scholarly journals APLIKASI MOTOR LISTRIK SEBAGAI PEMOTONG KAYU DENGAN PENGATURAN KECEPATAN BERBASIS PWM

2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Yunianto Wahyu Ismail

AbstractThe purpose of this project is to be able to find out the design and the performance of wood cutter with PWM based speed regulator driven by AC motor 1 phase capacitor start type with transmission system using v-belt and pulley, covering current, power, voltage, time cutting and costs required. This tool is expected to increase production and quality in souvenirs craft industry and carving craft.The method of making wood cutting device with PWM-based speed regulator driven by AC motor 1 phase capacitor start type with R & D approach (Research and Development). Stages consisting of 1) Needs analysis, 2) device designing, 3) device making, 4) device testing, 5) implentation. The mechanism of this cutting device will produce a motion force which will then move the driving shaft that works principle such as the piston on the vehicle, then will move the saw up and down by using AC motor 1 phase capacitor start which is equipped with PWM-based speed controller, pulley transmission system and v-belt. Results from wood cutter with PWM-based speed regulator. This tool is able to cut wood with a circle from the thickness of 0.5 cm / 88 s, 1 cm / 135s, 2 cm / 180s, and 3 cm / 1560s with good cut quality and with a diameter of 12 cm circle. Then the measured power starts from 255.75 watt-333 watts depending on the thickness of the sawed timber.  Keywords :Cutting wood device, PWM, AC  Motor 1 fase AbstrakTujuan penelitian ini adalah untuk dapat mengetahui rancang bangun dan mengetahui unjuk kerja dari pemotong kayu dengan pengatur kecepatan berbasis PWM yang digerakkan oleh motor AC 1 fasa jenis kapasitor start dengan sistem transmisi menggunakan sabuk v-belt dan pulley, meliputi arus, daya, tegangan, waktu pemotongan dan biaya yang dibutuhkan. Alat ini diharapkan dapat meningkatkan produksi  dan kualitas pada industri kerajinan souvenir dan kerajinan ukir. Metode pembuatan alat pemotong pemotong kayu dengan pengatur kecepatan berbasis PWM yang digerakkan oleh motor AC 1 fasa jenis kapasitor start dengan pendekatan R&D (Research and Development). Tahap-tahap yang terdiri dari 1) analisis kebutuhan, 2) perancangan alat, 3) pembuatan alat, 4) pengujian alat, 5) implentasi. Mekanisme alat pemotong ini akan menghasilkan gaya gerak yang kemudian akan menggerakan poros penggerak yang prinsip kerjanya seperti piston pada kendaraan, kemudian akan menggerakkan gergaji naik turun dengan menggunakan motor AC 1 fasa jenis kapasitor start yang dilengkapi dengan pengendali kecepatan berbasis PWM, sistem transmisi pulley dan sabuk v. Hasil dari pemotong kayu dengan pengatur kecepatan berbasis PWM. Alat ini mampu memotong kayu dengan lingkaran dari mulai ketebalan 0.5 cm/88 s, 1 cm/135s, 2 cm/ 180s, dan 3 cm/1560s dengan kualitas potongan yang halus dan baik dengan diameter lingkaran 12 cm. Kemudian daya yang terukur mulai dari 255.75 watt-333 watt tergantung dengan ketebalan kayu yang digergaji. Kata kunci: Alat pemotong kayu, PWM, motor AC 1 fasa

2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Amin Nasir ◽  
Salamatun Nafi’ah

This research is a research and development on Arabic extensive reading materials using storybooks based on bilingual parallel text. The purposes of this research are to find out the steps in developing Arabic extensive reading materials using storybook based on bilingual parallel text for MA NU Miftahul Falah students and to find out the feasibility of the storybooks and the students responses. This research is a type of research and development. This study uses Richey and Kleins’ model but with some modifications, the stages of this research are: Planning, which is the activity of making a product plan that will be made for a specific purpose. This stage begins with a needs analysis carried out through research and literature study. Production, which is the activity of making products based on the designs that have been made. Evaluation, namely the activity of testing and assessing how high the product has met predetermined specifications. The results of the study, namely the average validity of the storybook that has been developed with all evaluation aspects is 3.49 so it is classified as valid. The evaluation results also show that the product is suitable for use, and the average value of student responses is 84.2 and is in the very good category. Further research needs to be done to determine the effectiveness and efficiency of the product with a wider sample


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


Tamaddun ◽  
2021 ◽  
Vol 20 (1) ◽  
pp. 106-114
Author(s):  
Muhammad Yunus ◽  
Sitti Halijah

The research is the development of Agricultural English teaching materials at Universitas Muslim Indonesia. The purposes of this research are to (1) produce a type of Agricultural English teaching material suitable to be used by the students of Faculty of Agriculture UMI and to (2) discover why the students are learning English. The method used is research and development. The research site was at the Faculty of Agriculture UMI with the number of 50 respondents. The results showed that based on the student responses, 12 out of 42 topics occupy the highest percentage needed for Agricultural English teaching materials. Those 12 topics are as follows: rice, tomatoes, chili,  shallots, eggplant, papaya, rambutan, coconut, coffee, land, disease pest, and seeds. Then, the purposes of the students learning English can be categorized into two major groups, namely to anticipate competition in the workplace where the ability to communicate both oral and written is needed and to prepare themselves in the academic field both to complete S1 (undergraduate degree)  and to continue their studies S2 (master degree).


2018 ◽  
Vol 42 ◽  
pp. 00086
Author(s):  
Ade Gorbi Irawan ◽  
Ni nyoman Padmadewi ◽  
Luh Putu Artini

This research aimed at developing Instructional materials for the second semester students in economy faculty of Panji Sakti University. This research was a Research and Development (R & D) study. The type of the research was 4D model The steps of this study were: (1)Define,(2) Design, (3)Develop, and (3)Disseminate. In the “Define” step, There were two questionnaires employed in the research: (1) needs analysis questionnaire (2) expert judgment questionnaire. The needs analysis questionnaire was distributed to the students to identify the target needs and the learning needs of the students. The expert judgment questionnaire was used to evaluate the material. The data from the needs analysis questionnaire were analyzed using frequency and percentage and the results were then used as the basis to design and develop the materials, while the data from the expert judgment questionnaire were analyzed using descriptive statistics. Based on the findings from the materials evaluation, the content, the language, the presentation, and the layout of the materials are appropriate. The mean score of all aspects of the developed materials was 4.18. This indicates that the developed material is categorized as excellence material.


MRS Bulletin ◽  
2004 ◽  
Vol 29 (11) ◽  
pp. 805-813 ◽  
Author(s):  
Herb Goronkin ◽  
Yang Yang

AbstractThis article introduces the November 2004 issue of MRS Bulletin on the state of the art in solid-state memory and storage technologies.The memory business drives hundreds of billions of dollars in sales of electronic equipment per year. The incentive for continuing on the historical track outlined by Moore's law is huge, and this challenge is driving considerable investment from governments around the world as well as in private industry and universities. The problem is this: recognizing that current approaches to semiconductor-based memory are limited, what new technologies can be introduced to continue or even accelerate the pace of complexity? The articles in this issue highlight several commercially available memories, as well as memory technologies that are still in the research and development stages. What will become apparent to the reader is the huge diversity of approaches to this problem.


GeoEco ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 115
Author(s):  
Singgih Prihadi

<p>The research was distributed by the demands of professional teachers in carrying out the mandate to develop and implement creative and productive learning involving learners as well as their role actively. The learning process that facilitates the needs of learners and of innovative designed will be able to create an atmosphere of learning fun and meaningful for learners. Especially for geography teachers who want to create a geography learning with fun and meaningful then must master the application of model-based learning environment. This initial research is the study of the introduction in the form of needs analysis in the development of a prototype model of learning geography-based environment for creating school fun. Needs analysis is done to strengthen basic product development model so that the expected results have great benefits for teachers. In the needs analysis will be known the level of understanding of the geography teacher in Surakarta City against the application of the model of learning geography-based environment. This learning model of product development done because of early observations of known low learning motivation of the learners follow learning geography in school.</p><p>The research method used was Research and Development version of the Borg and Gall. Phases of this research is the first step of the model of Research and Development. At this stage of the preliminary study it, researchers attempted to dig in depth about the perception, skill, and the suitability of the curriculum learning focussed experiences related to the geography-based environment for creating school fun. Engineering data collection done by interview and Focus Group Discussion (FGD) and geography teachers in the city of Surakarta.</p><p>From research conducted, produced conclusions that: 1) the perception of teachers in understanding the concept of geography-based learning model development environment is already good enough. Teachers describe teaching experience by leveraging the model-based learning environment. 2) teacher skills in teaching using model-based geography learning environment is already quite good, though there is still that have not been put into practice appropriate procedures systematically. This has an impact on the learning process becomes not interesting for learners. 3) Utilizing the geography learning resource in the form of an environment capable of answering the demands of the scientific approach to skills achievement Curriculum on 2013.</p><p> </p>


2020 ◽  
Vol 25 (1) ◽  
pp. 47-60
Author(s):  
Mohanad Abdulhamid ◽  
Ndiwa Chesebe

AbstractThe world has been lately witnessing a landmark revolution in technology whereby more research and development is going into producing devices that are able to respond to human emotions, motions and behavior. These days, mobile phones are able to capture photos when the user is smiling or gesturing towards them. By making certain gestures, a user is able to control smart televisions and computers at the comfort of their homes, without the need of extra interface devices. The interaction between man and machines is being improved and made as natural as possible. More so, the application of hand gesture technology is finding use in making communication between people with hearing difficulties and those without, possible. This research presents the techniques that have made this possible. Most of these techniques however are in development stages. This is because of the significant challenges faced in providing this solution. First, there are over 30,000 sign language gestures which is quite a headache when trying to integrate them into a recognition system. Secondly, despite the fact that there are standard ways of making the sign language gestures, people have variations to them. Developers hence have to make allowance for these variations and in effect compromise on the accuracy of the system. This research evaluates the various algorithms developed, and tries to propose an algorithm that strikes the best balance between accuracy and allowance for variations in the sign language gestures.


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