Vocational graduates supposedly have the competencies following the purpose of vocational education: preparing medium-skilled labor in a particular area that corresponded with the industrial needs. The 21st-century le...
Vocational graduates supposedly have the competencies following the purpose of vocational education: preparing medium-skilled labor in a particular area that corresponded with the industrial needs. The 21st-century learning, among others, was signified with a learning process that optimizing the brain function. In the 21st-century, businesses and industries tend to demand skilled labors in digital literacy, technology literacy, and human literacy. Thus, vocational education should be able to innovate and create to respond to the challenge and opportunity from the 21st-century implication through revitalizing the vocational education, involving learning system, education units, learners, educators, and educational staffs. A suitable learning system for the 21st-century is a life-based learning model. Life-based learning in vocational education could be performed through industrial practice, industrial class, and teaching factory activities. These three approaches aimed to bring the learning activities closer with real-life work at the workplace through field practices. With life-based learning at the real workplace, students would develop a discipline, responsible, teamwork, and work culture habits as provisions after finishing the vocational education.
Cash crop is a promising sector in Tobasa regency; however, the trend showed a negative change of the cash crop production in. This research aims to develop an application which is based on Arduino for watering and fe...
Cash crop is a promising sector in Tobasa regency; however, the trend showed a negative change of the cash crop production in. This research aims to develop an application which is based on Arduino for watering and fertilizing corn land. The result of using e-precision agriculture based on embedded system is 100% higher than the conventional one and the risk of harvesting failure using the embedded system decreased to 50%. Embedded system in this study acquired critical environment measurements which at last affected the yield raising and risk reduction. As the result, the use of e-precision agriculture provided a framework to be used by different stakeholders to implement e-agriculture platform that supports marketing of agricultural production since the system is proven to save the material and time which finally reduces the risk of harvesting failure and increases the yield. In other words, the system is able to economize the use of water and fertilizer on a small corn land. The system will be developed for more efficiency in material loss and the mobile-based application development to reach sustainable rural development particularly for cash-crop farmers.
Swimming pool is one of the means of sports and play that is fun. Swimming pools must also be considered clean. In order to be replaced with new water. The goal is so that pool users are not infected with infectious d...
Swimming pool is one of the means of sports and play that is fun. Swimming pools must also be considered clean. In order to be replaced with new water. The goal is so that pool users are not infected with infectious diseases due to the dirty water inside the pool. The Mamdani method is the most common method when discussing fuzzy methodology. It was Ebrahim Mamdani who first proposed this method in 1975 when building a steam engine and boiler control system. Mamdani uses a collection of IF-THEN rules obtained from experienced operators / experts. Mamdani's work is actually based on the article 'The Father of Fuzzy, Lotfi A. Zadeh: fuzzy algorithms for complex systems and decision processes.
The research objective of this is to see how to apply science practicum online using Microsoft Teams and Learning Management System (LMS). The form of this research is classroom action research which aims to apply the...
The research objective of this is to see how to apply science practicum online using Microsoft Teams and Learning Management System (LMS). The form of this research is classroom action research which aims to apply the online science practicum during the Covid 19 pandemic. Therefore, it is carried out using two cycles in the application of online science practicum. The subjects of this study were students of the seventh semester in the Natural Science practicum course. Through observation and evaluation, it is shown that in the cycle I the percentage of practicum implementation which includes aspects of preparation, process and data and practicum results is 87.5%, in cycle II it has increased to 92.5%. In the assessment aspect of the practicum report, the average practicum assessment obtained in the first cycle was 3.09 from the highest score of 4 and in the second cycle was 3.7, while the aspect of student knowledge about the use of the Microsoft team which was taken using google form was 93%. In the aspect of student knowledge about the use of Learning Management System (LMS) by 75% and aspects of student understanding in the implementation of online science practicum using Microsoft Teams by 75%.
Based on the results of the questionnaire distributed to Primary Teacher education Students, 96% of students said that Physics is difficult to understand because the material is very complex, many formulas, especially...
Based on the results of the questionnaire distributed to Primary Teacher education Students, 96% of students said that Physics is difficult to understand because the material is very complex, many formulas, especially the learning process is done online. This study aims to describe the influence of providing feedback on the motivation of Primary Teacher education Students in primary school physics courses. The method used in this research is descriptive qualitative. Meanwhile, the instrument used was a questionnaire which was distributed to 115 elementary school education students. The result of the research shows that giving feedback consistently is able to motivate students. This can be seen from the results of the questionnaires distributed, each indicator is of very good value.
作者:
Pandapotan SiagianSindak HutaurukInstitut Teknologi Del
Faculty of Informatics and Electrical Engineering Computer Engineering Study Program Jl. Sisingamangaraja Sitoluama Toba Samosir Sumatera Utara 22381 Indonesia Universitas HKBP Nommensen
Faculty of Electrical Engineering Jl. Sutomo No.1 Medan North Sumatera 2018 Indonesia
Mobile devices are becoming an indispensable part of daily lives. This system has been developed interactive android application to assist and provide the support helps people such as blind and other physically limite...
Mobile devices are becoming an indispensable part of daily lives. This system has been developed interactive android application to assist and provide the support helps people such as blind and other physically limited people who face. They will be done for outgoing calling to his family and also the area around them. Speech recognition is technology that uses desired equipment and a service which can be controlled through voice of the android smart phone. An Artificial Neural Network (ANN) is an information processing paradigm that is inspired by the way biological nervous systems, such as the brain, process information. The device proposed here is an interactive android platform, which is capable of recognizing spoken words. We propose to developed interactive android application and also added some features which are currently available in android based smartphones such as attending for a line calling feature and out-going calling feature, over the voice commands which can run on the tablet or any android based phone. Speech recognition have a data set to translate between users' descriptions and the labels in the database, which has entries on the speech recognition (sounds and patterns) that make up the sound.
This work used a variational quantum circuit (VQC) in conjunction with a quantitative structure-property relationship (QSPR) model to completely investigate the corrosion inhibition efficiency (CIE) displayed by pyrid...
详细信息
This work used a variational quantum circuit (VQC) in conjunction with a quantitative structure-property relationship (QSPR) model to completely investigate the corrosion inhibition efficiency (CIE) displayed by pyridine-quinoline compounds acting as corrosion inhibitors. Compared to conventional methods like multilayer perceptron neural networks (MLPNN), the VQC model predicts the CIE more accurately. With a coefficient of determination (R 2 ), root mean square error (RMSE), mean absolute error (MAE), and mean absolute deviation (MAD) values of 0.989, 0.027, 0.024, and 0.019, respectively, VQC performs better. The established VQC model predicts the CIE with outstanding predictive accuracy for four newly synthesized pyrimidine derivative compounds: 1-(4-fluorophenyl)- 3-(4-(pyridin-4-ylmethyl)phenyl)urea (P1) , 1-phenyl-3-(4-(pyridin-4-ylmethyl)phenyl)urea (P2) , 1-(4-methylphenyl)-3-(4-(pyridin-4-ylmethyl)phenyl)urea (P3) , and quaternary ammonium salt dimer (P4) . It generates remarkably high CIE values of 92.87, 94.05, 94.96, and 96.93 for P1, P2, P3, and P4, respectively. With its ability to streamline the testing and production processes for novel anti-corrosion materials, this innovative approach holds the potential to revolutionize the market.
The learning methods used by teachers in schools in Serang City are very ineffective, especially during the pandemic. This is because not integrated content of material in one subject with other subjects. Never mind b...
The learning methods used by teachers in schools in Serang City are very ineffective, especially during the pandemic. This is because not integrated content of material in one subject with other subjects. Never mind between subjects, sometimes the material is not well integrated. The purpose of this study is to provide an alternative learning method during a pandemic, namely a method that integrates material with the realities of life which is abbreviated as IMR (Integrated Realistic Material). The method in this research is Research and Development (RnD) with the ADDIE model. In making this learning method according to the stages from the ADDIE study. The results of this study are in the form of learning methods that are integrated with the realities of life during the pandemic.
The objectives of this study are: 1) developing game interactive for learning photography in fashion, 2) analysis validation of the application. Development of game using the R&D method with Hannafin and Peck Adap...
The objectives of this study are: 1) developing game interactive for learning photography in fashion, 2) analysis validation of the application. Development of game using the R&D method with Hannafin and Peck Adaptation, which includes several stages, namely needs analysis, design, development, and implementation. In this case, the game can be applied in fashion education student who takes related computer courses in fashion photography. The result of this research are applications about the game of learning how to photograph and the object in Fashion. Analysis validation such as validation value for the aspect of media display obtained 94% results, for the programming aspect it obtained a validation result of 90%, while for the benefit aspect it obtained a value of 90% for the usefulness of media. Based on the average of all components of the instrument question obtained a percentage of 92%. It can be concluded that the media used can help replace the role of lecturers in learning, and students can play the role of a fashion photographer.
The scoreboard is designed and made for a universal use that can be used in matches in some sports such as basketball, futsal, ping pong, badminton, and others. The scoreboard is designed and made based on the needs o...
The scoreboard is designed and made for a universal use that can be used in matches in some sports such as basketball, futsal, ping pong, badminton, and others. The scoreboard is designed and made based on the needs of several sports in the Student Activity Unit at HKBP Nommensen University which can be easily moved. Scores displayed on the scoreboard is not only the result of the game but also displayed time in the countdown. This scoreboard can be operated by using a cable and can also without using a cable by using a mobile phone through communication using bluetooth. This scoreboard is based on a microcontroller and uses backup power through rechargeable batteries that can be automatically charged. In trials in several games, this tool works well with a few drawbacks in case of a match that takes more than 100 minutes because the time display can only display a maximum time of 99 minutes.
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