, audio, maupun video kepada peserta didik, selain itu guru juga dapat membuat kuis, tugas maupun daftar kehadiran siswa secara berkala dengan menggunakan link dari google form yang dikirimkan ke google classroom. Pembelajaran secara daring dimasa Covid-19 ini membuat kegiatan belajar dapat dilakukan secara interaktif, efektif dan efisien antara guru dengan siswa dengan pemanfaatan teknologi salah satu dengan pemanfaatan plafform google classroom.
Kata kunci: google classroom; pembelajaran daring; e-learning