Pengembangan Sistem Monitoring Dan Penyiram Tanaman Otomatis Berbasis Mobile (Studi Kasus: Dd Orchid Nursery)

Syaekhoni, Muhammad and Dr. Eng. Herman Tolle, S.T., M.T and Eko Sakti Pramukantoro, S.Kom., M.Kom., Ph.D (2023) Pengembangan Sistem Monitoring Dan Penyiram Tanaman Otomatis Berbasis Mobile (Studi Kasus: Dd Orchid Nursery). Magister thesis, Universitas Brawijaya.

Abstract

DD Orchid Nursery is an orchid cultivation house located in Batu City, East Java. This cultivation house has a land area of 3 hectares, which is divided into 4 greenhouses. Watering orchid plants is essential for keeping them fresh and healthy. However, if traditional techniques are still used for watering, it will take a long time and effort. Thus, an instrument that may reduce the time and labor required to monitor the moisture state of the planting media and the watering operation of orchid plants is required. Based on these requirements, an Internet of Things (IoT) system was developed. The system can monitor the moisture level of the planting medium and automatically water the orchid plants based on the moisture level of the planting media, which can be monitored and managed via a mobile application. As a research approach, the waterfall method was used to build this system. The system development process begins with identifying the requirements and obtaining four system functional requirements and one system non-functional requirement. Then the results of the identification of needs are converted into the form of a system work design, which is described using a flowchart. System implementation is carried out by building a system through a series of NodeMCU ESP8266 microcontrollers and several modules such as a capacitive soil moisture sensor, relay, breadboard power supply, and I2C LCD, which are integrated with Blynk Cloud services. This system will be tested through Black-Box Testing and Usability Testing. Black-Box Testing is carried out through a validation test using four test procedures with valid results for each functional system. Usability Testing was carried out using the System Usability Scale (SUS) technique, with a result of 66.88. Based on the results of the tests, it can be concluded that the level of usability of the system is sufficient but still requires repairs to be well accepted.

English Abstract

Augmented reality (AR) technology is one of the new technologies that can bring the virtual world into the real world. Augmented reality technology is widely applied into the educational field to help the learning process for represent an object to make it more real and detailed. However, most of the implementations carried out only use AR to bring up a virtual object from a marker, even though there are still many AR functions that can be used to present information so that it is more detailed and interesting. This study aims to develop learning media to introduce historical buildings in the form of temples in Indonesia with the multi?marker augmented reality method using Board Game Puzzle media. We hoped that this research will become a recommendation model regarding AR implementation models, especially using the multi?marker AR method, in addition the developed module is expected to be a better source of information and learning compared to other pre?existing media. Evaluation of the learning effectiveness carried out using the Board Game Puzzle learning media showed an increase in user learning outcomes of 76.54%. The results of the comparison of learning effectiveness between the Board Game Puzzle media that apply the multi?marker AR method and other AR media that apply the single?marker AR method show significant differences in learning outcomes, learning process using puzzle media gets better learning outcomes with an average value of 32.4% higher than other media. User evaluation of the effectiveness of learning media also showed that learning with puzzle media is more effective, with a percentage score of 62.22% compared to other media which score of 7.78%, and the other 30% are neutral. The results of usability testing on board game puzzle media also got very good results. The usefulness aspect of learning media got score of 82.5%, the eases of use aspect was 82.63%, the ease of learning aspect was 85.56%, and the satisfaction aspect got score of 75.87%.

Item Type: Thesis (Magister)
Identification Number: 042315
Uncontrolled Keywords: Blynk Cloud,Breadboard Power Supply,Capacitive Soil Moisture Sensor,Internet of Things,NodeMCU ESP8266,Relay,System Usability Scale
Divisions: S2/S3 > Magister Ilmu Komputer, Fakultas Ilmu Komputer
Depositing User: Unnamed user with email repository.ub@ub.ac.id
Date Deposited: 08 Jan 2024 05:18
Last Modified: 08 Jan 2024 05:18
URI: http://repository.ub.ac.id/id/eprint/206157
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