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PROTOTIPE SISTEM PARKIR KENDARAAN DENGAN RFID BERBASIS ARDUINO UNO R3 Wijaya, Edo; Yakti, Bayu Kumoro
Jurnal Ilmiah Teknologi dan Rekayasa Vol 23, No 1 (2018)
Publisher : Universitas Gunadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35760/tr.2018.v23i1.2448

Abstract

Saat ini sistem parkir merupakan hal terpenting dalam kehidupan sehari-hari. Sistem parkir yang semakin modern, khususnya tempat parkir kendaraan mendorong manusia untuk berpikir bagaimana cara supaya sistem parkir efisien dan efektif. Pada penelitian ini dibuat prototipe sistem parkir kendaraan berbasis Arduino Uno dengan Radio Frequency Identification (RFID). Sistem parkir dibuat dengan metode membuka dan menutup portal pintu keluar kendaraan menggunakan RFID. Alat ini terdiri dari sebuah Arduino Uno dan komponen-komponen pendukungnya. Cara kerja sistem parkir kendaraan ini yaitu langkah pertama pada pintu masuk untuk sensor modul infrared akan dilewati oleh kendaraan maka motor servo akan aktif yang berfungsi sebagai indikator untuk membuka dan menutup portal pintu masuk ataupun pintu keluar kendaraan area parkir. Hasil pengujian menunjukkan bahwa jika kendaraan mau keluar maka RFID tag yang dimasukkan benar maka akses diterima motor servo aktif dan LCD menampilkan kapasitas area parkir tersebut. Jika RFID tag tidak terdaftar maka motor servo tidak aktif.
Meta-Analysis of the Impact of the STEAM Approach on Science Learning Wijaya, Edo; Haka, Nukhbatul Bidayati; Oktafiani, Raicha
Ensiklopedia: Jurnal Pendidikan dan Inovasi Pembelajaran Saburai Vol 5, No 02 (2025): ENSIKLOPEDIA: Jurnal Pendidikan dan Inovasi Pembelajaran
Publisher : Universitas Sang Bumi Ruwa Jurai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24967/esp.v5i02.4272

Abstract

The STEAM approach (Science, Technology, Engineering, Arts, and Mathematics) has emerged as a widely adopted instructional strategy aimed at developing essential 21st-century competencies such as critical thinking, creativity, collaboration, and scientific literacy. Numerous studies have explored the implementation of STEAM in science education, yet the results remain inconsistent due to variations in context, research variables, and educational levels. This inconsistency highlights the need for a comprehensive review that consolidates previous findings. Meta-analysis is a suitable method for this purpose, as it enables the calculation of the overall magnitude of STEAM’s impact. This study aims to examine the overall effect of the STEAM approach in science education. The analysis is categorized by educational level, research variables, and instructional models integrated with STEAM. A quantitative meta-analysis method was employed. Data were collected using Publish or Perish software with sources from Google Scholar and Scopus. The selection process followed PRISMA guidelines. From an initial pool of 1,197 articles, 12 studies met the inclusion criteria and were further analyzed using JASP software version 0.19.3.0.The results indicate that the STEAM approach has a positive influence on science learning. The overall effect size was 0.213, which falls within the moderate category. When analyzed by educational level, the effect size was 0.200 (low category); by research variable, 0.221 (moderate category); and by instructional model, 0.234 (moderate category). These findings suggest that STEAM is an effective approach for enhancing the quality of science education and holds considerable potential as a pedagogical strategy across diverse learning contexts.
Membangun Kesadaran Siswa Terhadap Dampak Bullying ‎Melalui Sosialisasi KKN di SDN 19 Padang Cermin Desa ‎Durian Wijaya, Edo; Komariah , Nur ‎; MaiIantika ‎; Bella Satiyo Putri; Faridha Noer Barkah
SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan Vol. 2 No. 1 (2025): June | SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan
Publisher : WISE Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70211/sakalima.v2i1.292

Abstract

The phenomenon of bullying in elementary schools remains a serious issue that significantly affects students’ psychological, social, and academic development. This study aims to enhance students awareness of the impacts of bullying through a Community Service Program (Kuliah Kerja Nyata) conducted at SDN 19 Padang Cermin, Durian Village, Pesawaran Regency. A descriptive qualitative approach was employed, utilizing observation, interviews, and documentation to obtain an in-depth understanding of students’ behavioral and attitudinal changes following the program. The findings reveal that the KKN-based socialization effectively increased students’ comprehension of bullying forms and consequences, fostered social empathy, and promoted respectful interactions within the school environment. Students demonstrated high levels of enthusiasm, particularly during discussion and empathy simulation sessions, indicating that participatory methods are effective in cultivating moral values and positive character development from an early age. Moreover, this program reinforced collaboration among university students, teachers, and the local community in creating a safe, inclusive, and violence-free learning environment.
The Effectiveness of the STEAM Approach in Elementary Education: A Systematic Literature Review haka, nukhbatul bidayati; Wijaya, Edo; Salsabila, Ayu Shafa
STEAM Journal For Elementary School Education Vol. 1 No. 02 (2025): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.1.02.2025.2

Abstract

This study aims to analyse the effectiveness of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach in elementary education through a systematic literature review based on the PRISMA 2020 framework. Using Publish or Perish software, 996 studies were initially identified from Google Scholar, and 27 empirical articles published between 2021 and 2024 met the inclusion criteria. The analysis revealed that STEAM-based learning significantly improved students’ critical thinking (N-Gain = 0.48–0.86), problem-solving (t = 2.874 > 1.980), creativity, and learning motivation (increase of 76-93%). The integration of STEAM with models such as Project-Based Learning (PjBL), Guided Inquiry, and Augmented Reality media enhanced contextual understanding and engagement. Findings demonstrate that STEAM is a flexible and transformative educational framework that bridges cognitive, affective, and psychomotor domains. These results contribute to curriculum innovation, offering practical implications for teachers, policymakers, and curriculum designers in promoting 21st-century learning competencies.