scholarly journals PENGEMBANGAN ALTERNATOR GANESHA ELECTRIC VEHICLES 1.0 GENERASI I

2017 ◽  
Vol 5 (1) ◽  
Author(s):  
I Made Rudi Andika Putra ◽  
Nyoman Arya Wigraha ◽  
Kadek Rihendra Dantes

Penelitian ini bertujuan untuk (1) Bagaimana rancangan alternator pada rangkaian kelistrikan Ganesha Electric Vehicles 1.0 Generasi I (2) Berapakah tegangan alternator yang dihasilkan kendaraan Ganesha Electric Vehicles 1.0 Generasi I. Metode Penelitian dan Pengembangan (Research and Development) adalah metode penelitian yang digunakan untuk menghasilkan produk tertentu, dan menguji keefektifan produk tersebut dimana suatu proses atau langkah-langkah untuk mengembangkan suatu produk baru, atau menyempurnakan produk yang telah ada, yang dapat dipertanggungjawabkan. Dalam penelitian ini yang menjadi subjek penelitian adalah Ganesha Electric Vechiles 1.0 Generasi I. Data dalam penelitian ini dikumpulkan dengan melakukan beberapa pengujian dengan menggunakan tachometer digital untuk mendapatkan rpm , setelah data rpm didapat kemudian dilakukan proses pengukuran dengan menggunakan ampere meter dan apometer digital. Jadi hasil dari pengukuran menggunakan sudut primary pulley 14 ͦ dengan menggunakan perbandingan roller 12 gram didapatkan tegangan pengisian 4.9 volt, tegangan lampu 3.6 volt, amper pengisian dan ampere lampu didapatkan 2 amper pada 4500 rpm. Maka dapat disimpulkan bahwa semakin berat roller yang digunakan semakin meningkat pula tegangan yang dihasilkan pada setiap peningkatan rmp sepeda motor. Kata Kunci : Alternator, Ganesha Electric Vehicles 1.0 dan Tegangan This study aimed to (1) How to design the alternator on the electrical circuit Ganesha Electric Vehicles 1.0 Generation I (2) What is the alternator voltage generated Ganesha vehicle Electric Vehicles 1.0 Generation I. Method used in this reseach was Research and Development. Research and Development is a research method that is used to produce a particular product, and test the effectiveness of these products in which a process or steps to develop a new product, or enhance existing products, which can be accounted for. In this study, the research subject was Ganesha Electric vechiles 1.0 Generation I. The data of this study were collected by doing some testing using a digital tachometer to get rpm, after the rpm data obtained and then do the measurement process by using digital ampere meter and apometer. The result of the measurement using the angle of the primary pulley 14 ͦ using comparative roller 12 gram obtained 4.9 volt charging voltage, lamp voltage 3.6 volt, ampere charging and ampere charging lamp obtained 2 amperes at 4500 rpm. It can be concluded that the heavy roller is used also increase the voltage generated on any increase in rpm motorcycle. keyword : Alternator, Ganesha Electric Vehicles 1.0 and Voltage

Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.


2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


2021 ◽  
Vol 2 (2) ◽  
pp. 149-164
Author(s):  
Muhammad Yusuf Habibi ◽  
Asep Ardiyanto ◽  
Maftukin Hudah

This research method is development, (Research and Development). This research was conducted in 6 stages, namely: 1) and 2) Small-scale field trials practicing unopposed attack strategies, 3) and 4) Large-scale trials with a match system with one's own team, 5) and 6) Large-scale trials with match system with different teams. Based on the results of validation carried out by material experts and media experts, the final percentage is 93% (3-1 Easy), 95% (2-2 Normal), 93% (3-1 Difficult), 93% (3-1 Very Difficult) ). For a small scale player response questionnaire obtained a percentage of 90.6% (3-1 Easy), 83.7% (2-2 Normal), 90.6% (3-1 Difficult), 88.1% (3-1 Very difficult) and large scale get the percentage of 92.2% (3-1 Easy), 88.75% (2-2 Normal), 94.7% (3-1 Difficult), 93.4% (3-1 Very difficult) ). For the results of observations, small-scale researchers get a percentage of 100% (3-1 Easy), 100% (2-2 Normal), 100% (3-1 Difficult), 100% (3-1 Very difficult) and large scale get a percentage of 83 % (3-1 Easy), 42% (2-2 Normal), 83% (3-1 Hard), 83% (3-1 Very Hard). Based on the research results, it was found that the development product was 3-1 Easy Attack Strategy, 2-2 Normal, 3-1 Difficult, 3-1 Very difficult in the form of Storyboard Script and analysis video


2021 ◽  
Vol 2 (2) ◽  
pp. 184
Author(s):  
Ignasius Layola Dedy ◽  
Dede Suratman ◽  
Munaldus Munaldus

This study aims to develop a product for developing a mathematics learning blog on material in junior high school. The research method used in this research is the research and development method. Research and development are the process of developing a new product or improving an existing product. The data collection tools include a material expert validation questionnaire, a media expert validation questionnaire, and a student response questionnaire. From the results of material expert validation, an average score of 75 was obtained with a good category, the results of media expert validation obtained an average score of 75 with a good category, then the response questionnaire was obtained, namely a positive response with a percentage of 96.18% and a negative response with a percentage of 3.82 %. Based on the data obtained, it can be obtained that the blog development product is as expected and in accordance with the needs and curriculum. The responses that have been submitted to students get a very good response.


Author(s):  
Hermia Anata Rahman ◽  
Asrowi Asrowi ◽  
Muh Ahyar

This research is aimed to make a proper learning media using application of prezi. The application can be used in learning process and helps the students to learn sociology subject especially on the material of conflict, violence and its solution. The research method was method of Research and Development (R&D). The procedure of learning media development was based on perspective of Alessi and Trollip (2001). It consisted of 2 development attributes, namely planning, design and development. This research was conducted in SMA N 1 Sukoharjo. Planning was conducted through the procedure of planning and development which consisted of necessity analysis and media design. The steps of product designing was conducted through media and content material selection, validation, revision and testing. The criteria of success in this development research reffered to the success of expert validation and product testing. This research shows that learning media of prezi belongs to proper category if it is reviewed from: (1) material aspect, the score is 95% (very good), (2) media aspect, the score is 85% (very good). The result of properness testing to the university students on each person obtained total score of 78, 53% (good). On the testing of small group, it obtained total score of 80,82% (good).


Author(s):  
Hanafi Hasibuan

Abstrak: Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran teknik dasar bermain sepakbola menggunaan kun, agar layak digunakan di sekolah serta mengetahui efektifitas hasil latihan siswa dengan menggunakan media pembelajaran teknik dasar bermain sepakbola menggunaan kun. Metode penelitian ini adalah metode penelitian dan pengembangan. Penelitian ini merupakan penelitian pengembangan yang bertujuan menghasilkan produk berupa video pembelajaran menggiring dan mengumpan bola pada teknik dasar sepakbola dengan menggunakan kun. Hasil penelitian menunjukkan bahwa: (1) siswa setelah mengikuti proses pembelajaran menggunakan produk pengembangan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola meningkat dibandingkan sebelum mengikuti pembelajaran menggunakan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola. (2)Video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola melalui pembelajaran menggunaan kun layak digunakan pada siswa SSB PORTIS Saentis. Hasil latihan siswa melalui penggunaan video pembelajaran lebih efektif dibandingkan dengan hasil latihan siswa sebelum menggunakan video pembelajaran pada siswa SSB PORTIS Saentis.. Kata Kunci: video pembelajaran, kun, teknik dasar permainan sepak bola Abstract: The purpose of this research is to develop learning media of basic technique of playing football using kun, to be feasible to be used in school and to know the effectiveness of student training result by using learning media of basic technique of playing football using kun. This research method is research and development method. This research is a development research that aims to produce a product in the form of learning videos leads and mengumpan ball on football basic techniques using kun. The results showed that: (1) the students after following the learning process using learning media development product in the form of learning video basic technique leads and feeds on the game of football increased than before following the learning using learning media in the form of learning video basic technique lead and feed on the game of football . (2) Basic instructional video learning videos leads and feeds on the game of soccer through learning to use the proper use of kun on SSTER PORTIS Saentis students. The results of the student exercises through the use of learning videos are more effective than the results of student exercises before using video learning on SSB students PORTIS Saentis. Keywords: learning video, kun, basic soccer game techniques


2019 ◽  
Vol 4 (2) ◽  
pp. 122
Author(s):  
Cecep Permana

<p>This research was purposed in creating a product of audio visual animation media for teaching music to mentally disabled students at SLB Negeri 2 Padang. This research method was being used the development research. This research was included the research to make a new product in teaching system. This research was used the approach of ADDIE (anasysis, Desain, Develop, Implement, Evaluate) model. The data was being gotten from the interviews observations, literature educations and documentations. The technical analysis of data was being held by using analysis teachnic descriptive qualitative.this technical analysiswas gave the result of the development product in teaching media based on multimedia. Furthermore,it was gave the result test for level of validation and reliable of the pruduct to be  implemented in teaching vocational art music at subject of marching bandof Indonesian raya song. The result of this research was being showed the result of learning and creativity thementally disabled students in vocational art music learning. This research also aimed To fullfill the standardize of grade and suitable for completeness study of standardize. Besides that the appearance audio visual animation media was used to increase the concentration, communication and expression in responing the subject so that the ability of the student in vocational art music learning was being developed better.   </p>


2019 ◽  
Vol 6 (1) ◽  
pp. 1-5
Author(s):  
Novri Gazali ◽  
Romi Cendra

This research aims to develop or modify form test instrument servicing existing badminton short then made a slight improvement in accordance with BWF badminton latest applied. This research method using the methods of research and development or research and development. Research and development instrument validation using validation of content performed by some of the experts (experts judgment) which make a person test and measurement experts and two experts in the sport of badminton. Based on the results of the analysis of the evaluation of the test instrument expert servicing three short badminton declared valid and reliability, so that it can be used as research for students of Penjaskesrek Universitas Islam Riau.


2019 ◽  
Vol 18 (2) ◽  
pp. 127-131
Author(s):  
Mohammad Fatchurahman ◽  
Karyanti Karyanti

The objectives of this study are (1) To find out the implementation of symbolic modeling techniques and an overview of the behavior of preserving forests by adolescents. (2) Compilation of symbolic modeling techniques used to improve forest preservation behavior. The research method used is Research and Development (R & D). Research and development or development research are one of the studies which at the end of the research can be found a new model. Data analysis is done in quantitative and qualitative ways. The results of the model development that have been carried out by the researcher include a model that contains (1) Rational, (2) Objectives, (3) Assumptions, (4) Target interventions, (5) Model components, (6) Model steps, ( 7) Material, (8) Means, (9) Evaluation and indicators of success. The arranged model is tested to determine the effectiveness of the model that has been arranged. The results of the trial show that symbolic modeling techniques are effective in increasing forest preservation behavior. That means there is an increase in understanding of forest preservation behavior. Therefore, it can be concluded that symbolic modeling techniques are effective in increasing forest preservation behavior.


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