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Pengenalan Integrasi Budaya dan Matematika Melalui Media Edukasi 3D Puzzle Bola Ugi’ Suandi, Ahmad Yusuf; Putri Akhmad, Ummu Qalsum; ., Nurjannah; Lubis, Nurlatifah; Yudha, Muh. Reza Eka; Areni, Intan Sari
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 6 No 2 (2023): Let us Collaborate for Community Issues
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v6i2.407

Abstract

Mathematics often becomes a less favored subject among elementary school students, including those at Inpres Borongrappo Elementary School in Gowa Regency, which is our partner in this Community Service activity. To address this issue, we have innovated by introducing an engaging learning medium in the form of a 3D miniature puzzle Bola Ugi’ implemented using the Realistic Mathematics Education (RME) method. This educational program aims not only to enhance students' curiosity and creativity but also to sharpen their motor coordination skills. The educational program primarily focuses on creating two-dimensional shapes from cardboard, calculating the volume of three-dimensional objects, and exploring the cultural significance of 'mappatettong bola' and 'mappalette bola.' Additionally, students assemble and color the 3D puzzle Bola Ugi’. The evaluation of activities in the form of a questionnaire to determine students' interest in learning mathematics and becoming acquainted with culture, as well as test models to determine students' level of understanding of mathematics and culture, which are administered before (pre-test) and after (pre-test) the educational program, respectively. The questionnaire results revealed that 16 students were more excited about learning mathematics and 15 students were more enthusiastic about learning about culture. Meanwhile, the exam results reveal a considerable increase in the number of correct responses in each question, indicating that the instruction increased pupils' comprehension of mathematics and culture. The educational program employing the 3D puzzle Bola Ugi’ as learning method significantly enhances motivation and comprehension of mathematics, as evidenced by the improved test scores and questionnaire responses.
Rancang Bangun Sistem Navigasi Robot Otonom Waiter-Bot Berbasis Robot Operating System Salam, Abd.; Anshar, Muh; Achmad, Andani; Yudha, Muh. Reza Eka
Jurnal Arus Elektro Indonesia Vol. 10 No. 3 (2024)
Publisher : Fakultas Teknik, Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/jaei.v10i3.47685

Abstract

Perkembangan teknologi robotika semakin masif diterapkan di industri manufaktur seiring memasuki era revolusi industri 5.0 dalam membantu meringankan beban manusia serta meningkatkan efisiensi waktu dan tenaga. Salah satu bentuk penerapannya pada penelitian robot otonom Waiter-Bot sebagai robot cerdas bebasis Robot Operating System (ROS) dengan misi pengantaran logistik secara autonomus. Penelitian ini menggunakan metode kuantitatif dengan pengujian robot melakukan perencanaan jalur navigasi dalam mencapai misi. Metode perencanaan jalur navigasi terdiri atas perencanaan jalur lokal (local palnner) dan jalur global (global planner) untuk memperoleh jalur trayektori lintasan paling terdekat dan teraman. Pengujian global planner dilakukan dengan menggunakan dua skenario. Skenario 1, robot melakukan navigasi dengan kemampuan mengenali batas jalur lintasan. Adapun skenario 2, robot diberikan perlakukan penambahan objek diluar hasil pemetaan untuk mengenali dan menghindari obstacle tersebut. Pengujian local planner menggunakan algoritma Dynamic Window Approach (DWA) untuk mengetahui kemampuan robot merencanakan opsi jalur baru dalam kondisi situasional agar tetap bergerak otonom untuk mencapai target misi. Hasil yang diperoleh dari penelitian ini yakni pada pengujian global planner, waktu tempuh rata-rata saat robot melewati misi A,B,C dengan jarak tempuh 12,02 meter pada skenario 1 yakni 3,81 menit serta skenarion 2 dengan waktu tempuh rata-rata 4 menit 12 detik. Sedangkan pengujian local planner,diperoleh waktu transisi pivot dengan rata-rata 73 detik. Dalam sistem navigasi robot berbasis ROS pada penelitian ini diketahui jumlah node yang aktif yakni 14 node dalam 8 topik. Dengan demikian navigasi Waiter-Bot dapat menjalankan misi dengan efektif.