The development of robotics in Indonesia has been very encouraging. The barometer is the success of the Indonesian Robot Contest (Kontes Robot Indonesia). In the contest no less than 40 major universities in Indonesia took part. The focus of research in the first year is a teaching module manufacturing, planning mechanical design, control system through microprocessor technology and maneuverability of the robot. Computer interactive computer and computer assisted learning strategies is a teaching strategy that emphasizes the use or the use of computers and learning aids (assisted learning) in teaching and learning activity. this research the development model used is the 4-D model. This model suggested by Thiagarajan, Semmel, and Semmel (1974). 4-D Model consists of four stages: Define Stage, Design Stage, Develop Stage, and Disseminate Stage. This research was conducted by applying the research design development with the aim to produce a tool of learning in the form of intelligent robot modules and kit based on Computer Interactive Learning and Computer Assisted Learning at the Department of Electrical Engineering to improve the skills of learners. From the data of the Indonesia Robot Contest during the period 2009-2015 can be seen that the modules that have been developed have reached the fourth stage of the research methods of development that disseminate methods. So that, the module is perfect, ready to be duplicated and distributed as learning devices subject of intelligent robot courses. Socialization questionnaires showed that levels of student majoring in electrical engineering competencies image currently only limited to conventional machines. The average assessment is 3.34 validator included in either category. Modules developed can give hope to the future are able to produce Intelligent Robot Tool for Teaching Based on Computer Interactive Learning and Computer Assisted Learning to improve the skills of learners that can be applied to the field. Results of student responses also showed a positive response to the module of robotics and computer-based interactive learning assisted learning developed. The average assessment is 3.34 validator included in either category.
The development of robot technology has grown rapidly. Robots have been widely used in various aspects to help human’s interests. In the education sector, robots have also been used as a learning tool to assist in studying fields such as science and technology. Currently, to encourage the development of robots in the education sector, robot competitions are held with various kinds of events. The types of robots developed to participate in robot competitions are also varied, such as mobile robot contest, modular robot contest, humanoid robot contest, flying robot contest, underwater robot contest, innovation robot contest, brick robot contest, and VR robot contest. The robot competition events are held nationally and internationally. The purposes of this study were to identify what kind of skills obtained by students after following the learning process using educational robotics competitions and to determine the appropriate learning model for the use of educational robotics competitions in studying the field of science and technology. This research was a literature review research. The research method was the Comprehensive Literature Review (CLR). This method has three phases such as 1) exploring phase, 2) interpretation phase, and 3) communication phase. The results showed that the learning model that was widely used in educational robotics competitions was project-based learning and was followed by problem-based learning. The skills obtained were to assist understanding science and technology, to develop computer programming skills, to sharpen problem-solving capability, to foster creativity and innovation, to bridge the gap between theory and practice, and to practice teamwork and social skills.
Kemajuan pada era industri 4.0 dan teknologi semakin berkembang pesat khususnya pada bidang robotika, dunia pendidikan diharuskan dapat menyesuaikan perubahan yang ada terlebih pada Sekolah Menengah Kejuruan. Dari hasil pengamatan yang dilakukan pada keahlian Teknik Elektronika Industri di SMK Negeri 1 Tambelangan, terdapat beberapa kekurangan media pembelajaran yang di gunakan, tujuan penelitan yang dilakukan yaitu membuat sebuah media pembelajaran trainer dan modul transporter robot menggunakan kontrol dualshock 3 berbasis ESP32 yang layak untuk digunakan. Tingkat kelayakan media di ketahui dari penilaian terhadap validitas, praktis, dan efektifnya media. Dengan metode penelitian R&D (Research and Development), desain penelitian pre-experimental dengan rancangan One-Shot Case Study. Pengujian media dilakukan pada 20 peserta didik kelas XII TEI SMK Negeri 1 Tambelangan. Penilaian kevalidan, trainer di kategorikan sangat valid dengan presentase 92,63%, modul di kategorikan sangat valid dengan presentase 83,64% dan instrumen soal dikategorikan valid dengan presentas 77,50%. Kepraktisan media pembelajaran mendapat hasil presentase ratarata 88,65% dan dapat dikategorikan sangat praktis. Penilaian efektifnya media pembelajaran di dapatkan dari hasil belajar dan nilai kompetensi siswa dengan rata-rata sebesar 79,50%, Pada uji normalitas dari hasil nilai siswa berdistribusi normal dengan nilai sig = 0.335 > 0.05 dan pada uji-t diperoleh nilai thitung = 8,779, df = 19 dengan taraf kepercayaan 95% (α= 0,05) dan nilai ttabel = 1.729. Maka dari hasil tersebut, nilai thitung= 8,779 > ttabel= 1.729 H0 ditolak, yang berarti media pembelajaran Trainer Transporter Robot memiliki pengaruh yang signifikan terhadap nilai KKM dan dapat dikategorikan layak untuk di pakai sebagai media pembelajaran.
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