dc.contributor.author | Kuncoro, Rizki Danang Kartiko | |
dc.date.accessioned | 2019-11-22T01:55:44Z | |
dc.date.available | 2019-11-22T01:55:44Z | |
dc.date.issued | 2018 | |
dc.identifier.citation | Arsyad, A., 2011. Media Pembelajaran. Jakarta: Raja Grafindo Persada. Budianto. 2012. Implementasi Algoritma Breadth First Search Dan Obstacle Detection Dalam Penelusuran Labirin Dinamis Menggunakan Robot LEGO. Depok: Universitas Indonesia. Ibrahim R dan Nana Syaodih . Perencanaan Pengajaran. (Jakarta:. Rineka Cipta, 2003), h. 112 Jatmiko, Wisnu. 2010. Robot Lego Mindstorm: Teori dan Praktek. Depok: Universitas Indonesia. Pura, Dona Pramana. 2014. Rancang Bangun Aplikasi Mobile Remote Control Berbasis Android Pada Robot LEGO MindstrormNXT 2.0. Pontianak: Universitas Tanjungpura. Sadiman, Arif S., Rahardjo, R., Hayono, A. & Rahardjito, 2008. Media Pendidikan - Pengertian, Pengembangan, dan Pemanfaatannya. Jakarta: Rajawali Pers Sari, I., 2014. Pengembangan Dunia Hidrokarbon Untuk Membangun Pemahaman Konsep dan Keterampilan Berpikir Kritis Siswa. Thesis.Bandung: Repository.upi.edu Universitas Pendidikan Indonesia. Sudjana N & Rifai A. 2007. Media Pengajaran. Bandung : Sinar Baru Algesindo | id_ID |
dc.identifier.issn | 2615-1588 | |
dc.identifier.uri | http://hdl.handle.net/11617/11668 | |
dc.description.abstract | In the current 4.0 industry era, technological development is very fast and fast. In the world of education
the lessons about technology should have been introduced to students since elementary school. Do not have to
use complex technology, enough to use robotics technology from the NXT 2.0 LEGO minstorm robot which is
lego-based to play and learn algorithms in composing technology. Using this tool can also be controlled by the
smartphone application. Using a mobile application that we designed will make it easier for students to use and
play this educational media. In this media, each sensor in the robot will be interrelated to the mobile control, we
have tested this control with 83.33% detection accuracy. So that it can effectively become an interactive and fun
technology-based learning media for students. The purpose of this educational media is to improve the quality
of education in Indonesia so that it can be technology-based and enjoyable for students. Because the application
of technology to education is very important to hone the power of creative thinking in composing programming
algorithms using robots. Students will be very interested and have good enthusiasm in learning robotics based on
this mobile application. | id_ID |
dc.language.iso | other | id_ID |
dc.publisher | ISETH 2018 (International Summit on Science, Technology, and Humanity) | id_ID |
dc.title | Implementation of NXT 2.0 Mindstorm Robot Sensors on Mobile Education for Students | id_ID |
dc.type | Article | id_ID |