JURNAL MEDIA INFORMATIKA BUDIDARMA Volume 6, Nomor 2, April 2022, Page 848-857 ISSN 2614-5278 (media cetak), ISSN 2548-8368 (media online) Available Online at https://ejurnal.stmik-budidarma.ac.id/index.php/mib DOI: 10.30865/mib.v6i2.3757 Helmi Sendy Permadi, Copyright © 2022, MIB, Page 848 Submitted: 28/01/2022; Accepted: 04/03/2022; Published: 25/04/2022 KPK and FPB Number Value Detection System using DAKOTA based on Internet of Things for Indonesian Fourth Grade Elementary School Students Helmi Sendy Permadi * , Novian Anggis Suwastika, Muhammad Al Makky School of Computing, Informatics Study Program, Telkom University, Bandung, Indonesia Email: 1 helmisendypermadi@student.telkomuniversity.ac.id, 2 anggis@telkomuniversity.ac.id, 3 malmakky@telkomuniversity.ac.id Correspondence Author Email: helmisendypermadi@student.telkomuniversity.ac.id AbstractDakon Mathematics (Dakota) is a visual media teaching aid for elementary school mathematics (SD) grade IV, which is used to determine the value of the Least Common Multiple (KPK) and the Greatest Common Factor (FPB). Several researchers have built the Dakota props and have tested them. The results state that the Dakota teaching aids can improve students' understanding. In previous studies, Dakota was operated manually without involving information technology. The problem with the manual Dakota tool is in its flexibility and duration in providing accurate feedback to students. Internet of Things (IoT) technology aims to solve flexibility problems and provide real-time and precise feedback to students. The objectives of the research are threefold, namely: (1) Identifying the need for integration of Dakota tools with IoT, (2) Building Dakota systems and tools integrated with IoT, (3) Evaluation of the performance of IoT-based Dakota tools. The first stage carried out is problem identification. It has been carried out to identify development requirements for integrating Dakota tools with IoT at this stage. The results of the system development needs that have been built have been designed to design the system architecture, followed by designing system functionality, designing hardware for IoT, and designing block diagrams on the system that has been built. Research has succeeded in implementing the IoT-based Dakota system. The second stage is that all tool design and implementation activities have been carried out. The third stage evaluates system implementation results based on functionality, feedback accuracy, and delayed response time. All functionality has worked 100% according to the system design that was built, the feedback accuracy according to the system is 100%, and the delay (between the sensor and the microcontroller) for 100 questions is 1 second, for the delay (between the microcontroller and the IoT platform) is 5 seconds. Keywords: Dakota IoT; Microcontroller; Module Wi-Fi; Sensor; System Performance 1. INTRODUCTION Mathematics is a compulsory subject for all students starting at the elementary level (Depdiknas,2006) [1]. Fourth- grade elementary school students are at the level of concrete operational cognitive development, meaning that at this stage, students learn a concept with natural objects around them. Therefore, media use for learning is essential to present mathematical ideas for elementary school students (Prayitno & Faizah, 2019) [2]. This Dakota teaching aid is a medium for learning combined with IoT to make learning more exciting and interactive. The workflow of this Dakota teaching aid is that students insert marbles into the Dakota number holes to find the KPK & FPB values. The infrared sensor detects the Dakota holes that contain marbles. Arduino Mega process to determine the KPK & FPB values. Arduino Mega is a microcontroller board based on ATMEGA2560, with 54 digital input or output pins [3]. After Arduino Mega gets an answer for the KPK and FPB value data, the data is sent to the ESP8266 Wi-Fi to send to the firebase database, one of the reasons for choosing the firebase database because it is excellent to use because of its real-time and responsive speed [4]. In addition, the stored data output to an application so that the teacher can see student answers in determining the value of the KPK and FPB, and students can see the answers on the LCD screen. The Dakota props have not yet integrated with IoT based on related studies. Even though IoT itself is a technology that can bridge between the physical world and the world of information, an example is how to process data from objects through an interface between the user and the equipment itself [5]. Halim Wajdi, Novian Anggis Suwastika wrote another study that uses IoT for education, and Rahmat Yasirandi with the journal title "IoT Architecture That Supports Stimulation of Motoric Development Growing in Children aged 5-6 Years Using DropBox Games". The research is about the DropBox game being an alternative media for teachers and medical staff to assess and develop children's motor skills [6]. Another researcher, written by Rahmanto, Irvan Naufali, Novian Anggis Suwastika & Rahmat Yasirandi, with the journal title "How is IoT Application To Train Gross Motor Skills Through Hopscotch Games ?”. This study discusses the implementation of Hopscotch-type games to balance and coordination skills that support motor development in children aged 4-6 years [7]. Crisnapati wrote the following research, Padma Nyoman, Made Agus Suryadarma Prihantana, and I Putu Pebriawan with the journal title "Development of Counting Educational Games as Learning for Early Childhood.” The research is about the use of IoT-based games for children aged 6-8 years in learning to count according to the level that has been designed by the system added with some local wisdom from the island of Bali, including Barong and Ogoh-ogoh [8]. Robiatun Nurohmah carried out further research with the journal title "The Effect of Dakota Media on Cooperative Learning on Cognitive Mathematics Learning Outcomes for KPK & FPB Class IV SDN 3 Bendoagung". The third researcher uses the Quasi-Experimental method with the research design of Nonequivalent Control Group Design Sugiyono (2014). The results showed that the pretest results from the