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1

Tsyrulnyk, Serhii. "MIT APP INVENTOR TO CREATE ANDROID APPLICATIONS LABORATORY COURSE WITHOUT PROGRAMMING." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 4 (2018): 91–95. http://dx.doi.org/10.28925/2414-0325.2018.4.9195.

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Modern teaching methods implemented with the use of information technologies that facilitate and accelerate the transfer of knowledge to students, activate a process of assimilation of knowledge, enhance the effectiveness of the training. This article discusses creating a unique and attractive electronic training manual in the form of an Android application. Highlights the toolkit to create educational materials on the base of cloud-based technologies of visual programming tools free software MIT APP INVENTOR for Android platform. Analyzed the features of the user interface in a designer and the "programming" elements of your mobile application in mode of "Blocks". Experience of creating innovative forms of organization of educational process in the form of an electronic laboratory course by software MIT APP INVENTOR.
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Budiyanto, Alip Pandu, Muhammad Hafizd Ibnu Hajar, and Triyanto Pangaribowo. "Analisa Pergerakan Robot Semaphore Menggunakan Aplikasi MIT App Inventor." Jurnal Teknologi Elektro 10, no. 3 (February 17, 2020): 159. http://dx.doi.org/10.22441/jte.v10i3.003.

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Alat peraga sandi semaphore merupakan salah satu alat yang dibutuhkan bagi pendidik atau Pembina ekstrakulikuler pramuka dalam mengajarkan sandi semaphore dengan mudah. Terlebih saat kurikulum 2013, pramuka djadikan sebagai ekstrakulikuler wajib. pendidikan pramuka, sudah selayaknya dcoba diperbaharui dengan sistem yang lebih mengedepankan pengembangan ilmu dan teknologi ketimbang mengembangkan kekuatan fisik semata. Bukan berarti kegiatan-kegiatan rutin latihan ditiadakan, akan tetapi bentuk dan format latihan yang dilakukan disusun sedemikian rupa dalam mendukung pengembangan dan peningkatan kemampuan ilmu dan teknologi. Anggota pramuka tidak boleh gagap teknologi. Untuk membuat robot semaphore digunakan sebuah aplikasi MIT App Inventor yang diberi perintah gerakan menggunakan virtual command dan virtual button dari android dan di koneksikan oleh Module Bluetooth HC-05. Motor Servo MG996R digunakan agar robot semaphore dapat bergerak kedua tangannya dan membentuk sandi semaphore. Kemudian Motor dc dan motor driver digunakan untuk membuat robot semaphore dapat bergerak. Hasil pengujian menunjukan bahwa robot semaphore menggunakan aplikasi MIT App Inventor. Pengujian secara keseluruhan dari alat ini menunjukkan tingkat disetiap gerakan pada aplikasi MIT App Inventor membentuk huruf A-Z dinyatakan berhasil.Kata Kunci — Module Bluetooth HC-05, MIT App Inventor, Motor Servo, Robot Semaphore.
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Risma, Risma, Farida Farida, and Siska Andriani. "Android Mobile Learning: MIT App Inventor dan Pengembangannya pada Pembelajaran Matematika." AlphaMath : Journal of Mathematics Education 7, no. 1 (May 2, 2021): 64. http://dx.doi.org/10.30595/alphamath.v7i1.8800.

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This study aims to develop mobile mathematics learning media using App Inventor 2. Development using App Inventor 2 will make it easy to access learning because this application is android in nature. The development procedure that will be carried out by the author is using 4D. The data collection techniques I use are interviews, questionnaires and tests. The data processing technique I use is the effect size test. The result of this research is a product, namely mobile learning, which refers to the modified research and development design of the 4D development model. From the results of research using mobile learning with App Inventor 2 student learning outcomes have increased more than before. App Inventor 2 is an application that can be accessed anywhere and anytime it really helps students learn to understand the material first before being taught in class. So, it can be concluded that the media developed by the author is feasible and effective to be used as teaching material to help students in the learning process.
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Hasan, Mhd Arief, Nurliana Nasution, and David Setiawan. "Game Bola Tangkis Berbasis Android Menggunakan App Inventor." Digital Zone: Jurnal Teknologi Informasi dan Komunikasi 8, no. 2 (November 16, 2017): 160–69. http://dx.doi.org/10.31849/digitalzone.v8i2.641.

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Abstrak- Berkembangnya teknologi yang berbasis mobile sekarang ini sudah sangat maju dan sering dipakai untuk dunia Information Technology (IT), bisnis, pendidikan dan media pembelajaran. Teknologi handphone yang saat ini berkembang pesat salah satunya adalah sistem operasi Android mobile (Android OS). Android adalah sistem operasi berbasis Linux yang dirancang untuk perangkat mobile layar sentuh yang memungkinkan perangkat lunak bebas dimodifikasi dan didistribusikan oleh pembuat perangkat, operator nirkabel dan pengembang aplikasi. Salah satu editor dalam pemrograman android adalah APP Inventor .App Inventor merupakan aplikasi web sumber terbuka yang awalnya dikembangkan oleh Google, dan saat ini dikelola oleh Massachusetts Institute of Technology (MIT). App Inventor memungkinkan pengguna baru untuk memprogram komputer untuk menciptakan aplikasi perangkat lunak bagi sistem operasi Android. Dengan adanya kemudahan dalam pembuatan program yang disediakan oleh App Inventor yang tidak diharuskan lagi untuk menuliskan koding. Semua fasilitas itu bisa digunakan dengan menggunakan klik drag menggunakan blog diagram. Maka peneliti mengambil kasus game bola tangkis dalam penelitian ini. Kata kunci : Game Bola Tangkis, Android, App Inventor Abstract- The development of mobile-based technology is now very advanced and often used for the world of Information Technology (IT), business, education and learning media. Mobile technology is currently growing rapidly one of them is the Android mobile operating system (Android OS). Android is a Linux-based operating system designed for touch-screen mobile devices that allows free software to be modified and distributed by device makers, wireless carriers and app developers. One of the editors in android programming is APP Inventor. Appper Inventor is an open source web application originally developed by Google, and is currently managed by the Massachusetts Institute of Technology (MIT). App Inventor allows new users to program computers to create software applications for the Android operating system. With the ease of making the program provided by App Inventor that no longer required to write coding. All facilities that can be used by using click drag using blog diagram. So researchers took the case of badminton games in this study. Keywords : Badminton Games, Android, App Inventor.
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5

Nugroho, Agus Cahyo. "Pengembangan Game Molemash di Android Menggunakan Metode Rapid Application Development." Journal of Applied Computer Science and Technology 1, no. 1 (June 30, 2020): 1–6. http://dx.doi.org/10.52158/jacost.v1i1.6.

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As we know the game is one of the interesting applications found in gadgets. Many people who play games use their gadgets. The fans of this game come from various age segments. Although the majority is dominated by children and adolescents. Molemash is one of the popular games since time immemorial. This Molemash game is played by touching certain characters that appear on the gadget's screen. The aim of developing this Molemash game is as a media to entertain children during the Covid-19 pandemic. Another goal is to introduce programming to today's parents. The development method used is Rapid Application Development (RAD). One application that supports the RAD method is MIT App Inventor 2. MIT App Inventor 2 is one of the tools that supports the RAD method because it implements block programming so that it allows efficiency in terms of program lines that must be written. One block at MIT App Inventor 2 represents dozens or even hundreds of program lines. Users only need to arrange the blocks according to the desired logic flow. Therefore MIT App Inventor 2 is suitable for rapid software development. The result of developing this Molemash game is that children get alternative entertainment during the Covid-19 pandemic. Whereas in terms of parents get new knowledge related to game development on Android.
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Panselinas, Giorgos, Efi Fragkoulaki, Nikolaos Angelidakis, Stavros Papadakis, Eleytherios Tzagkarakis, and Vassileios Manassakis. "Monitoring Students’ Perceptions in an App Inventor School Course." European Journal of Engineering Research and Science, CIE (March 8, 2018): 5. http://dx.doi.org/10.24018/ejers.2018.0.cie.633.

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MIT App Inventor is a block-based programming environment for children and teenagers that sets a “low floor” for allowing creative app building while engaging students in complex computational thinking activities. The present study aims at (a) monitoring students’ perceptions on ‘popularity’ and ‘perceived difficulty’ of certain activities/lessons through the implementation of an App Inventor course in a Greek lower high school, (b) detecting any course design or activity/lesson plan and implementation factors that affected students’ perceptions and finally (c) evaluating their experience with App Inventor in contrast with their previous experience with MicroWorlds Pro and Scratch. Our study confirms students’ positive perceptions such as positive task value beliefs and self-efficacy, identifies features of successful “resources learning” in competence-based learning and finally offers a students’ comparison between App Inventor, MicroWorlds Pro and Scratch.
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Mir, Sergio Barrachina, and German Fabregat Llueca. "Introduction to Programming Using Mobile Phones and MIT App Inventor." IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 15, no. 3 (August 2020): 192–201. http://dx.doi.org/10.1109/rita.2020.3008110.

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8

Katarine, Micha Thesania, and Karel Octavianus Bachri. "SMART ROOM MONITORING MENGGUNAKAN MIT APP INVENTOR DENGAN KONEKSI BLUETOOTH." Jurnal Elektro 13, no. 1 (October 19, 2020): 51–66. http://dx.doi.org/10.25170/jurnalelektro.v13i1.1824.

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This study aims to design a smart room monitoring system (smart room) to determine the condition of the room in the house. This smart room system is based on Bluetooth and is assisted by the MIT App Inventor application which can do remote monitoring. This system is controlled by the Arduino Mega microcontroller which is connected to the sensor and Bluetooth. The sensors used are MQ2 to detect gas leaks, LM35 to detect room temperature, and PIR sensors to detect human presence. The MQ2 Sensor is placed near the LPG gas canisters, the PIR sensor is placed at entrance, while the LM35 sensor is placed at the center of the room, with neither direct blow from the Air Conditioner nor direct exposure to sunlight. Experiment shows that the sensor and the system work, and the application can also be connected to the system so that the sensors are monitored. In the MIT App Inventor application, the data received from Bluetooth is a PIR sensor that detects the presence of people in the room, the LM35 sensor can detect room temperature, and the MQ2 sensor can detect the presence of leaking gas.
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9

Falah, Mohammad Nailul, Dwi Sukma Donoriyanto, and Tranggono Tranggono. "PENGEMBANGAN SISTEM INFORMASI ALUMNI BERBASIS ANDROID DENGAN MIT APP INVENTOR." JUMINTEN 2, no. 3 (May 31, 2021): 107–18. http://dx.doi.org/10.33005/juminten.v2i3.225.

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Mahasiswa yang telah lulus atau biasa disebut alumni merupakan salah satu aset sumber daya yang bermanfaat bagi sebuah Universitas. Kontribusi alumni yang didapatkan bagi universitas antara lain jejaring perusahaan, informasi lowongan pekerjaan, penyandang dana institusi dan dapat memfasilitasi program studi dalam melakukan kerjasama dengan perusahaan. Program Studi Teknik Industri UPN “Veteran” Jawa Timur telah mengahsilkan banyak alumni yang tersebar diseluruh Indonesia. Namun dalam komunikasi antara Alumni dengan Program Studi saat ini mengalami kendala pertukaran informasi dan tracing alumni yang telah lulus belum tersampaikan dengan baik. Berdasarkan uraian diatas dapat disimpulkan bahwa kebutuhan Program Studi Teknik Industri UPN “Veteran” Jawa Timur terhadap layanan teknologi berbasis IT sangat bervariatif, salah satu kebutuhannya adalah kebutuhan suatu aplikasi informasi berbasis mobile. Untuk memenuhi kebutuhan dan tuntutan diatas penulis mencoba membuat sistem informasi alumni menjadi program aplikasi untuk smartphone berbasis Android yang easy to use, artinya dapat dengan mudah digunakan oleh para user dan secara fungsional juga menjawab kebutuhan dari para user. Software ini dibuat dengan menggunakan bahasa pemograman Java . Pemograman Java digunakan mengingat memiliki fleksibilitas yang tinggi sebagai multiplatform yang dapat dijalankan di beberapa platform sistem. Hasil penelitian ini menunjukan bahwa sistem informasi alumni yang dikembangkan mampu mengatasi kendala yang dialami Program Studi Teknik Industri, khususnya mengenai pengolahan data, pertukaran informasi dan tracing Alumni. Kata kunci : Android, MIT App Inventor, Sistem Informasi Alumni
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10

Fitri, Fitri, Mustari S. Lamada, and Zulhajji Zulhajji. "Pengembangan Media Pembelajaran Matematika Menggunakan Mit App Inventor di SMKN 2 Wajo." Jurnal MediaTIK 4, no. 1 (March 19, 2021): 1. http://dx.doi.org/10.26858/jmtik.v4i1.19720.

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Penelitian ini adalah penelitian pengembangan yang bertujuan untuk a) mengetahui media pembelajaran matematika menggunakan MIT App Inventor pada materi trigonometri di SMKN 2 Wajo valid digunakan, b) mengetahui media pembelajaran matematika menggunakan MIT App Inventor pada materi trigonometri di SMKN 2 Wajo praktis digunakan, dan untuk c) mengetahui media pembelajaran matematika menggunakan MIT App Inventor pada materi trigonometri di SMKN 2 Wajo efektif digunakan. Model pengembangan yang digunakan dalam penelitian ini adalah model Thiagarajan (1974) yaitu model 4D yaitu pendefinisian (define), perancangan (design), pengembangan (development) dan penyebaran (dissemination). Pengembangan ini tidak sampai pada tahap penyebaran (dissemination) karena adanya beberapa keterbatasan peneliti. Media divalidasi oleh 6 orang ahli dan dinilai oleh 2 orang guru serta pengujian dilakukan dengan 2 tahap uji coba. Teknik analisis yang digunakan adalah teknik analisis kuantitatif. Hasil penelitian ini adalah a) berdasarkan hasil penelitian yang diperoleh dari uji validasi ahli materi didapatkan kualifikasi sangat valid dan ahli desain dengan kualifikasi sangat valid, b) hasil uji coba peserta didik kelompok kecil didapatkan kualifikasi sangat praktis dan uji coba kelompok besar didapatkan kualifikasi sangat praktis, c) hasil penilaian keefektifan media oleh guru didapatkan kualifikasi sangat efektif dan hasil penilaian peserta didik didapatkan dengan kualifikasi sangat efektif.
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Mikolajczyk, Tadeusz, Hu Fuwen, Liviu Moldovan, Andres Bustillo, Maciej Matuszewski, and Krzysztof Nowicki. "Selection of machining parameters with Android application made using MIT App Inventor bookmarks." Procedia Manufacturing 22 (2018): 172–79. http://dx.doi.org/10.1016/j.promfg.2018.03.027.

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Dağyar, Miray, Gamze Kasalak, and Evren Sezgin. "What do primary school students think about mobile programming education? ‘Developing my own mobile game’." World Journal on Educational Technology: Current Issues 12, no. 4 (October 30, 2020): 258–77. http://dx.doi.org/10.18844/wjet.v12i4.5179.

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The purpose of this study is to reveal the views of fourth-grade primary school students about mobile programming education. Data were collected by using interviews, metaphor and student drawings under the qualitative research method. Amongst the 135 students who participated in the mobile programming education, 24 fourth-grade primary school students, who were selected via the purposeful sampling method, took part in the study. Content analysis was used to analyse the data collected through the semi-structured interview form. The drawings of the students which reflected what the mobile programming education meant for them were evaluated through document analysis. As a result, it can be said that mobile programming education contributes positively to students' mobile programming, scientific and creative thinking skills and social skills. It is recommended to use MIT App Inventor in programming education for primary school students. Keywords: Mobile programming; mobile programming education; MIT app inventor; information technology; primary school students.
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Salih, Nahla Abdul Jalil, Ihsan Jabbar Hasan, and Nadhir Ibrahim Abdulkhaleq. "Design and implementation of a smart monitoring system for water quality of fish farms." Indonesian Journal of Electrical Engineering and Computer Science 14, no. 1 (April 1, 2019): 44. http://dx.doi.org/10.11591/ijeecs.v14.i1.pp44-50.

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Fish farms are one of the most important sources of profitability for farmers. Therefore, these farms must be cared for and monitored continuously. the paper discuss a smart system monitoring in a new way that we designed to monitor the quality and temperature of the fish pond’s water. This system has been designed and implemented to measure and monitor the pH and the temperature value of the fish pond’s water in real time. The system is divided into a measuring and monitoring part. The measuring part uses Arduino UNO as a microcontroller to measure the pH and temperature from the sensors. The data is then sent to the second part by Bluetooth. The second part (the monitoring part), is a new application for smartphone designed by ‘MIT App Inventor 2’, which monitors the status of the full system. The ‘MIT App Inventor 2’ is a google software (opensource) that enables you to easily build an Android application. The main advantage of this system is its ability to monitor the fish farms from long distances, with low cost and high reliability.
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Huang, Li-Fei. "Using App Inventor to provide the amortization schedule and the sinking fund schedule." International Journal of Financial Engineering 05, no. 04 (December 2018): 1850030. http://dx.doi.org/10.1142/s2424786318500305.

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The present value of interest in the amortization schedule or the sinking fund schedule is derived in the theorem. Even though that people prefer the level payments with smaller total amount of interest, the sum of the present value of interest and the present value of principal remains unchanged in all payment methods. The sum is just the loan amount. Rather than the traditional spreadsheet, the free MIT App Inventor is applied to create the amortization schedule and the sinking fund schedule in the mobile computing environment.
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Adiono, Trio, Sinantya Feranti Anindya, Syifaul Fuada, Khilda Afifah, and Irfan Gani Purwanda. "Efficient Android Software Development Using MIT App Inventor 2 for Bluetooth-Based Smart Home." Wireless Personal Communications 105, no. 1 (January 2, 2019): 233–56. http://dx.doi.org/10.1007/s11277-018-6110-x.

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Negara, Habib Ratu Perwira, Syaharuddin Syaharuddin, Kiki Riska Ayu Kurniawati, Vera Mandailina, and Farah Heniati Santosa. "MENINGKATKAN MINAT BELAJAR SISWA MELALUI PEMANFAATAN MEDIA BELAJAR BERBASIS ANDROID MENGGUNAKAN MIT APP INVENTOR." SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan 2, no. 2 (May 29, 2019): 42. http://dx.doi.org/10.31764/jpmb.v2i2.887.

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Kegiatan ini bertujuan untuk meningkatkan minat belajar matematika siswa dengan menggunakan Teknologi Informasi dan Komunikasi (TIK) khususnya Smartphone dalam bentuk aplikasi android. Tim pengabdian membuat media pembelajaran berbasis Android menggunakan Mit App Inventor sebanyak 36 media, metode pada pelatihan ini dengan cara sosialisasi kepada siswa SMP/MTs di Lombok Barat dengan melibatkan beberapa mahasiswa sebagai tutor sebaya. Hasil yang diperoleh, para peserta sangat antusias dalam mengikuti kegiatan, hal tersebut ditunjukkan dengan banyaknya peserta yang bertanya, dan mencoba media pembelajaran yang telah dikembangkan, serta semangat yang ditunjukkannya dalam mempresentasikan hasil skor yang diperoleh dari quis pada setiap media pembelajarannya
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Wulandari, Monica Niken, Farid Ahmadi, and Djuniadi Djuniadi. "Instrument Of Singing Performance Assesment With The Android Based Inventor App." Jurnal Seni Musik 9, no. 2 (December 30, 2020): 95–98. http://dx.doi.org/10.15294/jsm.v9i2.40592.

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Singing performance assessment still subjectively graded by jury, teacher, or committee. To understand assessment aspects in singing, the information was obtained from two experts one from junior high school 24 Semarang and the other a musician, Purwacaka, who has Musical School Purwacaka in Indonesia. This research aimed to produce singing performance assessment application with App Inventor 2 (AI2) that managed by Massachussetts Institute of Technology (MIT). AI2 is a cloud-based saving that could be accessed from internet browser. ADDIE development model with 5 steps, which are: Analysis, Design, Develop, Implementation, and evaluate. Indicators in this research were practicality, attractiveness, accuracy, and quickness in assess. Data collection for needs analysis taken qualitatively by interview and documentation. The singing assessment application consist of four assessment criteria, there are: technique, expression, song interpretation, and demonstration that form 18 items. This application has been tested by three experts by result: attractive, accurate score, and faster score calculation. The improvement for this application was score that could only be seen one by one later should be showed entirely and could be printed Keywords: Performance Assesment, Singing, Based on Android, ADDIE
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Costa, Rosana Gomes, and João Manuel Nunes Piedade. "Uso do aplicativo MIT app inventor na aprendizagem de programação: uma revisão sistemática da literatura entre 2011 e 2020." REVISTA INTERSABERES 16, no. 37 (April 28, 2021): 160–77. http://dx.doi.org/10.22169/revint.v16i37.2120.

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RESUMO A aprendizagem da programação envolve a compreensão de um conjunto de teorias, práticas e o conhecimento sobre paradigmas, sintaxes e semânticas das linguagens, competências de raciocínio lógico, matemático e abstrato e algorítmico. Estes aspetos tornam a aprendizagem difícil para os alunos inciantes, sendo uma disciplina com elevadas taxas de reprovação e evasão. Vários estudos têm apontado os ambientes de programação visual e por blocos como ferramentas que podem ajudar a ultrapassar algumas das barreiras inicias. Este artigo apresenta uma Revisão Sistemática da Literatura sobre a utilização do ambiente de programação por blocos MIT App Inventor no ensino e aprendizagem de programação. Para tal, desenvolveu-se uma pesquisa sistemática de artigos publicados, entre 2011 e 2020, em seis das principais bases de dados relacionadas com as ciências da computação e educação. Os resultados dos 10 artigos analisados salientaram as potencialidades do ambiente para a aprendizagem de conceitos de programação e revelaram, igualmente, a falta de estudos experimentais que analisem o efeito da sua utilização na aprendizagem e na motivação dos alunos. Palavras-chave: Ambiente de programação por blocos. Aprendizagem de programação. MIT app inventor. Revisão sistemática.
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Quanjin, Ma, M. R. M. Rejab, M. S. Idris, Bo Zhang, M. N. M. Merzuki, and Nallapaneni Manoj Kumar. "Wireless technology applied in 3-axis filament winding machine control system using MIT app inventor." IOP Conference Series: Materials Science and Engineering 469 (January 16, 2019): 012030. http://dx.doi.org/10.1088/1757-899x/469/1/012030.

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Yaqin, Moh Ainol, and Abdullah Al Anis. "E-BUSINESS COOPERATION DALAM PEMANFAATKAN MEDIA MIT APP INVENTOR DAN WEB BOOTSTRAP SEBAGAI PLATFORM UNTUK MENINGKATKAN KESEJAHTERAAN MASYARAKAT PROBOLINGGO." Teknika: Engineering and Sains Journal 3, no. 1 (June 30, 2019): 13. http://dx.doi.org/10.51804/tesj.v3i1.401.13-18.

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Lapangan pekerjaan pada zaman sekarang sangat sulit didapat sehingga beberapa orang atau kelompok membuat usaha sendiri atau disebut berwirausaha, penerapan kegiatan ini banyak diwadahi dalam bentuk Industri Kecil Menengah (IKM), Usaha Kecil dan Menengah (UKM) dan Pembinaan Kesejahteraan Keluarga (PKK). Akan tetapi kesulitannya adalah dalam segi pemasaran, produk yang unik dan bagus tidak banyak tahu sehingga daya jualnya minim dan laba tidak besar, produk tersebut merupakan potensi lokal yang tidak terjajah dan perlu dikembangkan. Dari permasalahan tersebut, dibuatlah aplikasi E-business Cooperation dengan Multi Produsen berbasis MIT App Inventor dan Web bootstrap, yang dapat membantu dan mempermudah dalam mewadahi produk untuk dikenalkan ke daerah-daerah di luar bahkan bisa go Internasional.. Aplikasi ini menggunakan dua media yaitu website diimplementasikan dengan Web Bootstrap dan berbasis android mobile dengan menggunakan MIT App Inventor. Dengan menggunakan dua media ini, dapat menyentuh segala aspek masyarakat yang sesuai dengan kebutuhan zaman globalisasi. Formulasi konsep teknologi ini, memberikan kemudahan pada pengguna, yaitu dapat mengelolah produk-produk tersebut dan mengetahui produk-produk yang sudah dibeli oleh konsumen. Dengan adanya aplikasi tersebut memberikan kemudahan pada pihak kedua yaitu multi-produsen dalam memasarkan dan mengontrol barang tersebut dengan mudah dan efektif, karena sistem menggunakan E-business Cooperation saling menguntungkan, membantu dan sama-sama meningkatan produk pada setiap multi-produsen.
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Bilous, Vladyslav. "PROTOTYPING OF MOBILE APPLICATIONS OF ANDROID IN ENVIRONMENT OF MIT APP INVENTOR AS MEANS ARE INTRODUCTION TO BASES OF PROGRAMMING ON THE LESSONS OF INFORMATICS OF STUDENTS OF MIDDLE SCHOOL." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 4 (2018): 11–15. http://dx.doi.org/10.28925/2414-0325.2018.4.1115.

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In the article the instrument of mobile development of MIT App Inventor, as means of educating of elements of programming of students of high school, is presented on the lessons of computer science. The technological, methodical and vocational orientation aspects of the use of environment of planning of mobile appendixes of MIT are presented. App Inventor’s intuitive programming metaphor and incremental development capabilities allow the developer to focus on the logic for programming an app rather than the syntax of the coding language, fostering digital literacy for all. Since it was moved from Google to MIT, a number of improvements have been added, and research projects are underway. A requirement in new teaching methods that facilitate and accelerate the transmission of knowledge strengthens the process of assimilation of knowledge. Such methods of study can come true through the use of information technology in education. A main problem is a necessity to develop methods and resources for support and educating in schools, using mobile technology. Using new economic feasibilities, a student creatively goes near implementation of tasks, thus explaining to realization of self-development.
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Dani, Akhmad Wahyu, Fina Supegina, and Fadli Sirait. "Rancang Bangun Sistem Pintu Busway Otomatis Berbasis Internet Of Things." Jurnal Teknologi Elektro 11, no. 3 (October 21, 2020): 120. http://dx.doi.org/10.22441/jte.2020.v11i3.001.

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Busway yang bertujuan sebagai transportasi massal yang diharapkan dapat menanggulangi kemacetan yang ada di Jakarta. Dan di bangun pula jalur busway yang bertujuan untuk memisahkan antara jalur utuk kendaraan umum dengan jalur khusus busway serta di buat portal sebelum memasuki jalur busway supaya tidak ada kendaraan lain yang ikut masuk ke jalur busway. Namun pemasangan portal ini memiliki kelemahan yaitu harus adanya petugas yang harus siap membukanya dengan tepat supaya busway dapat melaluinya dan menutupnya dengan cepat. Dengan adanya perkembangan di bidang teknologi yakni RFID (Radio Frequency Identification) yang dapat dimanfaatkan untuk mendeteksi busway yang hendak melewati portal, yang kemudian portal akan membuka dan menutup secara otomatis tanpa harus adanya lagi petugas. Oleh karena itu dibuatlah sistem automasi palang pintu busway ini supaya dapat berkerja otomatis dengan teknologi RFID. Dari pengujian yang telah dilakukan pada rancang bangun sistem palang pintu busway otomatis berbasis internet of things ini adalah pada pengujian motor Servo 1 dengan aplikasi MIT App Inventor 2 didapat hasil rata-rata waktu 2.26 detik sedangkan dengan pembacaan RFID didapat hasil rata-rata waktu 1.4 detik. Pada pengujian motor Servo 2 dengan aplikasi MIT App Inventor 2 didapat hasil rata-rata waktu 2.33 detik sedangkan dengan pembacaan RFID didapat hasil rata-rata waktu 1.15 detik.
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Vieira, Rayana S. dos Santos, Maciel da Costa Furtado, Adriane Franco da Silva, and Dayana S. dos Santos Vieira. "O USO DA PLATAFORMA MIT APP INVENTOR NO INCENTIVO A INSERÇÃO DE ALUNOS DO ENSINO MÉDIO AO ENSINO SUPERIOR / THE USE OF THE MIT APP INVENTOR PLATFORM TO ENCOURAGE HIGH SCHOOL TO HIGHER EDUCATION STUDENTS." Brazilian Journal of Development 6, no. 10 (2020): 76523–27. http://dx.doi.org/10.34117/bjdv6n10-175.

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Nowshin, Nadia, Sakib Shadman, Sakib Shadman, Saha Joy, Saha Joy, Sarker Aninda, Sarker Aninda, Islam Md Minhajul, and Islam Md Minhajul. "An Intelligent Walking Stick for the Visually-Impaired People." International Journal of Online Engineering (iJOE) 13, no. 11 (November 22, 2017): 94. http://dx.doi.org/10.3991/ijoe.v13i11.7565.

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Blind stick or white cane is introduced to blind people after the First World War as a mobility tool to detect the obstacles in the path of the user. This paper proposes an Arduino Nano based obstacle finding stick for visually-impaired people, which helps a blind person by detecting the obstacles using Ultrasonic sensors and android mobile application. It is able to inform the blind person about the circumstances & present condition of the path where he/she is walking. The main objective of this paper is to help a blind people to move more freely by using a reliable stick. The device consists of arduino nano, HC SR-04 ultrasonic sensor, HC-05 Bluetooth module, push buttons, 100nF ceramic capacitors and a 9V battery as the power source. And the android app is developed using MIT App Inventor 2.
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Lengkong, Oktoverano Hendrik. "IMPLEMENTATION OF GOOGLE APPS AND MIT APP INVENTOR ON ANDROID BASED REAL TIME ATTENDANCE REPORT APPLICATION." Abstract Proceedings International Scholars Conference 7, no. 1 (December 18, 2019): 1737–48. http://dx.doi.org/10.35974/isc.v7i1.1601.

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Attendance in educational institutions is an important thing that is always a common concern, attendance is used to measure student performance or seriousness in taking education. Klabat University as an Educational institution, in this case at the Faculty of Computer Science. Trying to manage attendance as well as possible to get information that is fast, precise and accurate. with this information about attendance, this institution can find out what things need to be improved and what things should be limited, or what decisions must be made for student success, which are related to attendance. The need for attendance reports at the Computer Faculty of Klabat University is urgently needed. Currently attendance report are still using paper, and the process for creating the report are by manual input one by one for generating the report. This research will create an application that runs on the Android operating system and this application will later be accessed with an Android-based smartphone with a student ID card barcode scan feature, as a marker of student attendance, so the report can be generated automatically into the system. The research model or method used is the Prototyping method. Prototyping design models are made faster so that the time needed for system development is shorter. This characteristic is very suitable with the needs of the existing system that only requires a short time in its development. The tools that will be used by researcher are MIT App Inventor to build an Android applications. For the purposes of real time reports of student attendance, researcher will use Google apps as a data storage facility and as a means for generating reports. The results of this study are expected to create an android-based mobile application that in real time can send student attendance data that can be accessed directly anytime and anywhere in the form of attendance report data. For future development, researcher may suggest to use other method than barcode scanning. RFID or NFC tag supported for student ID Card can be use for attendance check.
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Samylkina, N. N., and A. V. Etova. "CREATING MOBILE APPS IN MIT APP INVENTOR USING GAMIFICATION ELEMENTS WHEN LEARNING PROGRAMMING IN BASIC SCHOOL." Informatics in school, no. 8 (November 23, 2020): 37–45. http://dx.doi.org/10.32517/2221-1993-2020-19-8-37-45.

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Gokce, Semirhan, Arzu Aydogan Yenmez, and Ilknur Ozpinar. "An Analysis of Mathematics Education Students’ Skills in the Process of Programming and Their Practices of Integrating It into Their Teaching." International Education Studies 10, no. 8 (July 30, 2017): 60. http://dx.doi.org/10.5539/ies.v10n8p60.

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Recent developments in technology have changed the learner’s profile and the learning outcomes. Today, with the emergence of higher-order thinking skills and computer literacy skills, teaching through traditional methods is likely to fail to achieve the learning outcomes. That is why; teachers and teacher candidates are expected to have computer literacy skills. Programming is the main focus of this study since it is an important part of computer literacy. The study aims to analyze mathematics education students’ skills in the process of programming and their practices of integrating it into their teaching. The participants of the study are 42 third grade students of an Elementary Mathematics Education Program of a state university in Turkey. Within the study in which theory and practice was carried out simultaneously, the participants were taught the basics of programming and the algorithms with C programming language. The teacher candidates put the theoretical knowledge into practice using the visual programming application by MIT App Inventor at the computer laboratory. In addition, they used the MIT App Inventor visual programming environment to develop programs they will use in teaching mathematics in groups. Given the component of teaching of programming during this process, it is considered that the process of teaching in question will be effective in planning the teaching process of future studies. The reason is that not only it analyses the development of the variables used in this study but also because it takes into consideration the opinions of teacher candidates.
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Varella Bagattini, Guilherme, Flavia Guska Martins, and Adriana Da Silva Jacinto. "DESENVOLVIMENTO DE APLICATIVO PARA AUXÍLIO NO CONTROLE DE ESTOQUE DE EMBALAGENS EM UMA EMPRESA DE TECNOLOGIA." CIMATech 1, no. 6 (December 4, 2019): 195–204. http://dx.doi.org/10.37619/issn2447-5378.v1i6.221.195-204.

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Este artigo trata da elaboração de um aplicativo utilizando o MIT App Inventor, tendo como foco a aplicação dos conhecimentos adquiridos nas disciplinas ao longo do curso de logística, onde aprendemos conceitos de programação em projeto interdisciplinar IV, gestão de estoques, movimentação e armazenagem, gestão da cadeia de suprimentos e embalagens. Tem por objetivo o acompanhamento do estoque de embalagens utilizadas para envio de produtos eletrônicos para clientes e fornecedores. A importância do controle de estoques e a realização do pedido no tempo certo, evitando o excesso ou que acabe as unidades do estoque, visando sempre diminuir custos e maximizar os lucros.
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Mariquito, Karine Cunha Costa, Guilherme Quirino Andrade, Túlio Santos Resende, Érica Gomes Fernandes, Raphael Fidélis Guerson, Gabriella Costa Dalpra, and Lindolpho Oliveira De Araújo Júnior. "Desenvolvimento do Pensamento Computacional através da Criação de Aplicativos." Revista ComInG - Communications and Innovations Gazette 5, no. 2 (May 10, 2021): 40–51. http://dx.doi.org/10.5902/2448190462022.

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Este trabalho apresenta os processos para a construção do curso de desenvolvimento de aplicativos para dispositivos móveis, utilizando o MIT App Inventor. O objetivo do curso foi introduzir o pensamento computacional nos alunos envolvidos de forma criativa, utilizando o próprio celular para o desenvolvimento de aplicações, estimulando-os, com os conteúdos abordados, a resolver problemas de seu cotidiano. Este artigo apresenta toda a fundamentação teórica utilizada para a construção, metodologia de ensino e avaliação aplicados no curso, o trabalho apresenta também os desafios enfrentados no ensino devido à pandemia de Covid-19 e, por fim, discute os resultados obtidos pelo curso, através do formulário de autoavaliação aplicado aos estudantes.
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Ramlee, Farah Nadiah Mohammad, Radzi Ambar, Mohd Helmy Abd Wahab, Chew Chang Choon, and Muhammad Mahadi Abd Jamil. "Q-CAM: Queue Monitoring System using Camera." Annals of Emerging Technologies in Computing 5, no. 5 (March 20, 2021): 137–45. http://dx.doi.org/10.33166/aetic.2021.05.017.

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Development and design of mobile queue counter monitoring system is an alternative way for people who visit service premises to monitor queue number through phone without having to be at the place to wait for their turn. A long waiting line and waiting time are the reasons why this project had been developed. Many related systems had been introduced by different companies but due the high cost of installation and maintenance, some service companies had difficulties to implement the system. However, the proposed mobile queue counter monitoring system called Q-CAM is an add-on device which will be installed with the existing system and uses only ESP32 camera and FTDI Programmer as hardware development. A smartphone application is developed by using MIT App Inventor to ease the customer to monitor queue number on the app. In this work, the hardware designs of the propose device is described. Furthermore, the steps to develop the smartphone app is demonstrated. Preliminary experimental results show that the average time required to display a captured queue number image on the app were 5 seconds (during strong Wi-Fi signal) and 10.8 seconds (during weak Wi-Fi signal).
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Ibnu Hajar, Muhammad Hafizd, and Syarifudin Jupri. "Sistem Perancangan Tempat Sampah Logam dan Non Logam dengan menggunakan Aplikasi M.I.T Inventor." Jurnal Teknologi Elektro 12, no. 1 (January 31, 2021): 35. http://dx.doi.org/10.22441/jte.2021.v12i1.007.

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Sampah masih menjadi masalah umum yang sering dihadapi dalam lingkungan masyarakat. Di Indonesia sendiri masalah sampah masih menjadi fokus pemerintah untuk dapat dikelola dan ditangani dengan baik. Persoalan sampah yang sering muncul yaitu kebiasaan masyarakat yang masih banyak membuang sampah tidak pada tempatnya, serta pengelolaan sampah yang belum maksimal. Sehingga membuat sampah-sampah yang ada menjadi berserakan di beberapa tempat, menimbulkan bau yang sangat menyengat, bahkan menjadi pemicu terjadi nya bencana banjir. Pada penelitian ini telah dirancang sebuah tempat sampah pintar yang dapat mengukur tinggi sampah, memilah sampah logam dan logam, serta dapat memantau tinggi sampah dan memberikan notifikasi kepada petugas sampah ketika tempat sampah sudah penuh melalui aplikasi android. Pada perancangan ini, sensor ultrasonik digunakan untuk mengukur tinggi sampah. Sedangkan untuk pemilahan sampah logam dan non logam menggunakan sensor infrared dan proximity. Sistem saling bekerja melalui jaringan internet menggunakan mikrokontroler NodeMcu untuk menghubungkan antara rancangan tempat sampah dengan aplikasi android yang dibuat menggunakan MIT App Inventor. Berdasarkan pengujian alat dan aplikasi yang telah dilakukan, sensor ultrasonik dapat mengukur tinggi sampah dengan persentase akurasi sebesar 94,07 % dan persentase errornya sebesar 5.93 %, sensor proximity dapat mendeteksi benda logam pada jarak maksimum 3 mm, serta aplikasi tempat sampah pintar yang dapat bekerja dengan baik sesuai dengan fungsinya.
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Abdul Wahidh, Maswoodhur Rahman, and Muruganandam Masilamani. "EXPERIMENTAL VERIFICATION OF THREE MODE CONTROLLER FOR HOME APPLIANCE USING WIRELESS TECHNOLOGY." IIUM Engineering Journal 22, no. 2 (July 4, 2021): 188–98. http://dx.doi.org/10.31436/iiumej.v22i2.1618.

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An attempt is made to enhance the automation and sophistication of a home appliance. In this work, electric lamp is considered as a home appliance and it is controlled through three different modes. Technology is a never-ending process, the home automation is a well-known field of recent research, which makes the customer to reach the next level of sophistication. One such next level is presented in this article. The proposed paper is about design, experimentation and testing of three-way control for a lamp, using low cost microcontroller, Bluetooth module and android mobile application. The three modes of control are manual switch mode, Light Dependent Resistor (LDR) mode and Bluetooth based Wireless communication mode. The work is initially simulated using Proteus 8 Professional Application and then implemented as a real time working model. Also, the working performances were tested using the Simulation and developed working model. The control in Bluetooth mode is based on an Android Application. A dedicated Android Application is developed for testing the developed working model, using MIT App Inventor. ABSTRAK: Percubaan dibuat untuk meningkatkan automasi dan kecanggihan perkakas rumah. Dalam karya ini, lampu elektrik dianggap sebagai perkakas rumah dan ia dikendalikan melalui tiga mod yang berbeza. Teknologi adalah proses yang tidak pernah berakhir, automasi rumah adalah bidang penyelidikan baru-baru ini, yang menjadikan pelanggan mencapai tahap kecanggihan yang seterusnya. Satu tahap seterusnya ditunjukkan dalam artikel ini. Makalah yang dicadangkan adalah mengenai reka bentuk, eksperimen dan pengujian kawalan tiga arah untuk lampu, menggunakan mikrokontroler kos rendah, modul Bluetooth dan aplikasi mudah alih android. Tiga mod kawalan tersebut ialah mod suis manual, mod Perintang Bergantung Cahaya (LDR) dan mod komunikasi Tanpa Wayar berasaskan Bluetooth. Karya ini pada mulanya disimulasikan menggunakan Proteus 8 Professional Application dan kemudian dilaksanakan sebagai model kerja masa nyata. Juga, prestasi kerja diuji menggunakan Simulasi dan model kerja yang dikembangkan. Kontrol dalam mod Bluetooth didasarkan pada Aplikasi Android. Aplikasi Android khusus dikembangkan untuk menguji model kerja yang dikembangkan, menggunakan MIT App Inventor.
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TÓTH, TOMÁŠ, and GABRIELA LOVÁSZOVÁ. "VISUAL VS. TEXTUAL PROGRAMMING: A CASE STUDY ON MOBILE APPLICATION PROGRAMMING BY TEENAGERS." AD ALTA: 11/01 11, no. 1 (June 30, 2021): 337–47. http://dx.doi.org/10.33543/1101337347.

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Choosing the right way of programming can prevent learning difficulties, contribute to increasing students’ motivation to learn, and make teaching process more effective. The article is focused on assessing which way of programming, visual or textual, is appropriate for intermediate and advanced learners in the context of creating mobile applications. Three ways of programming were examined during an extracurricular programming course for teenagers aged 12-18 with previous programming experience and positive attitude to programming. The course was aimed at programming mobile applications. MIT App Inventor 2 as a visual programming tool and Android Studio with Java as a textual programming tool were chosen. Due to the gap between two programming tools, the method of transition from visual to textual programming using Java Bridge Code Generator and Java Bridge Library as mediators was implemented. The research results are based on the analysis of data obtained from participatory observations, interviews with students, questionnaires and source codes of applications created by students. The case study shows a difference in students’ performance between visual and textual programming in favour of visual programming. However, the difference in students' attitudes toward visual and textual programming was the opposite in favour of textual programming, regardless of age and learning performance. These results suggest that App Inventor visual programming environment is advantageous at the beginning of learning programming, but may be perceived as too limited and not enough motivating for intermediate and advanced students, even though programming in Android Studio professional text-based environment is too challenging for them.
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Diaconu, E. M. "Smart Lighting System." Scientific Bulletin of Electrical Engineering Faculty 21, no. 1 (April 1, 2021): 6–9. http://dx.doi.org/10.2478/sbeef-2021-0002.

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Abstract This paper proposes a system that allows the control of the lights in a house, building/edifice. The system can be controlled by an application that is made in MIT App Inventor for mobile devices that use Android OS(operating system). The application sends data, via Bluetooth, to the control center, the control center powers on the selected light by turning it on and setting its intensity based on the user preferences. The control center is made from an Arduino Nano programing board, the signal used for powering the lights and setting the brightness is a PWM (Pulse Width Modulation) signal. The system contains the Arduino Nano board, Bluetooth HC-05 module for communication with the mobile application and four LED’s that are used to simulate the lights.
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Nguyen, Tan Thanh, and Duy Khanh Nguyen. "DESIGN AND CONTROL OF SPIDER ROBOT MODEL." Scientific Journal of Tra Vinh University 1, no. 1 (June 13, 2019): 90–93. http://dx.doi.org/10.35382/18594816.1.1.2019.93.

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Robots imitating spider’s moving have many advantages such as flexible movement, high stability, diversity in movements performed, especially in terrain crossing, in military reconnaissance, in surveying and collecting environmental data in dangerous areas,.... In this article with the main objective is to exploit multiple control methods to support applications of a spider robot with low-cost, a spider robot with 6 legs and 18 joints was designed. The ESPWROOM-32 module (ESP32-D0WDQ6 chip) and MIT App Inventor were used as the main tools for conducting this research. As a result, the robot is controlled via Bluetooth and Wifi to move, making some actions by self-written software running on the Android operating system. In addition, the robot has the capacity of self-propelled to avoid simple obstacles and send some environmental parameters to the software, including obstacles distance, humidity and temperature.
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Misaila, Lavinia, Florin Marian Nedeff, Narcis Barsan, Ioan Gabriel Sandu, Luminita Grosu, Oana-Irina Patriciu, Lucian Gavrila, and Adriana-Luminita Finaru. "WATERSHED - Android Application for the Mineral Waters Classification." Revista de Chimie 70, no. 6 (July 15, 2019): 2212–17. http://dx.doi.org/10.37358/rc.19.6.7307.

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Water classification based on mineral content is useful to determine the curative properties of each type. The water type is determined accordingly the parameter followed, like as: physical, chemical, microbiological, pharmacological, physiological and clinic. This paper presents a study of the main types of mineral waters based on specific criteria of classification applied to the mineral water springs found in the treatment resort, Slanic-Moldova. The concept of Stuyfzand�s water classification was applied to build an Android application � named Watershed, using a block-based encryption program, MIT App Inventor. This program classifies the mineral water source by chemical composition and its location on the map using the Google Maps mapping system. By synchronization with the Google Maps online service, a map of mineral water springs at source as well as a capture can be created.
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Areni, Intan Sari, Ahmad Waridi, Indrabayu Amirullah, Christoforus Yohannes, Armin Lawi, and Anugrayani Bustamin. "IoT-Based of Automatic Electrical Appliance for Smart Home." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 18 (November 10, 2020): 204. http://dx.doi.org/10.3991/ijim.v14i18.15649.

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The remote control system on electrical equipment in the room can be fulfilled through the internet as an IoT (Internet of Things) implementation. All devices managed from one interface, so home appliances management delivered quickly and conveniently. The main contribution in this research is IP based controlling for rooms with control lights and vertical curtains, and also the temperature of the air conditioner (AC) with IoT Technology. The used hardware is Raspberry Pi 3 as a server, Relay, motor stepper, IR led Transmitter, and temperature sensor DS18B20. For implementation, an android application is built by MIT App Inventor 2. The results show that all features function correctly, but each device responds with a different delay value. Delay time response of a lamp, vertical blind, and AC is up to 1.5 sec, 2.1 sec, and 1.6 sec, respectively.electrical appliances, IoT, controlling system, smart room
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Lantemona, Adriel Baruch, and Andi Patombongi. "SISTEM KENDALI REMOTE KONTROL DENGAN ATMEGA 328 MENGGUNAKAN SMARTPHONE." Simtek : jurnal sistem informasi dan teknik komputer 4, no. 1 (April 16, 2019): 19–24. http://dx.doi.org/10.51876/simtek.v4i1.44.

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Seiring dengan perkembangan teknologi yang sangat pesat khususnya dalam bidang perkembangan robot yang menjadikan kualitas kehidupan manusia semakin tinggi. Mobil robot adalah robot yang dapat berpindah tempat yang dikendalikan secara manual yang menggunakan sensor akselerometer pada smartphone dalam pegontrololan mobil robot. Dari penelitian ini bertujuan agar pengguna dapat dengan bebas mengendalikan mobil robot sesuai dengan keinginan. Pembuatan mobil robot terdiri dari pembuatan perangkat keras dan pembuatan prangkat lunak. Pada pembuatan perangkat keras menggunakan beberapa komponen adalah Arduino Uno, Modul Bluetooth, Modul Driver, dan Motor DC dan pembuatan perangkat lunak adalah Arduino IDE dan MIT App Inventor. Pengujian sistem kendali dilakuan dengan mengoneksikan antara dua alat yang berbeda menggunakan media bluetooth. Dalam pengendalian mobil robot ini, aplikasi dibangun untuk mengirim perintah pada mobil robot dengan memiringkan smartphone untuk bergerak maju, mundur, belok kiri, belok kanan dan berhenti. Dengan demikian, aplikasi remot kontrol dapat mengendalikan mobil robot dengan memanfaatkan sensor akselerometer pada smartphone
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Ernandes de Melo Santos, Cicero, and Bruno Silva Leite. "Construção de um jogo educativo em uma plataforma de desenvolvimento de jogos e aplicativos de baixo grau de complexidade: o caso do Quizmica - Radioatividade." RENOTE 17, no. 1 (July 28, 2019): 193–202. http://dx.doi.org/10.22456/1679-1916.95725.

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Observa-se atualmente uma forte tendência de uso das tecnologias digitais como subsídios na construção do conhecimento. A utilização de jogos digitais, naeducação, tem contribuído para o processo de ensino e aprendizagem. Dentre os diversos tipos, o Quiz é um gênero de jogo bem difundido entre os usuários da web. Nesse sentido, o objetivo deste trabalho é apresentar o projeto e o desenvolvimento de um jogo digital do tipo Quiz que cadencia a aprendizagem sobre Radioatividade e entretenimento. Para a elaboração do Quiz optou-se pelo MIT App Inventor por ser uma plataforma gratuita de desenvolvimento de jogos e aplicativos de baixo grau de complexidade. Além disso, esta pesquisa mostra os aspectos técnicos e demais propriedades do jogo Quizmica – Radioatividade que tem como intuito contribuir para a compreensão dos conteúdos de radioatividade, proporcionando uma aprendizagem mais ativa sobre o assunto proposto, possibilitando que os estudantes façam uso do aplicativo de modo ubíquo.
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Rosa, M. Khairul Amri, Reza Satria Rinaldi, and Ridho Illahi. "Rancang Bangun Prototype Mesin Pemotong Rumput Kendali Jarak Jauh Menggunakan Aplikasi Android." JURNAL AMPLIFIER : JURNAL ILMIAH BIDANG TEKNIK ELEKTRO DAN KOMPUTER 9, no. 1 (May 30, 2019): 1–8. http://dx.doi.org/10.33369/jamplifier.v9i1.15394.

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ABSTRACTThis research develops a prototype of a remotely controlled lawn mower using Android smartphone with Bluetooth connection to avoid the risk of accidents. The lawn mower is controlled by an Android application developed with Mit App Inventor using HC-05 Bluetooth module connection. This prototype uses a DC motor as a driving motor to rotate the blade with an LM393 speed sensor using Arduino Uno microcontroller. The developed system is equipped with an option of grass height that can be adjusted. The test of HC-05 Bluetooth module resulted the maximum acceptable connection distance in the open space is 80 m and the maximum connection distance with a barrier is 10.45 m. DC motor speed tests are carried out on the lawn mowers at no load and loaded conditions. The results showed a slight decrease in motor speed at the grass height of 6 cm and 4 cm, but at 2 cm height the rotation dropped significantly.Keywords: lawn mower, remote control, Arduino Uno, Bluetooth, Android
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Nugraeni, Yulinda, Sri Wahyu Suciyati, Gurum Ahmad Pauzi, and Amir Supriyanto. "Analisis Suhu Dan Konsentrasi Karbondioksida dalam Kotak Pendingin Terhadap Susut Bobot dan Umur Simpan Buah Nanas (Ananas Comosus L. Merr) Berbasis MIT App Inventor 2." Journal of Energy, Material, and Instrumentation Technology 1, no. 3 (November 30, 2020): 113–18. http://dx.doi.org/10.23960/jemit.v1i3.31.

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Shrinkage of weight loss and shelf life of pineapples is influenced by high temperatures and CO2 concentrations. This study aims to analyze the influence of temperature and CO2 concentration on weight loss and shelf life pineapple in a fridge cooler. The analysis data is obtained from a monitoring tool that has even the ESP8266 module to connect the Arduino with wifi through an application made with MIT App Inventor 2 so that data can be displayed with android. The downside of this application is that if the cellular data network is weak or non-existent, data recording will stop. The results showed that the monitoring tool was able to send data successfully. During data collection, the temperature was 7.82oC - 11.05oC, the CO2 concentration was 457.20 ppm - 490.77 ppm, the weight loss on ripe pineapple was 1.84%, 2.63%, and the weight loss on raw fruit 1.36% - 3.52%. Then from these data the CO2 concentration affects the respiration process, respiration affects the decay process. Whereas temperature affects the physical changes of pineapple fruit so that the shelf life of pineapples can last up to 22 days.
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42

Reis, Amanda Wohlfahrt, Odair José Iaronk, and Celso Becker Tischer. "Sequencial luminoso controlado por Bluetooth." Ciência e Natura 40 (March 12, 2019): 27. http://dx.doi.org/10.5902/2179460x35496.

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The use of microcontrollers has been growing in the last years, in the development of electronic systems, due to their small dimensions and ability to control process. The application of microcontrollers is significant in several sectors, such as: industrial, domestic, entertainment, telecommunication, automotive, transport and aviation. Arduino is an electronic platform low-cost, open source, prototyping designed whit a built-in microcontroller based on easy-to-use hardware and software that can be programed to configure the inputs and outputs between the external components connected to the platform. Therefore, aiming the transformation of entertainment into a form of learning, this work presents the development of a luminous sequential programmed in C language. The system is composed by 25 LED’s strategically distributed for the visualization of the preprogrammed sequences. In the project the MEGA 2560 arduino was used and a Bluetooth module for wireless communication between the microcontroller and multifunction devices like smartphone’s, an application develop in MIT APP INVENTOR controls the systems, giving the user the ability to choose the routine besides the speed and luminous intensity of the set.
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43

Rahmadayanti, Fitria. "Aplikasi Android Lampu Led Berbasis Arduino." Jurnal Ilmiah Betrik 7, no. 03 (November 25, 2016): 114–27. http://dx.doi.org/10.36050/betrik.v7i03.82.

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Technology development and application of tools, machines, materials and processes that help humans solve the problem. With the development of this technology to encourage people to bring new ideas to simplify all activities of daily living. Controlling the house lights for example. To control house lights manually can take a lot of time in operation. With advances in technology can be built a lighting control system using android smartphone. Type mobile phone (cell phone) smartphone category are much in demand by the public for kecanggihanya. Most smartphones have operating systems based on Android. Android is an operating system for Linux-based mobile devices that includes an operating system, middleware and applications. System development method used is prototype with stages Collecting and analyzing needs, build prototyping, evaluation protoptyping, build systems, test systems, evaluation systems, use the system. To create the application using APP MIT Inventor with type parallel circuit connected with bluetooth and Relay to regulate the flow of electrical current is greater as needed by using a control system with a small electrical current into the device arduino Uno type.
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Hu, Yue, Cheng-Huan Chen, and Chien-Yuan Su. "Exploring the Effectiveness and Moderators of Block-Based Visual Programming on Student Learning: A Meta-Analysis." Journal of Educational Computing Research 58, no. 8 (July 29, 2020): 1467–93. http://dx.doi.org/10.1177/0735633120945935.

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Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools’ overall effects on students’ academic achievement and the study features that may moderate the effects of block-based visual programming from a comprehensive perspective. Thus, the present study carried out a meta-analysis to systemically examine 29 empirical studies (extracting 34 effect sizes) using experimental or quasi-experiments involving the programming learning effects of employing block-based visual programming tools to date (until the end of 2019). The results showed a small to medium significant positive overall mean effect size (fixed-effect model g = 0.37; random-effects model g = 0.47) of the use of these block-based visual programming tools with respect to students’ academic achievement. Furthermore, the overall mean effect size was significantly affected by the educational stage, programming tool used, experimental treatment, and school location. Discussions and implications based on the findings are provided.
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45

Somantri and Cep Mamun. "Sistem Monitoring Pemeliharaan Tanaman Cabe Berbasis IoT Menggunaan Mobile Apps.pdf." Jurnal Indonesia Sosial Teknologi 2, no. 4 (April 21, 2021): 679–90. http://dx.doi.org/10.36418/jist.v2i4.123.

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Kesuburan tanaman cabai sangat penting bagi keberhasilan pembudidaya dalam memproduksi Cabai. Untuk mencapai hasil panen yang maksimal petani perlu memperhatikan beberapa faktor dari lingkungan tumbuh tanaman cabai. Pengukuran yang manual untuk mengetahui kondisi lingkungan tanaman cabai tentu akan kurang efisien dari segi waktu, oleh karena itu dibutuhkannya suatu sistem yang dapat memantau tanaman cabai secara real time. Dengan memanfaatkan internet of things untuk memonitoring ekosistem pertanian dan dapat dijadikan acuan bagi para pembudidaya tanaman cabai dalam mengambil keputusan. Sistem ini di rancang agar para pembudidaya tanaman cabai dapat mengatahui informasi parameter ukur yakni kelembapan tanah, kelembapan udara, suhu, dan pH. Pengujian dilakukan dengan menyesuaikan dan membandingkan sensor Suhu dan kelembapan udara DHT11, Sensor kelembapan tanah YL-69 dan sensor pH tanah dengan alat ukur yang sudah baku dan dijual di pasaran, sehingga nilai hasi ukur sensor mendekati dengan alat-alat yang sudah sudah baku. Seteleh mendapatkan data data hasil pengukuran kemudian data data tersebut dikirim ke Web ThingSpeak Sehingga user dapat mantau data-data tersebut melalui aplikasi yang sudah di buat menggunakan MIT App Inventor di smartphone android.
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Setiadi, Ade, Indri Handayani, and Farah Fadilah. "Perancangan Aplikasi Fit Your Weight Untuk Menghitung Berat Badan Ideal Berbasis Android." Technomedia Journal 5, no. 2 (July 24, 2020): 144–54. http://dx.doi.org/10.33050/tmj.v5i2.1324.

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Pengetahuan mengenai berat badan yang ideal pada masa sekarang sangat banyak diperbincangkan, berat badan yang ideal tentunya hal yang baik bagi kesehatan dalam diri dan juga penampilan, Bagi wanita maupun pria berat badan adalah salah satu hal yang yang sering menjadi fokus utama bagi kesehatan, adapula yang tidak memperdulikan berat badannya sehingga tidak mengontrol pola makanannya atau pola makan yang tidak teratur, kemudian melihat perkembangan di era digital ini semua hal dengan mudah diakses melalui aplikasi digital, dengan dasar tersebut kami menggabungkan sistem android dengan perhitungan berat badan ideal, untuk mengetahui berat badan melalui aplikasi tentunya memudahkan dan termasuk cara yang cepat dengan itu kami membuat aplikasi berbasis android untuk menghitung apakah berat badan sudah ideal atau belum, jadi tidak hanya sebuah kalkulator penghitung, kami pun memberikan tips di dalamnya, dengan banyaknya metode dalam menghitung berat badan kami memilih menggunakan metode Brocca dan tools MIT App Inventor dalam pembuatan aplikasinya, karena metode ini cukup sederhana untuk dapat dijadikan acuan dalam perhitungannya, kami harapkan dengan dibuat nya aplikasi ini dapat memudahkan masyarakat dalam menghitung berat badan ideal.
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47

Samad, Whomaira binti Abdul, Mohd Afzan bin Othman, Norlaili binti Mat Safri, and Mohd Azhar bin Abdul Razak. "Portable cardiac self-stress test device development based on metabolic equivalent (MET)." Indonesian Journal of Electrical Engineering and Computer Science 15, no. 3 (September 1, 2019): 1223. http://dx.doi.org/10.11591/ijeecs.v15.i3.pp1223-1231.

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<span>Cardiovascular disease (CVD) is the main cause of death worldwide and the type varies depending on symptom and causes. There are several procedures to determine the type of CVD such as blood test, holter monitoring, cardiac stress test and many more. Cardiac stress test is a procedure to exert pressure on the heart by doing physical activities to determine heart functionality and abnormal heart activity. It is done to gather information on heart condition supported by evidence in the form of electrocardiogram (ECG) signal. However, patients with heart problem will have to take turns to run the test due to limited access to the equipment especially in government hospital. Therefore, this paper proposed the development of cardiac self-stress test device to provide a pre-diagnosis result based on metabolic equivalent (MET) value. The device named “i-STress device” is a stand-alone device integrating the use of software application and hardware. The software was built by using MIT App Inventor 2 and the hardware built based on Arduino 101 and Sparkfun Heart Monitor AD 8232 and the test result saved in SD card. The device will be useful to sort out patient’s case priority </span><span>as well as providing pre-diagnosis result before conducting a real cardiac stress test.</span>
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48

Lahuddin, Lahuddin, Saptono Ramadhan, and Zulfa Fiatikara. "SISTEM PENGONTROLAN PEMBUDIDAYAAN TERNAK AYAM DENGAN MEDIA KANDANG VIA BLUETOOTH MENGGUNAKAN SMARTPHONE BERBASIS ARDUINO UNO." ICIT Journal 3, no. 1 (February 23, 2017): 105–20. http://dx.doi.org/10.33050/icit.v3i1.50.

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Perkembangan dunia IT saat ini sungguh pesat. Tidak mengherankan memang bagi masyarakat yang khususnya tinggal di perkotaan. Dan tidak bisa dipungkiri lagi kecanggihan alat atau device yang kita gunakan selama ini sangat canggih dan dibutuhkan bagi semua kalangan masyarakat, tidak terkecuali para peternak ayam. Dalam permasalahan ini banyak ditemukan para peternak ayam masih menggunakan sistem manual mulai dari pemberian konsumsi pakan maupun temperatur suhu yang kadang berubah-berubah setiap waktu. Maka dari itu diperlukan adanya sistem pengontrolan untuk pembudidayaan ayam tanpa mengganggu atau merusak sistem yang telah ada. Dengan adanya sistem pengendali menggunakan Smartphone memudahkan untuk pemberian konsumsi pada ayam. Dengan menggunakan Bluetooth semua bisa dikontrol diantaranya pemberian konsumsi dan menyalakan atau mematikan lampu. Alat yang digunakan untuk pemberian konsumsi antara lain Solenoid dan Pompa air akuarium. Kemudian menginstal aplikasi MIT App Inventor yang berjalan di sistem Android sebagai interfacenya. Lalu adanya sensor suhu LM-35 yang bisa membaca temperature suhu pada kandang dan menampilkan hasilnya pada LCD Display. Dan komponen utama ialah Arduino Uno, karena semua komponen tidak akan bisa berjalan tanpa instruksi dari Arduino Uno yang telah diprogram sedemikian rupa untuk bisa menjalankan semua instruksi komponen. Kata Kunci : Arduino Uno, Bluetooth, Sensor suhu, Smartphone
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Pradana, Adlan Bagus, Cholifah Ma’rifadiyah, Dwiantono Jatinugroho, and Fakhrurrozi Zainal Abidin. "Perancangan Sistem Perparkiran Rendah Biaya Berbasis Ponsel Cerdas Android." Jurnal Teknik Elektro 11, no. 1 (November 22, 2019): 31–35. http://dx.doi.org/10.15294/jte.v11i1.21202.

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Every public space requires vehicle parking facilities. The registration system was created to ensure the safety of parked vehicles. The existing registration system is done manually by giving a ticket written by the vehicle number by the officer. During exit, ticket is shown to the officer for being matched with the vehicle number. This system has a disadvantage because parking tickets have the opportunity to be counterfeit; the time of verification is dependent on humans and the use of disposable paper. The purpose of this study is to solve problems at low cost. The chosen solution is to register with the QR Code on the driver and vehicle when entering and leaving. This frees the riding-vehicle pair when entering the same as when exiting, because the system will not open the door if the driver-vehicle pair is different between when entering and exiting. The next advantage is reducing human problems. To support this goal, use smart and smart devices that use Android-based smartphones, Google Sheets, Google Forms, MIT App Inventor and TinyDB. This Android-based parking registration system has been proven to increase parking safety levels and reduce waiting times while reducing paper usage.
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Waworundeng, S.T., M.T., Jacquline, Marchel Tombeng, Frans Brennand Cliff, and Regita Maria. "E-Water System: Prototipe Pemantauan Debit Air Berbasis Android." CogITo Smart Journal 5, no. 2 (December 19, 2019): 280. http://dx.doi.org/10.31154/cogito.v5i2.214.280-293.

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Perusahaan penyedia air menyediakan dan menyalurkan air bersih kepada pelanggan. Secara khusus di Perumahan Agape Griya terdapat beberapa faktor yang menjadi masalah dalam penyaluran air bersih. Masalah yang terjadi seperti ketidaksesuaian dan kesalahan pencatatan jumlah pemakaian air dengan total tagihan yang dibayarkan pelanggan. Masalah lainny terkait dengan petugas lapangan yang setiap akhir bulan harus berjalan kaki untuk memeriksa dan mencatat penggunaan air disetiap rumah pelanggan. Sebagai solusi untuk permasalahan tersebut dirancang E-water system yang terdiri atas prototipe alat pemantauan debit air, aplikasi berbasis Android dan website. Perancangan dilakukan dengan metode Prototyping dan sistem dibuat menggunakan Water Flow Sensor dan Arduino Uno R3, modul Bluetooth, MIT App Inventor, dan Firebase. Berdasarkan hasil uji coba, prototipe alat dapat menghitung debit air kemudian mengirimkan data hasil kalkulasi pemakaian air ke aplikasi Android melalui modul Bluetooth. Aplikasi Android E-water dapat menerima data, menampilkan informasi dan mengirim data ke database. E-water system juga dilengkapi dengan web application yang berfungsi untuk menampilkan informasi yang tersimpan di database. E-water system berpotensi untuk membantu pelanggan dan perusahaan air dalam pemantauan penggunaan air maupun perhitungan biaya penggunaan air yang dibayarkan setiap bulan.
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