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Implementasi Complementary Filter Menggunakan Sensor Accelerometer dan Gyroscope pada Keseimbangan Gerak Robot Humanoid Hafizhuddin Zul Fahmi; Rizal Maulana; Wijaya Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 11 (2017): November 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1381.18 KB)

Abstract

The development of robotics world is quite rapid, many robots are created not only to petrify human jobs, even robots deliberately created to replace the role of humans in their daily life. Various types of robots have been created, one of them is humanoid robot types that resembling a human body shapes. The development of humanoid robot in Indonesia is not less rapid with other countries. In the development, walking technique is a major factor in making humanoid robot. Humanoid robots are required to have the ability to walk like a human by balancing the body position when walking so as not to fall. So that required tilt position detection system robot and balancing system when the robot will fall. So to overcome these problems, this study was conducted. Research by implementing complementary filter method on gyroscope and accelerometer sensors to minimize noise or disturbance of sensor output value. So the accuracy of MPU6050 sensor output value at the angle position detector can assist the robot in giving the balancing action. Testing this research is divided into four parts, among others: testing unfiltered sensors, testing alpha value changes on the method, testing robot reaction to input sensor values ​​in realtime and manual. According to the testing, the best alpha is 0.96 with a sampling time of 0.04 seconds. Robot reaction testing of real-time sensor values ​​fails in robot balancing act, because CM-510 is delayed in moving the servo to provide counterbalance motion and can not keep pace with the data processing speed of Raspberry pi 3 B against sensor data with 40 ms sampling time. As for testing robot motion reaction manually with testing gives disturbance from the front, rear, right and left robots can get a balancing reaction in accordance with the expected.
Design and implementation of VR lato-lato STEAM in engineering education science Rahman Hakim, Septian; Hariyanto, Didik; Suprapto, Nadi; Yulkifli, Yulkifli; Zul Fahmi, Hafizhuddin; Nisa, Khoirun; Ainur Rizki, Iqbal
International Journal of Evaluation and Research in Education (IJERE) Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v14i4.32206

Abstract

This research focuses on integrating science, technology, engineering, art, and mathematics (STEAM) and virtual reality (VR) in engineering-science education through a lato-lato game (clackers ball). The research analyzes the development trends of VR, particularly the integration of the lato-lato game in STEAM education. Using a waterfall model, the research develops and tests VR-STEAM applications, involving analysis, design, development, and testing phases, with expert validation and student implementation. Data was collected from 60 Indonesian university students and analyzed using partial least squares structural equation modeling (PLS-SEM). Over the past 5 years, VR in education has surged, enhancing learning outcomes and student engagement. The study shows that integrating technology and pedagogy is crucial for effective STEAM education. The design of VR-STEAM is validated and ready for use. PLS-SEM analysis indicates that the indicators are valid and reliable for measuring university students’ experiences. The study reveals that integrating STEAM with VR significantly enhances engineering-science learning (ESL), focusing on understanding, personal goals, communication, and cooperation. VR serves as a mediator that fosters 21st-century skills. The research recommends developing assessment tools to measure VR-STEAM ethnoscience and evaluate effectiveness, highlighting the importance of technology in improving learning and connecting concepts to real-world phenomena like lato-lato.
Efektivitas Media Pembelajaran Berbasis Scratch dalam Meningkatkan Pemahaman Huruf Hijaiyah pada Siswa SD Hang Tuah 7 Surabaya Hafizhuddin Zul Fahmi; Salamun Rohman Nudin; Andi Iwan Nur Hidayat; Asmunin Asmunin; Fisma Meividianugraha Subani; Alvin Febrianto
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): Januari 2026 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v6i1.1082

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pemahaman huruf hijaiyah pada siswa kelas 5 SD Hang Tuah 7 Surabaya melalui inovasi media pembelajaran interaktif berbasis Scratch. Latar belakang penelitian didasari oleh data yang menunjukkan masih rendahnya kemampuan membaca Al-Qur’an di Indonesia. Metode pelaksanaan terdiri atas tiga tahap: persiapan, pelaksanaan pembelajaran menggunakan permainan edukatif Scratch, dan evaluasi melalui pre-test dan post-test. Hasil evaluasi menunjukkan peningkatan pemahaman siswa yang signifikan, dengan rata-rata nilai post-test mencapai 4,71 dari nilai maksimal 5. Analisis statistik menggunakan metode N-Gain menghasilkan nilai 0,90 yang termasuk dalam kategori tinggi, dengan demikian dapat disimpulkan bahwa media pembelajaran berbasis Scratch terbukti efektif tidak hanya dalam meningkatkan pemahaman huruf hijaiyah, tetapi juga dalam menumbuhkan motivasi dan keterlibatan aktif siswa selama proses pembelajaran.