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Journal : Jurnal%20Pendidikan%20Vokasi

Designing and quality testing of “Digichip” virtual simulation software of Android platform for mobile-virtual learning supporting vocational mechatronics engineering Titih Rejyasmito Hadi; Eko Marpanaji
Jurnal Pendidikan Vokasi Vol 9, No 2 (2019): June
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1464.322 KB) | DOI: 10.21831/jpv.v9i2.23570

Abstract

Technology enhancement in any life aspects is undeniably crucial to face the globalization era. A strategic approach to touch any life aspect is gained through education. Supporting this educational long-term goal, this study aims to: (1) produce learning media in the form of a virtual-learning simulation software, which is capable of operation on mobile devices to facilitate mobile, portable, effective, economical, and operationally-safe learning; (2) test the developed software quality in terms of the functional aspects of suitability, maintainability, portability, and usability (ISO/IEC 25010). The subjects of this Research and Development (RD) study were class XI students of Mechatronics Engineering at SMTI Yogyakarta. The process of designing and testing software uses the V-model type Software Development Life Cycle (SDLC). Unit testing was done through the white-box technique with the base-path test, flowgraph, and independent path. The testing for integration, system, and acceptance used Black-box techniques. The study shows that: (1) V-models were used to design the "DigiChip" virtual simulation software to support virtual learning and mobile learning through the software development stage; (2) The software quality testing based on ISO/IEC 25010 shows that in the functional aspects suitability, all features function properly (very decent), its maintainability is of MI 84 (easy maintenance), it gains 100% portability, or can be operated on all Android OS kernels (very feasible), and its usability is 86.18% (very feasible) with Cronbach's Alpha 0.841 (good). Ninety percent of media experts and 100% of material experts consider that the developed software is very feasible.
Kontribusi laboratorium komputer, internet dan motivasi berprestasi terhadap hasil belajar siswa RPL se-Kabupaten Bantul Slamet Pujiono; Eko Marpanaji
Jurnal Pendidikan Vokasi Vol 4, No 1 (2014): Februari
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (732.797 KB) | DOI: 10.21831/jpv.v4i1.2536

Abstract

Tujuan penelitian ini adalah: (1) mengetahui kontribusi manajemen operasi laboratorium, (2) pemanfaatan internet, dan (3) motivasi berprestasi terhadap hasil belajar siswa jurusan RPL seKabupaten Bantul. Metode pengumpulan data menggunakan tes dan kuesioner. Statistik inferensial digunakan dengan metode analisis deskriptif dan analisis regresi. Hasil penelitian menunjukkan bahwa (1) manajemen operasi laboratorium komputer cenderung pada kategori sangat baik; (2) Pemanfaatan internet cenderung pada kategori buruk; (3) motivasi berprestasi cenderung pada kategori baik; (4) hasil belajar cenderung pada kategori cukup. Pengujian hipotesis menunjukkan bahwa (1) terdapat kontribusi positif dan signifikan antara manajemen operasi laboratorium komputer dengan hasil belajar siswa; (2) terdapat kontribusi positif dan signifikan antara pemanfaatan internet dengan hasil belajar siswa; (3) terdapat kontribusi positif dan signifikan antara motivasi berprestasi dengan hasil belajar siswa; (4) terdapat kontribusi positif dan signifikan antara manajemen operasi laboratorium komputer, pemanfaatan internet dan motivasi berprestasi dengan hasil belajar siswa SMK jurusan RPL se-Kabupaten Bantul. THE CONTRIBUTIONS OF COMPUTER LABORATORY, THE INTERNET AND ACHIEVEMENT MOTIVATION TO STUDENT’S ACHIEVEMENT OF SOFTWARE ENGINEERING DEPARTMENT IN THE DISTRICT OF BANTULAbstractThis research is aimed to: (1) find out the contribution of laboratory operation management, (2) the use of internet, and (3) the achievement motivation on the students learning outcomes in Software Engineering in Bantul district. Questionnaire and test was used to explore the data. Inferential statistic was used with the descriptive analyse and multiple linier regression analayse. to test the validity and reliability of the research instruments. The results obtained are as follows: (1) The score of the computer lab operation management is at a very good category. (2) The score of the use of the internet is at poor category. (3) Achievement motivation scores obtain good category. (4) The score of the variables of outcome studied at fairl category. Hypothesis testing shows the following result: (1) There is a positive and significant contribution of the operations labs computer management to student learning outcomes; (2) There is a positive and significant contribution of the use of the internet to student learning outcomes; (3) There is a positive and significant contribution of the achievement motivation to student learning outcomes; (4) There is a positive and significant contribution of the operation management of computer laboratory, internet utilization and achievement motivation to student learning outcomes of vocational students majoring in Software Engineering in Bantul district.
Pengembangan DSS untuk menentukan metode pelatihan e-learning berbasis moodle bagi guru SMK Muslikhin Muslikhin; Eko Marpanaji
Jurnal Pendidikan Vokasi Vol 3, No 2 (2013): Juni
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (608.588 KB) | DOI: 10.21831/jpv.v3i2.1602

Abstract

Penelitian ini bertujuan menghasilkan desain DSS dan mengetahui kualitas DSS yang dipakai instruktur dalam menentukan metode pelatihan e-learning berbasis Moodle bagi guru SMK.Penelitian dan pengembangan ini melalui lima fase yaitu: asesmen/analisis, desain, pengembangan, implementasi dan evaluasi. Subyek penelitian adalah guru SMK di Kota Yogyakarta, Sleman dan Magelang 75 responden need assessment and analysis, 15 guru uji beta, 24 guru untuk evaluasi. Instrumen pengumpulan data berupa lembar kuesioner need assessment and analysis, lembar validasi ahli pelatihan, lembar uji alfa, lembar uji beta dan lembar evaluasi pelatihan.HasilpenelitianmenunjukkanDSS memberikan alternatif keputusan secara cepat melalui empat pertimbangan berdasarkan peserta, tujuan, keuntungan, dan level. Hasil uji alfa dan beta DSS menunjukkanskor 4,14dan 4,02 atau kategori “baik”.SedangkanakurasiDSS melalui evaluasi terhadap 24 pesertapelatihane-learningmenunjukkan 88,14%akurat. DEVELOPING A DSSFOR DETERMINING THE METHOD OF MOODLE-BASEDE-LEARNINGTRAINING FOR VOCATIONAL HIGH SCHOOL TEACHERSAbstractThis study aims to produce the DSS design and knowing the quality of the DSS is used in determining instructor training method based on Moodle e-learning for Vocational High School teachers. This study was a research and development conducted in five steps, i.e. need assessment/analysis, design, development, implementation and evaluation. The subject was teachers of SMK at Yogyakarta City, Sleman and Magelang, there were 75 respondents for needs assessment and analysis 15 teachers for beta testing, 24 teachers for evaluation. The instruments of the data collection were validation sheets for the needs assessment and analysis, alpha test sheets, beta test sheets and training evaluation sheets.The result of the study shows the following: the DSSprovides an alternativerapiddecisionsthroughfourconsiderationsbased on: participants, objectives, benefits, andlevel.The Alpha test and Beta test results show a mean score of 3.92 and 4.02 or the DSS is in the “good” category. While, the accuracy of the DSS through an evaluation of 24 participants of the e-learning training shows 88,14% accuracy.
Penerapan e-learning moodle untuk pembelajran siswa yang melaksanakan prakerin Zyainuri Zyainuri; Eko Marpanaji
Jurnal Pendidikan Vokasi Vol 2, No 3 (2012): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (992.435 KB) | DOI: 10.21831/jpv.v2i3.1046

Abstract

Penelitian ini bertujuan untuk : (1) mengembangkan e-learning memperbaiki alat reproduksi sinyal audio video CD (2) mengetahui kelayakan e-learning yang dihasilkan sebagai sumber belajar siswa, dan (3) mengungkap keefektifan e-learning terhadap pencapaian hasil belajar siswa kelas XI teknik elektronika SMK Negeri 5 Banjarmasin yang melaksanakan Prakerin.Jenis penelitian ini adalah Penelitian dan Pengembangan (RD). Hasil penelitian menunjukkan bahwa : (1) e-learning yang dikembangkan dengan LMS Moodle melalui tiga tahapan, yaitu : perencanaan, desain, dan pengembangan. E-learning menyajikan materi standar kompetensi memperbaiki alat reproduksi sinyal audio video CD untuk siswa kelas XI Teknik Elektronika yang sedang melaksanakan Prakerin, (2) elearning tersebut layak digunakan pada siswa kelas XI Teknik Elektronika SMK N 5 Banjarmasin yang melaksanakan Prakerin. Kelayakan e-learning berdasarkan ahli materi termasuk katogori baik dengan skor rerata 3,98, berdasarkan ahli media termasuk katogori baik dengan skor rerata 3,90 berdasarkan uji beta termasuk kategori sangat baik dengan skor rerata 4,15, dan berdasarkan uji produk termasuk kategori baik dengan skor rerata 3,90, (3) Penggunaan e-learning untuk siswa kelas XI Teknik Elektronika SMK Negeri 5 Banjarmasin yang melaksanakan Prakerin efektif meningkatkan hasil belajar kognitif siswa. Hal ini terbukti dengan perbedaan skor peningkatan pretest ke posttest untuk kedua kelas tersebut sebesar 13,24. IMPLEMENTATION OF E-LEARNING FOR STUDENTS OF ELECTRONICS ENGINEERING IN SMK NEGERI 5 BANJARMASIN JOINING THE INDUSTRIAL WORK PRACTICUMAbstractThis study aims to: (1) develop e-learning for repairing a signal reproduction device for audio video CD; (2) investigate the appropriateness of the developed e-learning as a learning resource for students; and (3) investigate the effectiveness of elearning in the attainment of learning outcomes of Year XI students of Electronics Engineering in SMK Negeri 5 Banjarmasin joining the industrial work practicum. This study was a research and development (R D). The results of the study are as follows. (1) The e-learning is developed by means of in three stages, i.e. planning, design, and development. The e-learning development presents the materials for the competence standard in repairing a signal reproduction device for audio video, (2) The e-learning is appropriate to be used by Year XI students of Electronics Engineering in SMK Negeri 5 Banjarmasin joining the industrial work practicum. Its appropriateness is in the good category with a score of 3.98 by the material expert, is in the good category with a mean of 3.90 by the media expert, is in the very good category with a score of 4.45 by the beta test, and is in the good category with a score of 3.90 by the product testing. (3) The use of the e-learning is effective to improve their cognitive learning outcomes. This is indicated by difference in the score improvement from the pretest to the posttest in the two classes is 13.24.
Pengembangan multimedia pembelajaran praktik individu instrumen pokok dasar siswa SMK di bidang keahlian karawitan Ismalik Perwira Admadja; Eko Marpanaji
Jurnal Pendidikan Vokasi Vol 6, No 2 (2016): Juni
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3398.141 KB) | DOI: 10.21831/jpv.v6i2.8107

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness
Faktor-faktor eksternal yang memengaruhi hasil belajar pemrograman komputer mahasiswa PTIK STKIP PGRI PONTIANAK Muhamad Arpan; Eko Marpanaji
Jurnal Pendidikan Vokasi Vol 5, No 2 (2015): Juni
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v5i2.6392

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) gambaran tentang dosen, mahasiswa, dan fasilitas laboratorium komputer di STKIP PGRI Pontianak; (2) pengaruh motivasi mengajar dosen terhadap hasil belajar pemrograman komputer mahasiswa; (3) pengaruh kreativitas dosen terhadap hasil belajar pemrograman komputer mahasiswa; (4) pengaruh kompetensi dosen terhadap hasil belajar pemrograman komputer mahasiswa; (5) pengaruh fasilitas laboratorium komputer terhadap hasil belajar pemrograman komputer mahasiswa; (6) pengaruh motivasi mengajar dosen, kreativitas dosen, kompetensi dosen, dan fasilitas laboratorium komputer terhadap hasil belajar pemrograman komputer mahasiswa secara bersama-sama. Hasil penelitian ini menunjukan bahwa: (1) motivasi mengajar dosen, kreativitas dosen, kompetensi dosen, dan fasilitas laboratorium komputer termasuk dalam kategori baik; (2) motivasi mengajar dosen berpengaruh terhadap hasil belajar pemrograman komputer mahasiswa dengan nilai p=0,000 dan r2 =0,136; (3) kreativitas dosen berpengaruh terhadap hasil belajar pemrograman komputer mahasiswa dengan nilai p=0,000 dan r2=0,343; (4) kompetensi dosen berpengaruh terhadap hasil belajar pemrograman komputer mahasiswa dengan nilai p=0,000 dan r2 =0,258; (5) fasilitas laboratorium komputer berpengaruh terhadap hasil belajar pemrograman komputer mahasiswa dengan nilai p=0,000 dan r2=0,179; dan (6) motivasi mengajardosen, kreativitas dosen, kompetensi dosen, dan fasilitas laboratorium komputer secara bersamasama berpengaruh terhadap hasil belajar pemrograman komputer mahasiswa dengan nilai p=0,000 dan R2=0,564.