AbstrakPenelitian ini menyelidiki metode metaheuristik baru bernama symbiotic organisms search (SOS) dalam mengoptimasi ukuran penampang rangka batang baja. Syarat batasan desain diadopsi dari spesifikasi untuk bangunan gedung baja struktural, SNI 1729:2015, yaitu rasio gaya terhadap kapasitas dan rasio kelangsingan batang. Lima studi kasus optimasi struktur rangka batang digunakan untuk menguji performa dari SOS. Hasil simulasi dengan metode SOS ini kemudian akan dibandingkan terhadap tiga metode metaheuristik lainnya, yaitu particle swarm optimization, differential evolution, dan teaching-learning-based optimization. Hasil penelitian menunjukkan bahwa algoritma SOS lebih superior dan mempunyai kemampuan konvergensi yang lebih baik dibandingkan dengan metode metaheuristik lainnya dalam menyelesaikan problem optimasi struktur rangka batang.Kata-kata Kunci: Rangka batang, optimasi, metaheuristik, SNI 1729:2015, symbiotic organisms search. AbstractThis study investigates a new metaheuristic method called symbiotic organisms search (SOS) for sizing optimization of steel truss structures. The design constraints are adopted from SNI 1729:2015 Indonesian code specification for structural steel buildings that includes the constraints on slenderness ratio and force capacity. Five practical case studies of truss design are employed to test the performance of the SOS algorithm. The simulation results of the SOS are compared to other metaheuristic methods, namely, the particle swarm optimization, differential evolution, and teaching-learning-based optimization, in terms of accuracy and consistency. The results show the superiority of the SOS as well as excellent convergence behavior over the other metaheuristic algorithms in solving the truss structure optimization problems.
This research was purposed to test the effectiveness of learning the Japanese language through a video game. the video game is built for Personal Computer (PC) users to provide Japanese Language education through video games for teens and adults. The research methods used include literature studies of various books, journals, websites, and theories that can support the writing as well as defining the questions for questionnaires to collect useful data. The development of game application methodology used is Game-Based Learning with Enhanced Learning Experience and Knowledge Transfer (ELEKTRA) methodology, which consists of in-depth analysis of the target audience and learning materials. The effectiveness of video games are evaluated using pre-test and post-test methods. From this researches can be seen that video games are effective to increase the users' knowledge of the Japanese language. also, a video game has the capability to increase the user's interest in learning Japanese because of the visual form of the learning process that leads the user to stay engaged with the learning process.
Penelitian ini bertujuan untuk mengetahui Variabel Keinginan bertahan karyawan, Kepemimpinan, Dan Keadilan Organisasi dalam menunjang motivasi kerja dan kinerja karyawan. Jenis penelitian ini adalah penelitian kuantitatif data yang digunakan adalah data primer. Sampel yang digunakan dalam penelitian ini sebanyak 71 orang. Teknik pengumpulan data yang digunakan dalam penelitian ini menggunakan kuesioner. Analisis dalam penelitian ini menggunakan analisis struktural equation model dengan menggunakan SEM PLS 4 untuk analisis data. Hasil penelitian menemukan bahwa Pengaruh Keinginan Bertahan terhadap Motivasi berpengaruh positif dan signifikan terhadap2 Motivasi Kerja. Pengaruh Kepemimpinan terhadap Motivasi Kerja berpengaruh positif dan signifikan terhadap motivasi kerja. Pengaruh Keadilan Organisasi terhadap Motivasi Kerja berpengaruh positif dan signifikan terhadap motivasi kerja.Pengaruh Keinginan Bertahan terhadap Kinerja karyawan berpengaruh positif dan signifikan terhadap kinerja karyawan. Pengaruh Kepemimpinan terhadap Kinerja karyawan berpengaruh positif dan signifikan terhadap kinerja karyawan.
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