Jurnal Ilmiah Teknik 2023-12-03T22:26:32+07:00 Tommy Open Journal Systems <div style="border: 3px #086338 Dashed; padding: 10px; background-color: #dedede; text-align: left;"> <ol> <li><strong>Journal Title </strong>: Jurnal Ilmiah Teknik (JUIT)</li> <li><strong>Initials </strong>: JUIT</li> <li><strong>Frequency </strong>: Januari, Mei, September</li> <li><strong>Print ISSN </strong>: 2828-6936</li> <li><strong>Online ISSN </strong>: 2828-6901</li> <li><strong>Editor in Chief </strong>: Sandy Suryady, ST., MT., C.AFE</li> <li><strong>DOI </strong>: 10.56127</li> <li><strong>Publisher </strong>: Asosiasi Dosen Muda Indonesia</li> </ol> </div> <p style="text-align: justify;"><strong>Jurnal Ilmiah Teknik (JUIT)</strong>,<strong> </strong>ISSN: <a href="" target="_blank" rel="noopener">2828-6936</a> (cetak), ISSN: <a href="" target="_blank" rel="noopener">2828-6901</a> (online) adalah jurnal yang ditujukan untuk publikasi artikel ilmiah yang diterbitkan oleh Asosiasi Dosen Muda Indonesia dan di payungi Oleh Yayasan Dosen Muda Indonesia. Jurnal ini adalah jurnal Ilmu Teknik yang bersifat peer-review dan terbuka. Bidang kajian dalam jurnal ini termasuk sub rumpunIlmu Teknik Mesin, Elektro, Kimia, Sipil, Metalurgi, Teknik Industri, Teknik Informatika, Sistem Informasi dan Ilmu Komputer. Jurnal Ilmu Teknik menerima artikel dalam bahasa Inggris dan bahasa Indonesia dan diterbitkan 3 kali setahun: <strong>Januari, Mei, September.</strong> Silakan buat Artikel Template baru lalu kirimkan naskah Anda.</p> <div> <p><strong style="font-size: 0.875rem;">Indexed by:</strong></p> </div> <div> <table style="height: 133px;" width="688"> <tbody> <tr> <td style="width: 132.275px;"><a href=";hl=id" target="_blank" rel="noopener"><img src="" alt="" width="1536" height="576" /></a></td> <td style="width: 132.275px;"><a href="" target="_blank" rel="noopener"><img src="" alt="" width="1280" height="480" /></a></td> <td style="width: 132.275px;"><a href=";lang=en" target="_blank" rel="noopener"><img src="" alt="" width="1536" height="576" /></a></td> <td style="width: 132.275px;"><a href=";search_text=Jurnal%20Ilmiah%20Teknik&amp;search_type=kws&amp;search_field=full_search" target="_blank" rel="noopener"><img src="" alt="" width="1536" height="576" /></a></td> <td style="width: 132.3px;"> </td> </tr> <tr> <td style="width: 132.275px;"> </td> <td style="width: 132.275px;"> </td> <td style="width: 132.275px;"> </td> <td style="width: 132.275px;"> </td> <td style="width: 132.3px;"> </td> </tr> </tbody> </table> </div> PEMETAAN PENCIPTAAN NILAI PADA AKTIVITAS PENGADAAN DAN PENJUALAN SKRAP LOGAM KALENG MENGGUNAKAN VALUE STREAM MAPPING UNTUK MENGURANGI WASTE DI PT ANISA JAYA UTAMA 2023-09-02T20:33:42+07:00 Siti Zaenab Nur Hasanah Dedy Setyo Oetomo Afif Fawa Idul Fata <p>Industrialization is an alternative development model needed by the country to spur economic processes. Apart from accelerating the economy, the development of industrialization also has impacts that need to be watched out for, including the presence of a waste industry. One of the companies that manages the waste, namely PT. AJU is also a service company for the procurement and sale of metal waste (metal scrap) in Karawang. The metal scrap studied is canned metal scrap, which is wasteful in the procurement and sales process. So that efforts are made to minimize the waste that occurs. This research uses the Value Stream Mapping method with VALSAT analysis. Based on the research results, the most common types of waste are waiting (28%), inventory (24%), and movement (20%). Then the mapping tools that will be used based on the results of converting the questionnaire scores into the VALSAT matrix are Process Activity Mapping (33%), Supply Chain Response Matrix (20%), and Demand Amplification Mapping (17%). The Value Added Ratio (VAR) before the repair has a value proportion of 3%, while after the repair analysis the VAR value becomes 9%.</p> 2023-09-02T00:00:00+07:00 Copyright (c) 2023 Jurnal Ilmiah Teknik PEMBUATAN MEDIA PEMBELAJARAN MATEMATIKA UNTUK ANAK USIA 6-8 TAHUN BERBASIS ANDROID MENGGUNAKAN UNITY 3D 2023-11-25T11:34:34+07:00 Waliya Rahmawanti <p>This pandemic requires technology to enter into all aspects of life, including the education aspect. Advances in information technology certainly support various needs for delivering information in the field of education, one of which is the existence of game-based learning media. School learning which is often boring, in this pandemic situation, it is imperative to change it in a more fun way, especially in mathematics. The existence of learning media with anadroid-based games is expected to make it easier to understand learning to count addition. The game "Menjumlah Yuk" is made using Unity. This application provides a home page, instructions page, question page, info page, and destination page. This application has been tested based on the functionality of all the menus created.</p> 2022-09-29T00:00:00+07:00 Copyright (c) 2023 Jurnal Ilmiah Teknik KAJIAN POLA SIRKULASI MANUSIA TERHADAP KENYAMANAN PENUMPANG KERETA REL LISTRIK PADA STASIUN TANAH TINGGI KOTA TANGERANG 2023-12-01T09:54:34+07:00 Ade Syoufa Muhamad Toriq Kahfi <p>Technological progress develops rapidly from time to time. Railways as a mode of transportation, especially mass transportation, cannot be separated from other modes of transportation used in the national transportation system which have their own characteristics and advantages of mass transportation. Train stations also need to further develop their potential and improve good human circulation patterns so that passengers feel comfortable. As a transit point, Tanah Tinggi Station is a class III/small train station which only has 2 railroad tracks located in Tanah Tinggi, Tangerang City. However, circulation at stations can be very ironic when public facilities at stations do not pay much attention to the use of circulation for users of rail services. The author sees many problems that arise related to human circulation for the comfort of Electric Rail Train passengers at Tanah Tinggi Station, Tangerang City. This study aims to provide an overview of human circulation patterns and spatial planning, especially at the Tanah Tinggi station, so as to obtain the concept of circulation patterns and good spatial planning to increase passenger comfort. On This research uses descriptive analysis methods carried out in 3 ways, namely, literature studies, conducting surveys of research objects, and conducting interviews with users and managers of the highland station. The research was conducted in 5 sections, (1) the main entrance of the building, (2) supporting building corridors, (3) counters, (4) ticketing areas, and (5) platforms. It can be said that the results of the analysis carried out were not good enough for passengers because they have not been able to meet the standards and eligibility according to the regulations so that the ease of circulation for pedestrians to move can be disrupted and uncomfortable.</p> 2023-09-30T00:00:00+07:00 Copyright (c) 2023 Jurnal Ilmiah Teknik PENGENALAN TEKNOLOGI VIRTUAL REALITY (VR) PADA PEMBELAJARAN SIMULASI PEMBUATAN KOMPUTER DI JURUSAN TEKNIK INFORMASI DAN JARINGAN (TKJ) 2023-12-03T22:26:32+07:00 Andy Satria Surya Inra Simbolon Fidelis Sitinjak <p>The study is motivated by the difficulties encountered in the learning process of computer assembly. Inadequate support for the learning process arises from the insufficient availability of hardware components corresponding to the student population, leading to challenges for students in understanding and applying the subject matter. The shortage of components is primarily due to budget constraints for procurement, resulting in damage to school visual aids caused by errors made by students during practical exercises. Hence, there is a necessity to develop computer assembly learning materials incorporating virtual reality technology. The research utilized the Research and Development (R&amp;D) four-D (4D) development model, consisting of Define, Design, and Develop stages. The multimedia development model applied in this study follows the Luther-Sutopo version, involving six stages: concept, design, material collection, assembly, testing, and distribution. The research integrates both the 4D and Luther-Sutopo versions of the multimedia development model. The outcomes of this investigation include computer assembly learning materials based on virtual reality, presenting explanations of hardware components and a simulation segment for computer assembly. The product validity testing resulted in a score of 0.78, meeting the validity criteria. Regarding practicality, the test outcomes indicated a score of 85.11, demonstrating high practicality. Furthermore, the effectiveness test yielded a score of 0.74, indicating a high level of effectiveness.</p> 2023-09-30T00:00:00+07:00 Copyright (c) 2023 Jurnal Ilmiah Teknik