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Contact Name
Nizwardi Jalinus
Contact Email
nizwardi@ft.unp.ac.id
Phone
+6281266945758
Journal Mail Official
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Editorial Address
Program Studi Pendidikan Teknologi dan Kejuruan Pascasarjana Universitas Negeri Padang Jln. Prof. Dr. Hamka Air Tawar Padang Sumatera Barat - 25132
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Kota padang,
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INDONESIA
Jurnal Pendidikan Teknologi dan Kejuruan
ISSN : 26213273     EISSN : 26211548     DOI : https://doi.org/10.24036/jptk
Aims and scope: Aims Jurnal Pendidikan Teknologi Kejuruan aims to present high-quality and relevant scientific articles in the form of original research results in the field of Technical and Vocational Education and Training. By showcasing the latest teaching techniques, effective instructional methods, and recent advancements in relevant technologies, this journal provides a significant contribution to the enhancement of superior vocational education and engineering development. The journal strives to become a reliable reference source for researchers, academics, and practitioners worldwide. All articles published undergo a rigorous process of selection and peer review, ensuring that the information presented in this journal maintains a high level of credibility. Scope The scope of research in the field of Technical and Vocational Education and Training (TVET) encompasses a wide range of topics related to the education and training provided for various technical and vocational skills. This field involves the study and improvement of educational programs, training methodologies, and strategies that prepare individuals for specific careers and industries. The scope of TVET research includes, but is not limited to, the following areas: Curriculum Development: Research focuses on designing and updating curricula that align with industry needs, technological advancements, and job market demands. Teaching and Learning Methods: Studies explore effective pedagogical approaches, instructional techniques, and innovative technologies that enhance the teaching and learning experience in vocational settings. Technology Media: Leveraging these technology media resources can enhance the vocational education experience by providing diverse learning materials, facilitating collaboration, and keeping learners informed about the latest developments in their chosen field. (Online Courses and Platforms, YouTube Channels and Tutorials, Podcasts, Tech Blogs and Websites, Interactive Learning Platforms, Educational Apps, Virtual Reality (VR) and Augmented Reality (AR), Webinars and Online Events, Social Media Communities, and E-books and Digital Publications) Workforce Development: Research examines strategies to bridge the gap between education and the workforce, ensuring graduates possess the skills and competencies required by industries. Skill Assessment and Certification: Investigations into valid and reliable methods for assessing vocational skills, as well as the development of certification standards that validate individuals' proficiency. Industry-University Collaboration: Studies analyze partnerships between educational institutions and industries to ensure that educational programs remain up-to-date and relevant. Apprenticeships and Internships: Research into structured on-the-job training experiences that allow students to acquire practical skills and experience real work environments. Lifelong Learning and Continuing Education: Exploration of strategies for ongoing skills development and training for individuals to adapt to changing job market requirements. Gender Equality and Inclusivity: Investigations into promoting gender-balanced participation and inclusivity in traditionally male-dominated vocational fields. Technological Advancements: Research on the integration of emerging technologies, such as digital tools and Industry 4.0 concepts, into vocational training programs. Quality Assurance: Studies on mechanisms to ensure the quality of vocational education and training programs, including accreditation and evaluation processes. Policy and Governance: Examination of policies and regulations that shape TVET systems and their effectiveness in promoting skill development and employability. Socio Economic Impact: Research into the influence of TVET on economic growth, social mobility, and addressing unemployment challenges. Engineering (miscellaneous) encompasses a diverse range of topics that contribute to the advancement and application of engineering principles across various disciplines, providing valuable learning opportunities in vocational education. Overall, research in the field of TVET contributes to improving the quality and relevance of vocational education, addressing skills gaps, and fostering the successful transition of individuals into the workforce, thereby promoting economic development and societal well-being.
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol 4 No 3 (2021): Regular Issue" : 6 Documents clear
Potensi Kompetensi Keahlian Baru di Bidang Game pada Tingkat SMK Fardan Barkah Albari; Muhammad Azhar Abulkhoir; Nurul Khofifah Augustianingrum; Rizky Ananda
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.15423

Abstract

Abstract — Vocational High School is a formal education that organizes vocational education at the senior secondary level which aims to prepare individuals to be ready for work. In this 4.0 industrial revolution, Indonesia needs a lot of human resources. The game industry has grown by 9-12%. This shows that there is an opportunity in this gaming industry. The gaming industry is a mix of art and technology. Therefore, people who are skilled in the arts and technology are needed. This research method uses descriptive methods and qualitative analysis. Reported by CNBC (2019), Bekraf requires a digital workforce of around 600 thousand per year and this cannot be fulfilled. This shows the high demand from the digital industry. The survey results released by Bekraf show that the game industry is an industry that is aggressively innovating. There are also very many game enthusiasts in Indonesia. Game players from in Indonesia are ranked 16 in the world. In 2015, high school graduates or equivalent dominated the workforce in the creative industry, especially digital. This shows that SMK graduates have a great opportunity to develop the game industry in Indonesia. Keyword: Vocational High School, Game Developer, Competence of Skill
IMPLEMENTATION OF E-LEARNING USING THE MOODLE Rika Melyanti; Anita Febriani
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.17223

Abstract

STAI Tuanku Tambusai Pasir Pangaraian is a high school for Islamic religious education, which in the Teaching and Learning Process (PBM) is currently trying to apply the concept of blended learning by using e-learning. The purpose of this research is to build a Learning Management System (LMS) that can assist lecturers and students in conducting PBM with the help of computer technology. This is felt to have become a necessity during the pandemic and industrial revolution 4.0, STAI should have an e-larning that is able to answer challenges. The online learning system service architecture (e-learning) can be used as an appropriate design in the development of learning methods where the level of flexibility, scalability and functionality can make PBM easier to do anywhere and anytime. The designed online learning system (e-learning) at STAI Tuanku Tambusai is used by two actors, namely students and lecturers.
EVALUASI IMPLEMENTASI PEMBELAJARAN PRAKTIK SELAMA PANDEMI COVID-19 PROGRAM STUDI PENDIDIKAN TATA RIAS DAN KECANTIKAN Erin Flowriza; Rahmiati Rahmiati
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.19323

Abstract

Quantitative data analysis carried out included data descriptions and respondent's level of achievement in 4 (four) components, namely: context (context), input (input), product (process), output (result). Based on the results of the research that has been done, all incoming data meet the requirements for processing and analysis. Quantitative data were collected through a questionnaire consisting of 27 questions that had been tested for validity and reliability. Furthermore, the questionnaire was given to 104 students of the Faculty of Tourism and Hospitality in the Department of Makeup and Beauty in 2018 which were filled in online via google form to answer the questions given about the evaluation of the implementation of practical learning during the Covid-19 pandemic, the make-up and beauty study program. . statistical data of research evaluation of the implementation of practical learning during the Covid-19 pandemic, Makeup and Beauty Education Study Program. The table above shows that the number of data (N) is 104, mean 106.66, median 107, mode 109, standard deviation 6.99, variance 48.86 range 33, minimum value 91, maximum value 124, and total Overall score of 11093. To complement the research data collected through questionnaires, the researcher also collected data by conducting interviews with several respondents, namely 4 lecturers of makeup and beauty at UNP. When conducting interviews, data were recorded and important points were recorded from the contents of the interview. Interview data were collected by researchers related to components in the evaluation of practical learning during the Covid-19 pandemic of make-up and beauty education study programs, namely components of context (context), input (input), process (process), and product (result).
Perencanaan Sistem Digitalisasi Promosi pada Objek Wisata Colo Muria Kabupaten Kudus Ira Siti Mayashofa; Putri Khoirin Nashiroh
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.21023

Abstract

Tourism is a multidimensional activity that can show the identity of tourist attractions, one of which is the Colo Muria Tourism object which has local charm and wisdom that can be visited by tourists. This study aims to plan a digitalization system at the Colo Muria tourist attraction, Kudus Regency using Augmented Reality technology. The research method used is agile development. The steps of this research are Planning, Analysis, Design, Implementation, and Testing. Application testing using alpha testing in the form of functional testing (black box testing), portablity testing and beta testing in the form of usability testing (media expert tests and application user observer tests). The alpha test that tested the functionality aspect using the black box test showed that the application was running well and as planned. Beta testing was carried out by media experts and the percentage results were 80%. From these results, it can be seen that the digitization system at the Colo Muria tourist attraction has good capabilities, so it can be declared worthy of being used as a means of tourism promotion. For beta testing using the respondent test, the final average score is 79%, so it is included in the acceptable or feasible criteria for use. Suggestions put forward for further research are to add better animated travel videos and 3D object animations so that the Colo Muria tourism object digitization system is more complete.
The Effect of Customer Experience on Repurchase Intention with Variety Seeking as Variable Moderation at 4-Star Hotels Youmil Abrian; Arif Adrian
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.21723

Abstract

This research aims to determine the influence of customer experience on repurchase intention with variable moderation of variety seeking. The form of statistical analysis used is moderated analysis regression. The selection of 4-star hotels due to the standard of star hotels pays attention to the increasingly varied needs of consumers. The target population in this study was hotel guests who had stayed at a 4-star hotel in Padang. A simple random sampling technique is used. with 286 samples. In obtaining the data used a questionnaire with a Likert scale. From the results of the study obtained the influence of variable customer experience had a significant positive effect on the repurchase intention, with a significance value of 0,000<0.05 and had an influence contribution of 4.5%, with a regression coefficient of 0.125. While variety-seeking variables have a significant negative effect on repurchase intention with a significance value of 0<0.05, and have an influence contribution of 6%, with a regression coefficient of -0.197. From the results of moderation regression obtained variety seeking to moderate the influence of customer experience on repurchase intention negatively with the significance of 0,000<0.05, and has a regression coefficient of -0.537 with an influence contribution of 8.7%.
Sentiment Analysis of Face-To-Face Learning Based on Social Media Hendra Saputra Batubara; Ambiyar Ambiyar; Syahril Syahril; Fadhilah Fadhilah; Ronal Watrianthos
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.22623

Abstract

The use of restricted face-to-face learning during the epidemic in Indonesia was discussed not just by education and health professionals, but also on social media. The study used the Twitter dataset with the keywords 'school' and 'face-to-face' to examine public opinion about face-to-face learning. The research data was obtained from Twitter utilizing Drone Emprit Academic, and it was then processed using the Naive Bayes method to create sentiment analysis. During that time, research revealed that 32% of people were positive, 54% were negative, and 14% were indifferent. Because of worries about the dangers associated with the use of face-to-face learning, negative attitudes predominate.

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