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Automatic Safety Electronic Saving Box Fikri, Khairul; Fadlillah, Umi
Emitor: Jurnal Teknik Elektro Vol 20, No 1: Maret 2020
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/emitor.v20i1.8777

Abstract

In this modern era, many people save valuable items in their house, such as assets (jewelry and money) and important files. Therefore, saving box is the right and effective choice for protecting important goods if robbery or fire occurs someday. This final project is designing a saving box using different system than the general. The design of this system consists of several parts such as Wemos, D1 R1 (ESP8266), telegram, temperature sensor (DS18B20), keypad, power supply, android, buzzer and LCD. In this design, users are able to access (open) the saving box easily, such as entering the code into the keypad and controlling the saving box through an Android-based smartphone with the internet of things method, therefore by this method users can enter the code in any range both far or near. Then if a safe box gets robbery, the system will send a message to user. Meanwhile if fire occurs, the temperature sensor will detect it and also send a message to user. This design is expected to fulfill user’s need of a safer saving box.
Interactive Motion-Sensing Game for Improving Physical Education in Students with Intellectual Disabilities Rakhmadi, Aris; Puspitasari, Yuliana; Yasin, Fatah; Sulistyo Nugroho, Yusuf; Fadlillah, Umi
Mestro: Jurnal Teknik Mesin dan Elektro Vol 7 No 1 (2025): Edisi Juni
Publisher : Fakultas Teknik Universitas 17 Agustus 1945 Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47685/mestro.v7i1.637

Abstract

Students with intellectual disabilities often face challenges in physical education due to limited motor coordination, reduced engagement, and difficulties following traditional instructional methods. To address this, motion-sensing technology, particularly Kinect-based educational games, presents a promising solution by offering interactive and gamified learning experiences. This study explores the development and implementation of a Kinect-based educational game designed to enhance motor skills and engagement in students with intellectual disabilities. The game focuses on throwing exercises, providing real-time feedback through visual and auditory cues to reinforce learning. The study was conducted at SLB-C YPSLB Surakarta, involving 20 students with intellectual disabilities and five special education teachers. A pre-test and post-test evaluation was used to assess students' motor skill improvement and engagement levels before and after using the game. The results demonstrated a 26.3% increase in throwing accuracy, a 26.9% rise in engagement levels, and a significant reduction in reaction time, indicating the game's effectiveness in enhancing physical coordination and participation. Teacher feedback highlighted the game's usability, ability to maintain student focus, and alignment with PE learning objectives. Although the findings showed positive learning outcomes, several challenges, such as the initial adaptation period and the need for a wider variety of games, were identified. Future research should focus on customizing difficulty levels, varying physical activities, and AI-powered adaptive learning to meet the needs of individual students. This study highlights the potential of motion-sensing educational games as an effective tool for inclusive and engaging physical education for students with intellectual disabilities.