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Implementation of Arduino-Based Line Follower Robotics Technology for Practical Automation Learning at SMK Negeri 1 Kaliwungu Muhammad Hassan Massaty; Slamet Kurniawan Fahrurozi; Cucuk Wawan Budiyanto
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.96485

Abstract

The application of Arduino-based robotics technology in vocational education has received significant attention as a practical learning method, especially in fostering automation skills. This community service focuses on the development and implementation of a line follower robot project at SMK Negeri 1 Kaliwungu to support practical learning in the automotive engineering program. This project introduces students to the basic concepts of automation through hands-on experience in microcontroller programming, sensor integration, and electronic circuit design using the Arduino platform. This community service adopts a project-based learning approach, involving students in designing, building, and testing a line follower robot. This method aims to bridge theoretical knowledge and practical applications, equipping students with skills that are in line with industry demands. The implementation is carried out in a structured learning environment supported by adequate facilities and modern tools to simulate real-world scenarios. The practical results show that students show significant improvements in their understanding of automation systems, problem-solving abilities, and technical skills relevant to robotics and automotive applications. Furthermore, the project-based approach encourages collaborative teamwork and independent learning, preparing students to face the challenges of a rapidly evolving technological landscape. This service highlights the potential of integrating Arduino-based robotics into vocational school curricula as a medium to enhance practical skills and technological literacy. It also provides a replicable framework for other institutions looking to incorporate automation technology into their educational programs.
The Adoption of Internet of Things in Water Quality Measurement Community Service Project Cucuk Wawan Budiyanto; Bangun Panduko Johan; Candra Zulkarnain; Raihanah Nurul Izzah; Indah Widiastuti; Aini Nazzura Paimin
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93946

Abstract

Integrating Internet of Things (IoT) technology into education is increasingly vital in supporting environmental sustainability and developing green skills among students. This community service program focused on utilising IoT for water quality monitoring as part of extracurricular activities in a vocational school. The program aimed to enhance students’ understanding of environmental conservation and provide practical skills aligned with Industry 4.0 standards. The activities included preparation, IoT workshops, and hands-on implementation in the field, focusing on real-time monitoring of water parameters such as pH, Total Dissolved Solids (TDS), and temperature using IoT-based sensors. The results indicated that students became more aware of environmental issues and developed practical IoT and data analysis competencies. This initiative also highlighted the importance of IoT in enhancing competitive skills in the job market, particularly in sectors requiring sustainable practices. The adoption of IoT in education, especially in green skill camps, offers significant potential to prepare students for future challenges in environmental management and technological innovation.
Empowering Local Communities to Help Solve Plastic Waste Through Education and Recycling Solution Indah Widiastuti; Danar Susilo Wijayanto; Cucuk Wawan Budiyanto; Taufik Wisnu Saputra
DEDIKASI: Community Service Reports Vol 6, No 1 (2024): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v6i1.78590

Abstract

This community service program aims to create awareness of the plastic pollution challenge by empowering the local communities around Sekolah Alam Solo Raya (SELASAR). The program is part of a problem-based learning approach implemented to support community-based education in SELASAR. SELASAR’s students are expected to educate the communities in sorting the general waste and separating out items that can be recycled. The educational kit of a simple recycling machine will be developed in UNS and then installed in Sekolah Alam Solo Raya for educational purposes. The communities will take an educational tour through plastic recycling, from sorting to final production. The objective of the educational tour is to raise awareness of waste reduction and provide practical tips on how to create a more sustainable environment. It is also expected that students could create well-designed products that have more commercial value.
Peningkatan Pemahaman IoT dan VR melalui Game Edukatif Interaktif di PKBM Banyutowo Septian Cesare Arden; Yosef Argo Krismawan; Naufal Husnianto; Muhammad Hafidz Raisal; Zidan Firkhan Ali; Mustika Bintang Pramudya Santi; Rhema Thamariska; Muhammad Faried Saputra; Khoirul Huda Indra Atmoko; Cucuk Wawan Budiyanto
DEDIKASI: Community Service Reports Vol 7, No 2 (2025): DEDIKASI: Community Service Report - July
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i2.107801

Abstract

The high interest in technology at PKBM Banyutowo, which is not matched by the availability of devices, encourages the implementation of this community service activity. This community service initiative aims to enhance students' understanding and skills in Internet of Things (IoT) and Virtual Reality (VR) technologies through interactive learning methods using educational games. The program was conducted at PKBM Banyutowo , involving 10 elementary school participants. The implementation comprised three stages: preparation (developing IoT devices and VR games), execution (hands-on practice and simulations), and evaluation (via quizzes and reflections). Results indicated significant improvements in participants' grasp of IoT concepts and their enthusiasm for VR simulations. Challenges such as programming complexity and device availability were addressed through intensive mentoring and structured learning modules. The activity not only strengthened participants' technical competencies but also fostered sustained interest in digital technologies.
Desain dan Pemanfaatan Media Pembelajaran Flash Card dengan Canva untuk Disabilitas Rosihan Ari Yuana; Cucuk Wawan Budiyanto; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Yusfia Hafid Aristyagama; Febri Liantoni
DEDIKASI: Community Service Reports Vol 6, No 1 (2024): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v6i1.77139

Abstract

Students with disabilities require suitable educational materials. Hence, one of the essential skills that a teacher must possess is the ability to provide suitable instructional materials for students. A workshop was organized by this community service activity at SLB YPCM Boyolali, focusing on creating educational media for instructors using Canva. The training instructs teachers on how to design flashcards specifically tailored for students with disabilities to facilitate their learning process. The advantage of this activity is the enhanced proficiency of SLB YPCM Boyolali teachers in creating digital educational materials. Another advantage is assessing instructor perspectives when employing digital media for educational purposes. The school will provide students with exceptional needs the opportunity to develop the skill of product branding using the processed foods they create. The post-workshop evaluation results indicate that this activity is highly successful and positively influences participants. Evidence demonstrates that 90% of participants can generate flashcard learning media products using Canva. The participants had a favorable opinion of Canva due to its user-friendly interface and comprehensive range of functions, despite most participants having limited computer proficiency. The session presented was met with a high level of satisfaction from most attendees.
Mendorong Terciptanya Masyarakat Inklusif dengan Pelatihan Bahasa Isyarat Tingkat Dasar di Kampung Jonasan, Pucangsawit, Surakarta Cucuk Wawan Budiyanto; Syah Bilal Ahtafiand; Dian Pertiwi Agustin; Gangga Santika Alvidya Putri Refindra; Katryn Monica Zalimov; Muna Yazidatul Falihah; Dita Rofika Cahyani; Gabriela Kusuma Wardani; Bella Windira Sari; Dwi Novi Aldiyanto; Aliyatus Sholihah
DEDIKASI: Community Service Reports Vol 7, No 2 (2025): DEDIKASI: Community Service Report - July
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i2.84860

Abstract

People with special needs are often marginalized from society. Barriers to communication make it difficult for people to understand and hinder their participation in their activities. Similar problems were found in KKN activities in Jonasan, Pucangsawit Village. Residents who have special needs, namely deaf disabilities, are considered unable to speak. Observations on conditions in the field indicate the ability to communicate by capturing lip movements, so one of the UNS Group 34 KKN work programs in 2023 conducts basic sign language training for the community. This activity aims to equip the community with understanding and sign language skills at the basic level to become a bridge of communication between Jonasan Village residents and Deaf friends who also live in Jonasan Village. In addition, it is also intended to mitigate the communication gap between residents and people with disabilities, deafness, and similar cases in the community.
Analysis The Effect of Minds-On Activity on The Computational Thinking Ability of Early Childhood Student Jebpridar Nikma Fadhila; Cucuk Wawan Budiyanto; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol 4, No 3 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i3.58589

Abstract

CT (Computational Thinking) involves solving problems, forming systems, and understanding human behavior by drawing basic concepts to science, CT is also included as a thinking tool that reflects the breadth of the field of computer science. This generation familiarity with technology helps to form a solid background for understanding the key to underlying concepts of computing. Hands-on activity and Minds-on activity refer to active learning which means that a person combines physical activity with mental activity in terms of learning. Hands-on activities and Minds-on activities are most effective when used to focus and encourage students to be physically involved while learning. When students are physically and mentally engaged, they activate the different parts of their brain. The research method used is a qualitative method.
Jobsheet Sebagai Pemantik Pembelajaran Interaktif dalam Praktikum Ahmad Pariyono; Cucuk Wawan Budiyanto; Muji Lestari
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.68067

Abstract

Learning in the digital age requires upskilling and reskilling in the application to the efficacy of learner-centered learning. Every time that goes by and becomes a new era to always accompany the development of the times, especially in the world of education. So with the development of this Era, it is hoped that educators will be able to adjust to welcoming the learning of the Eras and Their Eras. So that true learning is created with enthusiasm and happiness will be obtained by students and educators to carry out meaningful learning activities according to the environmental conditions of each school. So it is necessary to hold a shift starting from reorganizing the mindset of learning puzzles, the mindset of fierce teachers, assertive teachers, teachers commanding, and learning focusing on the teacher that we must be aware of, so that students also have the space and time to grow in accordance with the era of their time. Most importantly learners get enough love and material for them to process to discover the natural potesntion that exists in each – each unique individual.
Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta Rizal Taufiq Hidayat; Dwi Maryono; Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i3.65934

Abstract

This study aims to find out how to build a web-based assignment information system by applying Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program and determine the eligibility level developed according to ISO 25010 Standards. Information system development using the Laravel web application framework. Development is carried out using the agile development software development model consisting of 5 stages, namely planning to produce functional and non-functional requirements. The research applies the Object Oriented Analysis and Design (OOAD) method in the analysis and design process. Analysis produces use case diagrams, Design produces activity diagrams and class diagrams. Implementation produces program code from development results. The system produces products uploaded to the server, which can later be accessed online and in real time. This information system has three levels of users, namely admin, teachers and students. The suitability test results using the ISO 25010 Standard on the three sub-characteristics of functional suitability, namely functional completeness, have an average value of 1 (Good). Functional correctness has an average value of 1 (Good). Functional appropriateness has an average value of 1 (Good). Characteristics of performance efficiency obtained an average result of GTMatrix Grade 85% (grade B). The average largest contentful paint is 1.423s (OK, but considering improvement). Average total blocking time 97.82ms (Good - nothing to do here). Average cumulative layout shift 0.023 (Longer than recommended). Portability characteristics have excellent results in that the system can run on desktop or mobile devices. Usability characteristics of 85% (Very Decent). The results of the respondent gamification test average score of 4.44 indicate that respondents are categorized as strongly agreeing with the existence of a web-based assignment information system by applying leaderboard and quest gamification elements. From the results of these tests, it can be concluded that the web-based assignment information system, using Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program, meets ISO 25010 quality standards. 
Evaluation of Capture The Flag-Based Online Cyber Security Learning Media in Terms of Ethical Hacking and Gamification Aji Nur Rohman; Puspanda Hatta; Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.66538

Abstract

This study intend to (1) determine the suitability of the components of online learning media for network and computer security to suitability with the ethical hacking process, (2)conduct a comprehensive review of cyber security learning media. This research is a qualitative research with a grounded theory research approach. The data sources of this study include Capture The Flag websites, ethical hacking aspects and gamification aspects. Sampling techniques are carried out using application search strategies based on certain keywords in accordance with the relevance of online applications of cyber security learning media. Data analysis in this study uses qualitative data analysis, as for data analysis techniques that are adjusted to the stages in the study (Perry, Lunde, and Chen 2016). The first thing that is done is to search for research data sources using predetermined keywords. Filtering is carried out on search results so that search results are unique and duplication does not occur. Filtering is carried out to find inappropriate online applications, then removed from the list. Scoring of data that is in accordance with the ethical hacking aspects and gamification aspects. Second, the obstacle experienced in the research process is that there are several obstacles that cannot be accessed due to closed access or developers who do not update the CTF-based cyber security website so that it cannot be run. Third, the maker or owner or developer of this CTF-based cyber security website needs to consider the gamification side in the creation and preparation of this CTF-based cyber security website. This is necessary to increase the interest of participants with the presence of gamification aspects that are implemented
Co-Authors A.G. Tamrin, A.G. Abdul Azis Adi Prananto Agus Efendi Agus Efendi Agus Efendi Agusti Tamrin Ahmad Pariyono Ahya Alimuddin Aini Nazzura Paimin Ajeng Diah Priasnasari Aji Nur Rohman Alfina Tri Buanawati Alfira Andra Hestian Aliyatus Sholihah Allan Auri Pamungkas Amri, Saehful Anayanti Rahmawati Annisa Yasmin Annona Nura Fitdaushi Ardhian Akbar Ahmadi Aris Budianto Aris Budianto, Aris Asa Qubaila Sitta Zidna Rizqia Avona Rara Safitri Ayu Cahyaningsih Az-Zahra Jasmine Heru Putri Bangun Panduko Johan Baruna Ghazy Putra Patria Negara Basori Basori Basori Basori Basori Basori Bayu Sutanto Bella Windira Sari Burhannudin Nur Wakhid Candra Zulkarnain Candra Zulkarnain Chanifah Chanifah Danar Susilo Wijayanto Della Astri Widayani Devita Nurul Anggraeni Dewanto Harjunowibowo Diah Rachmawati Octaviani Dian Pertiwi Agustin Diefa Nasywa Aedelia Dita Rofika Cahyani Dwi Maryono Dwi Novi Aldiyanto Dwi Septiana Sari Ega Listianingsih Eryneta Nurul Hasanah Faaizah Shahbodin Fathin Althafia Wiyono Febri Liantoni Febri Liantoni, Febri Febriana Yuliani Felix Ter-Chian Tan fika palupi Gabriela Kusuma Wardani Gangga Santika Alvidya Putri Refindra Handang Kurniawan Husni Nadya Hanif Ibrahim Wahyu Saputra, Ibrahim Wahyu Ignasius Agus Leonardo Indah Widiastuti Indah Widiastuti Indri Nurwahidah Iqlima Alna Istikomah Istikomah Jamaludin Salim Jannah Pristya Nandya Putri Jebpridar Nikma Fadhila Joko Slamet Raharjo Jose Feliciano Lim Belo Ximenes Kartika Mukti, Maria Linda Katryn Monica Zalimov Kesanti, Ardhana Reswari Wikan Kharimah Heba Farhana Khoirul Huda Indra Atmoko Kristof Fenyvesi Kun Afifah Kusuma, Anggraini Candra Kusumawati, Nuur Roofiah Latifah, Rizka Luthfi, Muhammad Zain Nur M. Khasan Tiarani Mahadika, Dhaniaffa Adhimastama Maimunah Maimunah Maryam Quatly Alkatiri Meliyana Kusumawati Mishbahuddin, Ahmad Moh Salimi Mohammad Masykuri Mohd Shafie Bakar Mohd Shawal Jadin Mohd. Shafie bin Bakar Muhamad Nur Azmi Wahyudi Muhamad Nur Azmi Wahyudi Muhammad Ardenta Putra Sani Muhammad Faried Saputra Muhammad Hafidz Raisal Muhammad Hassan Massaty, Muhammad Hassan Muhammad Ilham Rizki Putra Muhammad Kholil Muhammad Rifqy Abdallah Muhammad Ulin Khoirul Umam Muji Lestari Muna Yazidatul Falihah Mustika Bintang Pramudya Santi Nani Muftihah Naufal Husnianto Nicky Imadudin Nugroho, Septian Nur Alvi Nikmah Nurcahya Pradana Taufik Prakisya Pamungkas, Mey Tias Andry Pawitra, Puruhita Mega Prakisya, Nurcahya Pradana Taufik Pramudya, Otniel Dewangga Divan Puspanda Hatta Putri Khoirin Nashiroh Qois Amin Fauzan Raharjo, Joko Slamet Raihanah Nurul Izzah Ramadhan, Raqael Fisabillah Ratih Isnaini Ratna Hidayah Rhema Thamariska Risma Rahmawati Rizal Taufiq Hidayat Rofifah Nur Mufidah Rosihan Ari Yuana Rosihan Ari Yuana Rosihan Ari Yuana, Rosihan Ari Sadik, Muhammad Aqil Sanchia Janita Prameswari, Sanchia Janita Sari, Nofri Novita Septian Cesare Arden Septyventia, Dorothea Siti Asiyah Siyamtiningtyas, Yuliyani Slamet Kurniawan Fahrurozi Suharno Suharno Syah Bilal Ahtafiand Tamrin, A G Taufik Wisnu Saputra Taufik Wisnu Saputra Taufiq Lilo Adi Sucipto Tigowati Tigowati, Tigowati Towip, Towip Widiastuti, Indah Wihidayat, Endar Suprih Wiwin Nur Hidayah Yeni Widiyawati Yoga Yudha Perwira Yosef Argo Krismawan Yoshan Ardhi Pratama Yuliyani Siyamtiningtyas Yusfia Hafid Aristyagama Yustika Indah Maharani Zaiful Hidayat Zidan Firkhan Ali