cover
Contact Name
Hadi Kurnia Saputra
Contact Email
hadiksaputra@ft.unp.ac
Phone
+62751-444614
Journal Mail Official
voteteknika@ft.unp.ac.id
Editorial Address
Jurusan Teknik Elektronika Fakultas Teknik UNP Jalan Prof. Dr. Hamka Air Tawar Padang, Sumatera Barat
Location
Kota padang,
Sumatera barat
INDONESIA
Voteteknika (Vocational Teknik Elektronika dan Informatika)
ISSN : 23023295     EISSN : 27163989     DOI : -
Jurnal Vocational Teknik Elektronika dan Informatika (VoteTEKNIKA) is a peer-reviewed, scientifc journal published by Department of Electronics Engineering, Faculty of Engineering, Universitas Negeri Padang, Indonesia. The aim of this journal is to publish articles dedicated to all aspects of the latest outstanding developments in the fields of Vocational Education, Electronics Engineering and Informatics. Jurnal Vocational Elektronika dan Informatika (VoteTEKNIKA) is published twice in one year in March and September with the scopes and focus of the research, but it is not limited to : Vocational Education, Electronics, Telecommunication, Robotic Instrumentation, Control Systems, Artificial Intelligence , Internet of Things, Information Systems, Data Mining, Expert Systems, Mobile Technology & Applications, Web Technology, Computer Network, Network Management and Security, Computer & Embedded System, IT Governance, Enterprise Resource Planning, Software Testing, Modeling and Simulation
Articles 505 Documents
PERANCANGAN SISTEM INFORMASI DAN APLIKASI PEMESANAN MAKANAN DI KAFE BERBASIS ANDROID Anggun Desrivawany; Dedy Irfan; Oktoria Oktoria
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5168

Abstract

The advancement of technology specially in mobile sector gives a lot of advantages and facilities in time-saving  and labor-saving. Its scope has already extended to various aspects such as in education, entertainment, up to business sector. Cafe business is increasing in number in Indonesia. Various menu of food becomes the attraction of each cafe compared to food which is served at home. The large number of people visiting cafe demands cafe owners to improve the service so that visitors feel comfortable.  One way to do it is by creating a computerized system. In this case, the service given to customers visiting cafes is still done manually, namely during food-ordering process, waitress note down orders using stationary media. Due to many problems which are caused by manual food-ordering, a solution to overcome the problem is needed. Therefore, an aplication which can help waiters in food-ordering process is required so that it can facilitate customer demand management and time and labor efficiency. Since everything will be organized well, at the end the purpose of the cafe can be achieved. This aplication will facilitate users to input customers’ orders. This food-ordering aplication is designed in the form of mobile-based aplication which is addressed to mobile android operation system. Keywords: information system, application, café, smartphone, Android.
Pembuatan Modul Rangkaian Dasar Elektronika Digital Berbasis Model Guided Discovery Learning Lusy Febrianti; Thamrin Thamrin
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 3 (2020): Vol. 8 No. 3 September 2020
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v8i3.109279

Abstract

Penelitian ini bertujuan untuk menghasilkan modul pembelajaran rangkaian dasar elektronika digital berbasis model guided discovery learning, menentukan tingkat validitas serta praktikalitas dari modul yang dihasilkan. Metode pembuatan modul menggunakan model Plomp. Model Plomp terdiri dari tiga tahap, 1) investigasi awal; 2) pembentukan prototipe dan 3) uji coba dan penilaian. Tes validitas dari modul yang dikembangkan terdiri dari dua tahap dilakukan oleh dua dosen Teknik Elektronika FT UNP. Tes kepraktisan dilakukan oleh dua guru Sistem Komputer di SMKN 1 Enam Lingkung dan 20 peserta didik X MM 2 SMKN 1 Enam Lingkung. Instrumen validitas dan praktikalitas dianalisis dengan rumus Cohen Kappa (k). Hasil analisis validitas materi dengan skor rata-rata momen kappa 0,77 dengan kategori tinggi dan hasil analisis validitas media dengan skor rata-rata momen kappa 0,85 dengan  kategori sangat tinggi. Hasil praktikalitas oleh guru dan peserta didik menunjukkan bahwa skor rata-rata berturut-turut adalah 85 dan 87,2  dengan kategori  sangat tinggi. Data yang diperoleh menunjukkan bahwa modul pembelajaran rangkaian dasar elektronika digitas berbasis guided discovery learning yang dihasilkan valid dan praktis.Kata kunci :  Elektronika digital, gerbang logika, guided discovery learning, model Plomp.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT TERHADAP HASIL BELAJAR SISWA Muhammad Wahyu; Sukaya Sukaya; Thamrin Thamrin
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 2 (2018): Supplement (Juli - Desember 2018)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i2.102068

Abstract

PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN ADMINISTRASI SISTEM JARINGAN DENGAN MENGGUNAKAN DREAMWEVER M. Kamal; Ahmaddul Hadi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 1 (2019): Vol. 7 No.1 Maret 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i1.103788

Abstract

A learning media is made aiming to deliver in delivering teaching materials that will be taught to students in that class, thus the learning techniques that are carried out must be in the form of interesting media in order to provoke students to be more personal and group to be studied by these students . this interactive learning media, offers convenience in learning a learning material because it is packaged in the form of an attractive web display and is very easy to open locallyhost or use the internet and the display also contains material in the form of text, images, animation and video tutorials according to subjects and easily understood by students that the appearance of this media can also be accessed using a browser application that we often use. because there is an interactive web, students are easier to impart information personally in the subjects studied and thus this web can make student motivation increase in learning, because the material contained in this web is in the form of animated beetles that move when clicked on the part that has been given the order and also on this web site there is a stingy tutorial video that is easy for students to understand. The various objectives of a web learning media can form a result or a product that is a learning media site that can trigger learning interest and at the same time facilitate educators in delivering predetermined learning materials such as the K13 curriculum. this product has been implemented feasibility by two media expert lecturers averaging 0.83 and one material expert teacher with an average yield of 0.90 good with the Aiken 'V formula Keywords: learning, interactive, web media
PERANCANGAN APLIKASI MOBILE MAPPING LEMBAGA BIMBINGAN BELAJAR KOTA PADANG MENGGUNAKAN FRAMEWORK PHONEGAP Erahayani Ritonga; Yasdinul Huda; Oktoria Oktoria
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 4, No 1 (2016): Januari - Juni 2016
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v4i1.6020

Abstract

Mobilephone is not only use as a device to send message or make a phonecall. manything that a smartphone can do, for example it can be use to look for some places or location such as courses. Padang, has some of courses for students. A large number of these courses are certainly not prospective for  students who want to know. Based on this case, a solution that could fix this problem is by using digital mapping to help spreading the information about courses point place in Padang, with some fitures like news, or details about each of courses. Based on the case , this application is made to help spreading the information about courses point place in Padang, with some fitures like news, or details about each of courses. Based on the tittle this project has a client-server services, with a concept design using an UML. For implementation, this application is using PHP Programming language, HTML5, CSS3, and Javascript as editor and SDK Android Plugin, So it can be running in Eclipse Android Environment for helping user in using of it. Mobile Mapping Application is installed in Android Smartphone, so user can get the information easily about point place of courses in Padang. Keyword : Mobile Mapping, Phonegap, Android, Application, Client Server
Kontribusi Motivasi Belajar dan Kompetensi Pedagogik Guru Terhadap Hasil Belajar Mata Diklat Keterampilan Komputer dan Pengelolaan Informasi (KKPI) Siswa Kelas X di SMK Negeri 1 Tilatang Kamang Ilham Adi Putra; Zulkifli Naansah; Sukaya Sukaya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 1 (2014): Januari - Juni 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i1.3265

Abstract

This research is purposed to reveal scales of student’s learning motivation contribution and pedagogical competence of teachers grade for computer and information management skills subject at X class SMKN 1 Tilatang Kamang. The type of this research is descriptive correlation. Populations in this research are 164 students, and samples are amount to 62 students of X class SMKN 1 Tilatang Kamang, school of year 2012/2013. Samples are taken by simple random sampling technique. Data were collected by questionnaire and documentation. Data analysis technique in this research is Pearson product moment and multiple-correlation. Results from data analysis claimed that there are contributions from learning motivation and pedagogical competence of teachers grade of computer and information management skills subject at X class SMKN 1 Tilatang Kamang, as follow: (1) student’s learning motivation gives contribution to student’s grade by 21,34%, (2) pedagogical competence of teachers gives contribution to student’s grade by 17,89%, (3) student’s motivation to learn together with pedagogical competence of teachers give contribution to student’s grade by 27,98%. This research suggest that student’s motivation to learn and pedagogical competence of teachers give contribution to student’s grade.
PENGEMBANGAN MEDIA PEMBELAJARAN PERANGKAT KERAS JARINGAN BERBASIS AUGMENTED REALITY PADA PLATFORM ANDROID Saidina Hamzah; Denny Kurniadi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 3 (2019): Vol. 7 No. 3 September 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i3.105431

Abstract

The limitedness number of teaching media such as projector and networking hardware in SMK N 2 of padang causes the learning activities especially WAN (Wide Area Network) Technology to be not optimal. Therefore, the material learning activities become one-way and unattractive. The school prohibit students to borrow networking hardware, so that the process of recognizing the physical form of network devices occurs only during laboratory activities. These learning causes inefficient use of study time. Students often abuse the use of smartphones in school as entertainment media. ARSchool networking Hardware Learning Media was developed to overcome this problem. The Marker Based Tracking Method of Augmented Reality technology was utilized to display three-dimensional objects (3D) on an Android Smartphone. The 3D objects of network devices was designed by using the Blender application. The making of media was based on WAN Technology syllabus used by school. The design of media used Unity and Vuforia application as database of image target or marker. With this learning, students could easily learn the networking hardware of WAN Technology anywhere and anytime. The feasibility test shows that this learning media is very practical (95,45%) and very valid (94,47%). This media is equipped with the explanation of parts of the devices that is displayed in the form of text, image and audioKeywords: Learning Media, Augmented Reality, Android, Network Hardware.
KONTRIBUSI KEMANDIRIAN SISWA DAN SARANA PRAKTIKUM TERHADAP HASIL BELAJAR MATA DIKLAT MELAKUKAN PERBAIKANPHERIPERALKELAS X TEKNIK KOMPUTER JARINGAN (TKJ)SMK NEGERI 1 SINTUAK TOBOH GADANG Anisa Novia Sari; Kasman Rukun; Thamrin Thamrin
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10412

Abstract

The purpose of this study is to reveal the contribution of independence students and lab work are jointly or singly against the results of the study. This research population amounted to 58 people and sample totaling 37 students of class X TKJ in SMK Negeri 1 Sintuak Toboh Gadang. The technique of sampling was done randomly (Simple Random Sampling). Data about student learning result obtained from subjects teachers repair pheriperal grade X TKJ in SMK Negeri 1 Sintuak Toboh Gadang. While data on independence students and lab work are collected through the now presented to student by using Likert scale which have tested the validity and realibility. The results of the analysis of the data shows that (1) independence students and lab work are jointly contribute significantly to student learning outcomes in SMK Negeri 1 Sintuak Toboh Gadang of 43,42%, (2) independence students contributed significantly to the results of the study amounted to 23,61%, (3) lab work contributed significantly to the results of the study at SMK Negeri  1 Sintuak Toboh Gadang of  37,21%. Keywords: Independence students, Lab Work, The Results Of The Study
Perancangan Sistem Pendukung Keputusan Penyeleksian Beasiswa Menggunakan Metode SAW Ami Anggraini S; Edidas Edidas; Denny Kurniadi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Suplement (Januari - Juni 2014)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.3299

Abstract

Scholarship is income for those who receive it and the purpose of thescholarship is to help ease the burden of the cost of education students receiver.Through the Directorate General of Higher Education scholarship disbursement isdone by several agencies to help someone less capable in economic terms and forthose who have achievements . and the State University of Padang is one of thecolleges that distribute scholarships to students each semester .At the Faculty of Engineering, State University of Padang distributedscholarships PPA and BBM annually. The selection of who is entitled to get thescholarship using the calculation of the specific criteria. These criteria, namely, thecumulative achievement index, total parental income, number of dependent parental,and semester. For the sake of the effectiveness, taking the right decision is needed.For it is necessary to develop a decision support system that can help the process,and in the development of this system is used SAW method.SAW method is a method for determining who is entitled to receivescholarships based on predetermined criteria . The process begins by finding theweights for each criterion , and then rank the ranking based on the amount of thehighest weight value obtained from each alternative . Alternative that has the highestamount of weight that is more entitled to get a scholarshipKeyword : Scholarship, Decision Support Systems, SAW, JSP.
RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN TAHSIN AL-QUR’AN BERBASIS ANDROID Rahma Della; Yasdinul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106638

Abstract

This study aims to design and create a media application for learning the Quran that can be used on Android smartphones by reading and listening to the reading of letters according to their meaning and can immediately be practiced using voice speech. The system development method used is the waterfall method. This application is built on the Android platform and implements voice recognition. Voice recognition algorithm used is devide and conquer to convert sound into discrete form so that synchronization of speech recognition time occurs. The application test results obtained suitability between the algorithm and the design of the application that has been made in accordance with the design objectives. Keywords: tahsin, interactive, android, voice recognation

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