cover
Contact Name
Afif Rahman Riyanda, S.Pd., M.Pd.T
Contact Email
afif.rahman@fkip.unila.ac.id
Phone
+6281377478988
Journal Mail Official
pvti@fkip.unila.ac.id
Editorial Address
Jl. Prof. Dr. Sumantri Brojonegoro No.1 Bandar Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan Teknologi Informasi dan Vokasional
Published by Universitas Lampung
ISSN : -     EISSN : 27159647     DOI : http://dx.doi.org/10.23960/jpvti
Core Subject : Science, Education,
Jurnal Pendidikan Teknologi Informasi dan Vokasional (JPTIV), or in English: Journal of Education of Information Technology and Vocational, is a scientific publication media for researchers, lecturers, teachers, educational practitioners, and students, related to the issues around information technology, i.e. Networking, Multimedia, Software Engineering, and the issues concerning Information Technology Education including Multimedia development, ICT-based learning, Mobile Learning, Blended Learning, and ICT-Based Vocational Education.
Arjuna Subject : Umum - Umum
Articles 19 Documents
Search results for , issue "Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional" : 19 Documents clear
Perancangan Aplikasi Bahasa Inggris pada Smartphone Berbasis Android Ulfa Isni Kurnia; Alfi Kurniawansah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1055.452 KB) | DOI: 10.23960/27632

Abstract

The making of this application is motivated by the problem of the lack of use of smartphones as a medium of learning in the world of education. Where smartphones are more widely used for social media than used for learning media. Learning media on smartphones can be called mobile learning. Mobile learning that will be designed is an English learning application, especially learning tenses and verbs. The purpose of making this final project is to design an Android application whose features are expected to facilitate users in learning tenses and knowing verbs practically on English learning applications. In developing this application using the Unified Modeling Language (UML) model and the Android-based java programming language with the Eclipse Juno Integrated Development Environment (IDE). Produced an English Learning application, especially learning tenses and knowing verbs based on Android which has features to display tenses material, verb search and practice reading, tenses and listening questions practically in learning English so that it can help users learn more easily, effectively and efficiently and can learn anywhere and anytime. It is hoped that this application can provide convenience for users in learning English, especially tenses and verbs, so that users can learn anywhere and anytime and maximize the use of smartphones as learning media in the world of education.
Peningkatan Kemandirian Belajar Dan Motivasi Belajar Mahasiswa Menggunakan Model Pembelajaran Daring Dipadukan Dengan Gamifikasi Quizizz Tince Dormalin Koroh
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.789 KB) | DOI: 10.23960/27528

Abstract

Permasalahan dalam perkuliahan daring menjadi hal serius bagi pengajar. Oleh sebab itu, diperlukan solusi dalam mencari strategi dan formulasi dalam pembelajaran daring. Penelitian ini bertujuan mendeskripsikan penerapan model pembelajaran daring yang dipadukan dengan gamifikasi quizizz untuk meningkatkan motivasi belajar dan kemandirian belajar mahaiswa IAKN Kupang. Penelitian ini merupakan penelitian tindakan kelas (PTK). Subyek penelitian ini adalah 32 orang mahasiswa. Desain penelitian tindakan kelas menggunakan model Kemmis Mc Taggart yang terdiri dari 4 komponen yaitu perencanaan, tindakan, pengamatan, refleksi. Data dikumpulkan melalui hasil kuisioner motivasi belajar dan kemandirian belajar. Hasil penelitian menunjukkan adanya peningkatan motivasi belajar dan kemandirian belajar mahasiswa. Paparan analisis data pada objek penelitian siklus 1 ke siklus 2 menunjukkan bahwa 1) motivasi belajar  : pada indikator perencanaan terjadi peningkatan sebesar 1,1 %, tindakan meningkat 0,6%, pengamatan meningkat 0,3%, refleksi meningkat 0,6% dan 2) kemandirian belajar mahasiswa juga mengalami peningkatan dimana pada indikator rasa tanggung jawab meningkat 2,85 %, berperilaku berdasarkan inisiatif sendiri meningkat 1,1%,  memiliki rasa tanggung jawab meningkat 0,4%, berperilaku disiplin meningkat 0,7%, memiliki kepercayaan diri meningkat 4,4%, ketergantungan terhadap orang lain meningkat 0,5%. Kesimpulan penelitian ini adalah penerapan model pembelajaran daring yang dipadukan dengan aplikasi quizizz dapat meningkatkan motivasi belajar dan kemandirian belajar mahasiswa.
Penerapan ARCS Terhadap Mata Kuliah Kewirausahaan untuk Mendukung MBKM Ahmad Akhyar; Bela Salsabila; Agung Setiawan; Adyanata Lubis
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (485.547 KB) | DOI: 10.23960/27554

Abstract

Abstrak - Jurnal ini bertujuan untuk mengeksplorasi penerapan pendekatan ARCS (Attention, Relevance, Confidence, Satisfaction) dalam mata kuliah kewirausahaan sebagai upaya untuk mendukung Program Merdeka Belajar Kampus Merdeka (MBKM). ARCS merupakan pendekatan yang berfokus pada empat aspek penting dalam pembelajaran yaitu perhatian, relevansi, keyakinan dan kepuasan. Penggunaan teknologi augmented reality (AR) dapat meningkatkan minat dan keterlibatan mahasiswa dalam pembelajaran. Penelitian selanjutnya dapat melibatkan lebih banyak kelompok mahasiswa dan institusi pendidikan yang berbeda untuk memperluas generalisabilitas temuan. Penelitian juga dapat menggali lebih dalam tentang dampak jangka panjang dari penerapan pendekatan ARCS terhadap pengembangan kewirausahaan mahasiswaKata Kunci: Penerapan ARCS, Kewirausahaan, MBKM  
Perancangan dan Simulasi Desain Antena Mikrostrip Rectangular Patch Dengan Metode Peripheral Slit Didik Aribowo; M. Reza Ramadhon
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (614.404 KB) | DOI: 10.23960/27572

Abstract

Internet merupakan salah satu hal yang sangat penting pada saat ini dan menjadi salah satu kebutuhan pokok umat manusia di setiap harinya. Pada beberapa kasus di bebreapa daerah, jaringan internet yang di miliki masih memiliki kekurangan pada kecepatan dan jangkauan daya tangkap sinyal yang kurang.. Pada penelitian ini, perancangan antena mikrostrip dilakukan dengan menggunakan salah satu jenis patch antena mikrostrip yaitu rectangular patch. Dalam perancangan desain antena mikrostrip dilakukan dengan menggunakan metode peripheral slit sebagai metode optimasi antena agar hasil yang didapat sesuai dengan tujuan dibuatnya antena mikrostrip tersebut. Antena mikrostrip yang dibuat pada frekuensi kerja 1800-2400 MHz untuk penggunaan pada sistem jaringan komunikasi 3G maupun 4G. Simulasi dilakukan pada software CST Studio Suite 2019 dengan mengambil data hasil simulasi para parameter return loss (S-11 parameter), VSWR, Gain, dan Bandwidth. Berdasarkan antena mikrostrip yang dibuat dengan frekuensi kerja 1800-2400 MHz, antena mikrostrip ini memiliki nilai return loss yang palik baik adalah sebesar -28.80 dB pada frekuensi 2268 MHz. Pada simulasi didapatkan hasil VSWR pada antena mikrostrip yang dirancang tersebut adalah 1.075 pada frekuensi 2268 MHz. Hasil nilai bandwidth yang didapatkan adalah sebesar 161.2 MHz. Pada hasil yang didapatkan dengan frekuensi kerja 2400 MHz untuk sistem komunikasi 4G didapatkan nilai gain sebesar 5.487 dBi. Berdasarkan perancangan yang telah dilakukan mengenai desain dan simulasi antena mikrostrip rectangular patch dengan meode peripheral slit ini, dapat disimpulkan bahwa hasil desain antena mikrostrip telah sesuai dengan kriteria dari jenis antena mikrostrip rectangular patch atau berbentuk persegi dengan menggunakan metode peripheral slit yang menambahkan celah-celah pada patch antena mikrostrip untuk mendapatkan hasil antena yang sesuai dengan tujuan dibuat nya antena tersebut.
Kontribusi Computer Anxiety dan Motivasi Terhadap Literasi Teknologi Siswa SMA Negeri 8 Kota Serang Popi Dayurni; Umalihayati Umalihayati
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.585 KB) | DOI: 10.23960/27715

Abstract

One of the capabilities expected in 21st century education is technological literacy. Technological literacy is the ability to use and utilize technology, especially for learning. However, based on observations made, there are still many students who have low technological literacy. Factors that influence technological literacy are computer anxiety and motivation. The purpose of this study is to explain how much computer anxiety and motivation contribute to students' technological literacy abilities. This study uses a type of correlational quantitative research. This research was conducted at Serang City Public High School where previously researchers conducted instrument trials and then researchers conducted research through questionnaires and tests on 328 students. To test the hypothesis in this study used regression analysis techniques, correlation analysis, and F test analysis. Based on the results of the study, it was found that the data was normal, linear and there was no multicollinearity. The test results obtained rx1y value of 0.629 with rtable 0.1088 because rcount rtable, the first hypothesis was accepted. Then the rx2y value is 0.565 because rcount rtable, the second hypothesis is accepted. And it is supported by the value of Fcount = 146.384 and Ftable = 2.632 so that Fcount Ftable (146.38 2.632). With a significant correlation, it can be concluded that computer anxiety and motivation together make a positive contribution to the technological literacy skills of students at SMA Negeri 8 Kota Serang by 57.5%. Kata kunci: Computer Anxiety, Literasi Teknologi, Motivasi, Pendidikan abad 21 
Efektivitas Program Praktik Kerja Industri (Prakerin): Analisis Terhadap Implementasi dan Dampaknya dalam Meningkatkan Kesiapan Kerja Siswa Novi Febrianti; Widya Darwin; Melri Deswina; Jusmardi Jusmardi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.361 KB) | DOI: 10.23960/27639

Abstract

This study aims to describe the impact of implementing industrial work practices on student work readiness. The research method used is descriptive research with a quantitative approach. The research sample consisted of 43 students of class XII majoring in Computer and Network Engineering (TKJ) at SMK Negeri 2 Painan who had undergone industrial work practices. Data collected through questionnaires and documentation were analyzed using the product moment correlation method and simple linear regression. The results showed that there was a positive influence, although not significant, between the implementation of industrial work practices and student work readiness, indicated by a correlation coefficient (ryx) of 0.359 at a significance level of 5%. This shows that there is a significant impact between the implementation of the apprenticeship program and the readiness of students to enter the world of work at SMK Negeri 2 Painan. Furthermore, to determine the percentage contribution of variable X to Y, a determinant analysis is carried out. The coefficient of determination (r2) is 0.129, which means that the contribution of the apprenticeship program to the readiness of students to enter the world of work is 12.9%. Based on the descriptive analysis, the conclusion is that the readiness of students to enter the world of work has not yet reached an optimal level, with a percentage of 12.87% of students having a low level of preparation for work. Kata kunci: Dampak, Kesiapan Kerja, Praktik Kerja Industri
Pemberian Promosi Kesehatan Pada Anak Sekolah Melalui Gamification Berbasis Android: Studi Literatur Anggraini Marissa; Sigit Mulyono
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.433 KB) | DOI: 10.23960/27788

Abstract

Promotion Of Health to School Children Through Android-Based Gamification: Literature Review. Health Promotion is one of the strategies to maintain and improve health status through changes in healthy living behavior. The implementation of health promotion must be able to keep up with the development of technology and information that continues to develop, as well as respond to public health needs through media that are easy to access by related health promotion targets. Gamification is one of the media developed in the implementation of health promotion in the form of games that are packaged as attractively as possible according to the age target of the expected health information. School children are the target group for health promotion through gamification as a form of special nursing intervention in accordance with the growth and development of age and social issues that continue to develop. Presented as attractively as possible and so that the information conveyed can be accepted, there is motivation so that the expected behavior change occurs. Keywords: Gamification, health promotion, school age
Pengaruh Virtual Learning Dengan Pembelajaran Jarak Jauh Terhadap Hasil Belajar Peserta Didik Rina Wati; Gina Sonia Amelya; Agung Setiawan; Sri Wahyudi; Adyanata Adyanata
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (436.382 KB) | DOI: 10.23960/27633

Abstract

This study aims to determine the effect of virtual learning with distance learning on student learning outcomes. The research method used in this study was Quasi Experiment by looking for the influence between X and Y. The population in this study were students of class XI TKJ SMK Negeri 2 Rambah, totaling 20 students with a sampling technique using total sampling where all populations became samples. Methods of data collection is done by using a test. Test the validity of the test instrument using the product moment relationship technique. The prerequisite analysis test consists of a normality test and a homogeneity test. The results of the study provide that virtual learning with distance learning has a significant effect on student learning outcomes.
Media Pembelajaran Bahasa Indonesia Menggunakan Aplikasi Canva Di SMAN 1 Rambah Samo Riky Prima; Mulyarjo Mulyarjo; Agung Setiawan; Detri Amelia Chandra
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.842 KB) | DOI: 10.23960/27426

Abstract

This journal article is a study using a qualitative descriptive approach. In this discussion, he will use the Canva application as a medium to learn Indonesian with SMAN 1 Rambah Samo using the Canva application. Learning media are the most important and useful tools for teachers in the classroom. In addition to using lecturing methods and books, teachers are also expected to have their own different learning media, and can also customize materials and conditions for each student. With the development of increasingly sophisticated technology, teachers need to be able to use technology as a learning medium. Teachers can use technology-based learning media as learning media and materials. One of which he uses her Canva application. Canva is an easy-to-access and use online application with a lot of attractive designs such as features, templates and categories that this application offers. This application has so many interesting and diverse designs that make the teaching and learning process in the classroom look more fun and less boring. By using this application, teachers can teach science, creativity and skills to their students, and these mediums can also be used in various aspects of life.    
Evaluasi Program Pelaksanaan Ujian Berbasis Android di SMK N 1 Bukit Sundi Resti Rahmi Khairati Costa; Ambiyar Ambiyar; Fahmi Rizal; Unung Verawardina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (635.176 KB) | DOI: 10.23960/27904

Abstract

Penelitian ini bertujuan untuk menganalisis implementasi program ujian berbasis Android di sebuah sekolah menengah dengan fokus pada empat aspek utama: Context, Input, Process, dan Product. Metode penelitian yang digunakan adalah metode kuantitatif dengan pendekatan deskriptif. Sampel terdiri dari 92 siswa peserta ujian kelas X dan XI dari berbagai jurusan di SMK N 1 Bukit Sundi. Pengumpulan data dilakukan melalui kuisioner dengan skala likert, dan analisis data menggunakan metode rata-rata berdasarkan kriteria evaluasi. Hasil penelitian menunjukkan bahwa (a) aspek Context menunjukkan hasil yang baik, namun terdapat indikator yang perlu diperbaiki, yaitu pembatasan server yang menghalangi siswa melihat hasil ujian secara langsung; (b) aspek Input, pelaksanaan ujian berbasis Android dinilai memadai dengan penilaian yang baik; (c) aspek Process dinilai baik karena fasilitas pelaksanaan ujian telah memadai; (d) aspek Product menunjukkan bahwa nilai rata-rata siswa masih berada di bawah KKM, sehingga perlu perhatian khusus untuk perbaikan dan pencapaian tujuan evaluasi yang baik. Kata kunci: CBT, CIPP, Evaluasi Program, Ujian Berbasis Android

Page 1 of 2 | Total Record : 19