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Penerapan Pembelajaran Logika Fuzzy pada Robot Penghindar Rintangan Renny Maulidda; Selamat Muslimin; Hidayati Ami
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 14 No 1 (2022): jupiter April 2022
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./4657/5.jupiter.2022.04

Abstract

The design of the obstacle avoidance robot prototype uses the fuzzy logic control method which is made for learning facilities and implementing intelligent systems. This obstacle avoidance robot can be applied to a security system, which is effective in providing safety for drivers and passengers of motorized vehicles, because this robot is designed to avoid all obstacles in its path. This obstacle avoidance robot is designed based on an Arduino Uno microcontroller with navigation using an ultrasonic sensor HC-SR04 attached to a servo motor. The actuators used are 2 DC motors and programming using Arduino software by implementing fuzzy logic control to measure the distance read by the sensor and the robot can determine the direction of the next movement. So that after testing, the results obtained that the robot can be implemented as expected.
Pengembangan Media Digital untuk Pembelajaran Fisika Materi Sumber Energi Calvin Ferdinand; Azwardi Azwardi; Hidayati Ami
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 7, No 6 (2024): Desember 2024
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v7i6.8365

Abstract

Abstrak - Saat ini, perkembangan ilmu pengetahuan dan teknologi (IPTEK) berlangsung sangat pesat, memengaruhi berbagai aspek kehidupan manusia, khususnya di bidang pendidikan. Di era digital yang semakin maju, diperlukan media yang memungkinkan siswa bermain sekaligus belajar. Multimedia interaktif merupakan program pembelajaran yang menggabungkan teks, gambar, grafik, video, animasi, dan simulasi secara sinergis melalui perangkat komputer atau sejenisnya untuk mencapai tujuan pembelajaran tertentu. Berdasarkan hal tersebut, penulis berkeinginan untuk membuat media pembelajaran interaktif yang inovatif dalam memperkenalkan materi fisika untuk kelas X SMA.Penelitian ini menggunakan Model ADDIE, yang terdiri dari lima tahap pengembangan: Analysis (Analisis), Design (Desain), Develop (Pengembangan), Implement (Implementasi), dan Evaluate (Evaluasi). Prosesnya meliputi lima tahap yaitu: konsep, perancangan, pengumpulan materi, pembuatan, pengujian, dan distribusi. Metode pengujian meliputi pengujian blackbox, serta pengujian Alpha dan Beta, dengan evaluasi menggunakan skala Likert.Dalam uji Alpha, terdapat 4 responden: 2 guru SMA PUSRI Palembang sebagai ahli materi dan 2 dosen Politeknik Negeri Sriwijaya sebagai ahli media, yang menghasilkan indeks persentase sebesar 92%, dikategorikan sebagai "Sangat Baik." Sementara itu, uji Beta melibatkan 98 siswa SMA PUSRI Palembang dengan indeks rata-rata 90%, yang masuk dalam kategori "Sangat Setuju." Aplikasi Sumber Energi interaktif ini memiliki ukuran file sebesar 14 MB.Kata kunci: Media Interaktif , Fisika,Energi Terbarukan dan Tak Terbarukan  Abstract - Currently, the rapid development of science and technology significantly influences various aspects of human life, especially in education. In this advancing digital era, there is a need for media that allows students to both play and learn simultaneously. Interactive multimedia is a learning program that combines text, images, graphics, video, animation, and simulations synergistically through computers or similar devices to achieve specific learning goals. Based on this, the author aims to create an innovative interactive learning medium to introduce physics material for grade X in high school. This study uses the ADDIE Model, which consists of five stages of development: Analysis, Design, Develop, Implement, and Evaluate. The process involves five steps: concept, design, material collection, creation, testing, and distribution. Testing methods include black-box testing, as well as Alpha and Beta testing, with evaluations conducted using the Likert scale. In the Alpha test, there were four respondents: two teachers from SMA PUSRI Palembang as subject matter experts and two lecturers from Politeknik Negeri Sriwijaya as media experts, yielding a percentage index of 92%, categorized as "Very Good." Meanwhile, the Beta test involved 98 students from SMA PUSRI Palembang, achieving an average index of 90%, categorized as "Strongly Agree." The interactive energy resource application has a file size of 14 MB..Keywords: Interactive Media, Physics, Renewable and Non-Renewable Energy