Disaster mitigation is a series of efforts to reduce disaster risk, through physical development and capacity building to face disaster threats. This effort is important, especially in Aceh Province, which is a disaster-prone area. People with visual disabilities are vulnerable to disaster threat. Special facilities are needed to educate them about disaster mitigation. This program designs “Monopoli Bencana (Monca)” as a disaster mitigation learning media for people with visual disabilities. Monca aims to increase their awareness, knowledge and understanding related to disaster mitigation. Program implementation uses the one shoot pretest-posttest method. This program covers three important things, starting with socialization, direct discussion, and the practice of playing Monca. The target of this program is the people with visual disabilities in the UPTD Rumoh Seujahtera Beujroh Meukarya (RSBM). This program has three final results, namely: 1) Monca as an educational game equipped with braille: 2) Disaster mitigation pocket book printed in braille; 3) There is an increase in knowledge and awareness of the importance of disaster mitigation for at least 11 children who participated in the program.
Abstrak. Standar mutu biji kopi di Indonesia menggunakan sistem nilai cacat yang diatur dalam standar Nasional Indonesia (SNI) 01-2907-2008. Tujuan penelitian ini adalah untuk menentukan mutu kopi beras robusta dengan menggunakan Pengolahan citra digital dan metode Support Vector Machine (SVM) serta untuk mendapatkan tingkat akurasi tertinggi. Linear Discriminant Analysis (LDA) dan Support Vector Machine (SVM) diimplementasikan untuk merancang pengklasifikasian otomatis mutu biji kopi beras robusta. Fitur yang digunakan yaitu fitur warna, fitur tekstur dan fitur bentuk. Berdasarkan hasil klasifikasi menggunakan metode Linear Discriminant Analysis (LDA) untuk mendapatkan fitur terbaik yaitu fitur warna yang terdiri dari G, B, L*, a*, b*. Selanjutnya fitur bentuk yang terdiri dari area, perimeter. Kemudian tekstur yang terdiri dari energi, kontras, korelasi dan homogeneity. Metode Support Vector Machine (SVM) mampu mengklasifikasi biji kopi beras robusta dengan tingkat akurasi training sebesar 93.56% dan tingkat akurasi testing sebesar 80.75%. Physical Quality Classification Of Robusta Rice Coffee Beans Using Digital Image ProcessingAbstract. Coffee bean quality standards in Indonesia use the defect value system regulated in the Indonesian National Standard (SNI) 01-2907-2008. The purpose of this study was to determine the quality of robusta rice coffee using digital image processing and the Support Vector Machine (SVM) method and to obtain the highest level of accuracy. Linear Discriminant Analysis (LDA) and Support Vector Machine (SVM) were implemented to design an automatic classification of the quality of Robusta coffee beans. The features used are color features, texture features and shape features. Based on the results of the classification using the Linear Discriminant Analysis (LDA) method to get the best features, namely the color features consisting of G, B, L*, a*, b*. Next features a shape consisting of area, perimeter. Then the texture which consists of energy, contrast, correlation and homogeneity. The Support Vector Machine (SVM) method is able to classify Robusta coffee beans with a training accuracy rate of 93.56% and a testing accuracy rate of 80.75%.
Masih ditemukannya kecederungan siswa dalam menghindari tugas-tugas matematika menjadi tantangan para pendidik. Untuk menghadirkan pembelajaran matematika yang menarik dan berkualitas, salah satunya melalui ELPSA framework. ELPSA framework merupakan pendekatan pembelajaran matematika yang memuat lima komponen, yaitu experience (pengalaman), language (bahasa), pictorial (gambaran), symbolic (simbol), dan application (penerapan). Selain itu, game dipilih untuk menyajikan latihan pada komponen symbolic agar menarik bagi siswa. Penelitian ini bertujuan untuk mengetahui ketuntasan belajar siswa melalui penerapan ELPSA framework berbantuan game pada materi eksponensial, respons siswa terhadap penerapan tersebut, dan dinamika aktivitas emosi siswa dalam pemanfaatan game. Instrumen yang digunakan adalah tes hasil belajar, angket respons siswa, dan lembar observasi aktivitas emosi siswa. Populasi penelitian adalah seluruh siswa MTsN 1 Aceh Tengah, dan sampelnya adalah kelas VIII-1. Berdasarkan hasil pengolahan data menggunakan uji t, dapat sisimpulkan bahwa nilai siswa mencapai ketuntasan. Selain itu, siswa memberikan respons baik terhadap pembelajaran dan pemanfaatan game. Selanjutnya, pengamatan terhadap aktivitas emosi siswa selama bermain menunjukkan keseriusan mendominasi aktivitas emosi yang muncul, diikuti kesenangan, dan rasa ingin tahu. Sedangkan, tanda-tanda kebosanan dan kekecewaan tidak muncul. Penelitian ini memaparkan alternatif rancangan pembelajaran matematika untuk mencapai tujuan pembelajaran, sekaligus menarik bagi siswa.
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