Jurnal Teknik Elektro dan Komputer https://ejournal.unsrat.ac.id/v3/index.php/elekdankom <p>Journal of Electrical and Computer Engineering is a scientific electronic journal (e-journal) published by the Electrical Engineering Study Program, Department of Electrical Engineering, Faculty of Engineering, Sam Ratulangi University, Manado, North Sulawesi. This e-journal is a publication and information forum for papers, theses, research, planning, and design concepts, as well as analysis from students, lecturers, or other writers. This e-journal contains various studies on energy conversion, robotics, computer hardware and software, control systems, electronics, artificial intelligence, databases, computer security, multimedia, animation, internet, etc. related to Electrical and Computer Engineering.</p> <p>This paper or article can be written in English or Indonesian, and issued in April, August, and December.</p> <p><strong>This Journal is already indexed on </strong><a title="google scholar Ejournal JTEDK " href="https://scholar.google.com/citations?user=VQuHgYoAAAAJ&amp;hl=id" target="_blank" rel="noopener">google scholar</a> ; <a href="https://garuda.kemdikbud.go.id/journal/view/1028" target="_blank" rel="noopener">Garuda Kemdikbud;</a> <a href="https://journals.indexcopernicus.com/search/details?id=130323" target="_blank" rel="noopener">Index Copernicus International (ICI)</a></p> en-US <p><a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license"><img style="border-width: 0;" src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" alt="Creative Commons License" /></a><br />Jurnal Teknik Elektro dan Komputer (JTEK) is licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license">Creative Commons Attribution-ShareAlike 4.0 International License</a>.</p> brave@unsrat.ac.id (Brave A. Sugiarso) brave@unsrat.ac.id (Brave A. Sugiarso) Mon, 26 Feb 2024 00:07:16 +0800 OJS 3.3.0.12 http://blogs.law.harvard.edu/tech/rss 60 Pemanfaatan Teknologi Informasi HEC-HMS Pada Potensi Penerapan Rainwater Harvesting Di Perumahan Bumi Kilu Permai Kota Manado https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/52884 <p><strong><em>Abstract - Flood disasters are a seasonal threat that always occurs, an increase in surface flow discharge which has the impact of flooding due to lost absorption capacity and drought in the dry season. Techniques or methods are needed to prevent this, such as the eco-drainage concept that can be applied, including Rainwater Harvesting (RWH). Community participation in maintenance is needed to maintain the success of the ecodrainage system.</em></strong></p> <p><strong><em>It is hoped that the people living in the Bumi Kilu Permai Housing Complex can set an example in environmental maintenance implemented in their respective homes in dealing with the possibility of flooding. This research evaluates the potential for implementing a rainwater harvesting system in managing environmentally sound drainage. The method used to calculate the capacity of rainwater harvesting facilities uses monthly storage simulations. Rain distribution uses the HEC-HMS application to determine flood discharge hydrographs, Log Pearson Type III frequency analysis method. Calculation of discharge in gutters and also calculation of rainwater harvesting.</em></strong></p> <p><strong><em>The application of rainwater harvesting in the Bumi Kilu Permai housing complex by applying HEC-HMS 4.2.1 software shows that the peak flow hydrograph is 390 mm/hour. The use of an open rectangular gutter of 15 cm x 15 cm is still safe for a return period of 2 to 100 years with discharge on the roof is 0.210 m3/s. The average rainfall calculated using HEC_HMS 4.2.1 software was 25,527.32 liters. The tower used for rainwater harvesting is 1000 liters in size. With the monthly amount of water that can be stored for 1 month, it is 186,000 liters, while the amount of water that can be stored in the tower is 180,440.73 liters. Implementing rainwater harvesting for 1 house can reduce 1000 liters of surface water runoff. If 300 can withstand 300,000 liters of surface water runoff or runoff. Of course, this can help minimize the probability of flooding in Paniki Satu Village, which is located in front of the Bumi Kilu Permai Housing Complex and is in the Paniki Watershed.</em></strong></p> <p><strong> </strong></p> <p><strong>Keywords: <em>Rainwater Harvesting, HEC-HMS, Manado</em></strong></p> <p><strong> </strong></p> <p><strong>Abstrak -</strong> <strong>Bencana banjir adalah ancaman musiman yang selalu terjadi, peningkatan debit aliran permukaan yang membawa dampak terjadinya banjir akibat kapasitas resapan hilang dan kekeringan di musim kemarau. Diperlukan teknik atau metode untuk mencegah hal tersebut, seperti konsep ekodrainase yang dapat diterapkan diantaranya adalah Rainwater Harvesting (RWH). Peran serta masyarakat dalam hal pemeliharaan sangat dibutuhkan untuk tetap menjaga keberhasilan sistem ekodrainase. </strong></p> Olivia Maria Tumurang Copyright (c) 2024 Olivia Maria Tumurang https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/52884 Fri, 23 Feb 2024 00:00:00 +0800 Pendidikan berlandaskan permainan : Beat the Trash https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/49224 <p><em>Abstract </em>— <em>Indonesia has many tourist destinations that are in great demand, especially in the beach sector. Malalayang Beachwalk is one of the tourist destinations in the city of Manado which was just inaugurated in 2022 and is very popular with local and foreign tourists. The large number of tourists certainly has an impact on increasing waste production. Even though the government has prepared cleaning staff, the beauty of a place's environment is also the responsibility of the local community and visitors. The very rapid development of technology and the increasing use of smartphones can be used as a medium to provide an understanding of waste. Teenagers can play a role, as potential agents of change. by creating an educational game it can be an interesting and interactive medium to provide an understanding of types of waste and its dangers, as well as fostering a sense of concern for the environment, so as to prevent environmental damage due to waste. The research used the Game Development Life Cycles method, with stages namely, Initiation Stage, Pre-Production Stage, Production Stage, Testing Stage, Beta Trial Stage, and Release Stage. In application testing carried out online in the form of a questionnaire with several user statements after playing the beat the trash game and getting positive results, from the results of the questionnaire distributed using Likert scale calculations, 86% answered that they could identify the type of waste well and 82% answered interested in visiting Malalayang Beachwalk.</em></p> <p> </p> <p><em> Keywords— Educational Game; Garbage; Gdlc; Malalayang Beachwalk;</em></p> <p> </p> <p><em>Abstrak </em>— Indonesia mempunyai banyak destinasi pariwasita yang banyak diminati terutama dibagian sektor pantai. malalayang beachwalk adalah salah satu destinasi wisata di kota manado yang baru diresmikan pada tahun 2022 dan sangat digemari wisatawan lokal maupun luar. Dengan banyaknya wisatawan tentunya berpengaruh dengan meningkatnya produksi sampah. Walaupun pemerintah telah menyiapkan petugas kebersihah, keindahan lingkungan suatu tempat juga merupakan tanggung jawab masyarakat sekitar maupun pengunjung. Perkembangan teknologi yang sangat cepat dan meningkatnya penggunaan <em>smarthphone</em> dapat dijadikan sebuah media untuk memberikan pemahaman tentang sampah. Remaja dapat berperan, sebagai agen perubahan potensial. dengan membuat sebuah <em>game</em> edukasi dapat menjadi media yang menarik dan interaktif untuk memberikan pemahaman tentang jenis sampah dan bahayanya, serta menumbuhkan rasa kepedulian terhadap lingkungan, sehingga dapat mencegah kerusakan lingkungan akibat sampah. Pada penelitian menggunakan metode <em>Game Development Life Cycles</em>, dengan tahap yaitu, Tahap Inisiasi, Tahap Pra-Produksi, Tahap Produksi, Tahap Pengujian, Tahap Uji Coba Beta, dan Tahap Rilis. Pada Pengujian aplikasi yang dilakukan secara online dalam bentuk kuisoner dengan beberapa pernyataan pengguna setelah bermain <em>game beat the trash</em> dan mendapatkan hasil yang positif, dari hasil kuisoner yang dibagikan dengan mengunakan perhitangan skala <em>likert</em> sebanyak 86% menjawab dapat mengidentifakasikan jenis sampah dengan baik dan 82% menjawab tertarik untuk mengunjungi malalayang <em>beachwalk</em>.</p> <p> </p> <p><em>Kata kunci </em>— <em>Game</em> Edukasi; <em>Gdlc</em>; Malalayang <em>Beachwalk</em>; Sampah;</p> Julian Maringka, Henry V.F. Kainde, Sumenge T.G. Kaunang Copyright (c) 2024 Julian Maringka, Henry V.F. Kainde, Sumenge T.G. Kaunang https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unsrat.ac.id/v3/index.php/elekdankom/article/view/49224 Tue, 27 Feb 2024 00:00:00 +0800