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 15 Documents
Search results for , issue "Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional" : 15 Documents clear
Project Based Learning: Strategi Efektif Untuk Meningkatkan Creative Thinking Ability Jusmardi Jusmardi; Widya Darwin; Ade kurniawan; Melri Deswina; Novi Febrianti
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29069

Abstract

In the era of globalization and technological developments, students are required to have critical thinking skills and competencies, problem solving skills and the ability to think creatively. This article discusses the application of Project-Based Learning as an effective strategy in improving students' creative thinking abilities in the Network Systems Administration course, even semester January-June 2023, Padang State University's Informatics Engineering study program. The research design used was Quasi Experimental, involving two class groups, each an experimental class and a control class. This research produced findings that showed significant differences in increasing creative thinking skills between the experimental class and the control class. This difference can be seen from the results of the N-gain test (0.006 0.05), which shows that the average increase in creative thinking skills in the experimental class is higher than in the control class. Analysis per indicator shows that the increase in N-gain in the experimental class in the Fluence and Flexibility indicators is in the high category, while the Originality and Elaboration indicators are in the medium category. This finding is supported by the higher level of learning activity in experimental class students compared to the control class. Apart from that, positive responses from students regarding the implementation of the project based learning model can also be seen from the results of the questionnaire instrument.Keywords: Network System Administration, Creative Thinking Ability, Project-Based Learning
Modul E-Lerning Sebagai Penunjang Pembelajaran Pada Siswa SMK N 4 Rambah Kelas XI TKJ Rina Wati; Agung Setiawan
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29236

Abstract

The problem in this research is that the learning carried out is still conventional, so it does not support this learning. The aim of this research is to look at e-learning modules as supporting learning at SMKN 4 Rambah. This research uses research and development methods. The sample in this research was students of SMKN 4 Rambah Class XI TKJ Department. The data collection technique in this research is using questionnaires. The results of the answers to the questionnaire above, from 30 people with a total of 45 questions answered, of which one question has a value of 1 if the answer is yes and 0 if the answer is no, from these results we get an interval class of 20 – 24 with 3 people or 10%, 25 – 29 with 5 people or 17%, 30 – 34 with 15 people or 50%, 35 – 39 with 4 people or 13%, 40 – 44 with 3 people or 10%. The conclusion in this research is that students of SMKN 4 Rambah class. Kata Kunci: Modul E-Learning, Penunjang Pembelajaran,Siswa Kelas XI TKJ
Pengembangan Sistem Informasi Jadwal Pelajaran Berbasis Web di SMK Ma’arif 1 Yogyakarta Catur Handanu; Dwi Ratnawati
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/28118

Abstract

SMK Ma’arif 1 Yogyakarta adalah sekolah menengah kejuruan yang mulai berkembang seiring dengan berjalannya waktu, namun pada pengelolaan jadwal pelajaran dirasa hal itu masih kurang, hal ini ditinjau dari hardfile yang di cetak sering kali hilang. Solusi yang tepat adalah dengan mengembangkan sistem informasi jadwal pelajaran. Sistem tersebut akan berbasis website yang mana guru maupun siswa dapat mengakses dengan mudah. Pengembangan yang dilakukan menggunakan metode waterfall yang dimulai dari proses perencanaan, analisa, desain, dan implementasi. Tools yang digunakan dalam pengembangan sistem informasi ini adalah menggunakan bahasa pemrograman PHP, HTML, CSS dan Javascript. Hasil dari pengembangan sistem informasi ini adalah sistem informasi jadwal pelajaran dengan 3 hak akses yaitu admin, guru dan siswa. Pengujian pada sistem informasi ini menggunakan standar ISO 25010 dengan 5 karakteristik yaitu usability, functional suitability, reliability, performance effisisency dan maintability. Hasil pengujian dengan karakteristik usability memperoleh nilai 96,25% sehingga memenuhi kategori sangat layak. Pengujian functional suitability memperoleh nilai sama dengan 1, sehingga sistem informasi ini sangat layak untuk digunakan. Reliability memperoleh nilai reliability 100% sehingga memenuhi standar Telcordia. Performance effisiency memperoleh nilai loaded time 4,825 detik sehingga memenuhi kriteria yaitu kurang dari 10 detik. Maintability index memperoleh nilai 90,234 sehingga sistem informasi ini dikategorikan sangat layak. Kata Kunci : ISO 25010, Jadwal Pelajaran, Sistem Informasi, Waterfall, Website
Evaluation of LSP P1 Certification Test Implementation on Competency Improvement for Vocational High School Graduates Using CIPP Model Waradzi Mustakim; Intan Witari; Ambiyar Ambiyar; Fahmi Rizal; Unung Verawardina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/28061

Abstract

In the Department of Computer and Network Engineering at SMK Negeri 1 Tilatang Kamang, the LSP P1 competency certification test has been implemented to enhance student proficiency using the CIPP paradigm. A CIPP approach is used in the study method, which comprises context, input, process, product, and overall elements. The study's sample consisted of a total of two assessors. The entire population serves as the sample. A survey is the instrument utilized. approaches for data analysis that employs descriptive analysis. Using a level category method, describe the data. The outcomes demonstrated that SMK Negeri 1 Tilatang Kamang implemented the competency certification test for vocational students in the computer and network engineering expertise program in terms of the following aspects: (1) context, with a quality achievement value of 45.60 or (89.00%); (2) input, with a quality achievement value of 58.40 or (88.25%); (3) process, with a quality achievement value of 37.60 or (84.65%); (4) product, with a quality achievement value of 30.20 or (88.87%); and (5) overall, with a quality achievement value of 30.20 or (88.87%). To finish the program and ensure that graduates receive SKKNI level 2 competency certificates, competency certification examinations should be implemented gradually.
Sistem Informasi Booking Room Badan Pengusahaan Batam Menggunakan Metode Object Oriented Analysis and Design Sabtu Sabtu; Okta Veza; Nike Crystalia; Doni Syofiawan; Novi Hendri Adi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29280

Abstract

At the Batam Enterprise Agency in the Public Relations, Promotion, and Protocol Bureau section, when borrowing rooms they still use manual processes, and paper forms in the borrowing process, which results in less effective record keeping. So the author created a room lending dashboard information system. The aim of this research is to design a meeting room lending dashboard information system. The method used in this research is Object Oriented Analysis and Design (OOAD) which has stages of analysis, design, implementation, and experimentation, while system design uses Unified Modeling Language (UML) modeling, system flow diagrams consisting of (use case diagrams, activity diagrams, sequence diagram and class diagram), the result of this research is to produce a dashboard information system for borrowing meeting rooms which can make work easier and make room borrowing schedules well organized.Kata kunci: OOAD, Peminjaman Ruang, Sistem Informasi, Unified Modeling Language
Penerapan Game Edukasi untuk Mengenal Tokoh Pemimpin Bangsa Indonesia pada Siswa Kelas III SDN 003 Bangun Jaya Tambusai Utara Detri Amelia Chandra
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/28767

Abstract

This research aims to implement the educational game "Guess Who I Am" with the theme "Leaders of Indonesia" in the third-grade class of SDN 003 Bangun Jaya Tambusai Utara to enhance students' understanding of the nation's leaders. The research methodology combines quantitative and qualitative approaches, utilizing data collection through observation, quiz analysis, and interviews. The results indicate a significant improvement in students' interest, motivation, and understanding of historical content, along with the development of logical and social skills. The implication is that the use of educational games can be an effective strategy to enhance history learning at the elementary level, providing a positive boost to student interest and stimulating the development of cognitive and social skills.Keywords: Application, Educational Games, Learning, National Leaders
Revolusi Pendidikan Seni: Seni Pertunjukan Tari dan Musik dalam Era Teknologi Nurmalena Nurmalena; Ernawita Ernawita; Arnailis Arnailis; Elizar Elizar
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29127

Abstract

Art has been an integral component of human culture for centuries, allowing individuals to express themselves creatively through various art forms, such as dance and music. However, with the advancement of technology, art education has undergone a significant revolution. This article discusses the impact of this revolution in art education, particularly in the context of performing arts such as dance and music, and how technology has changed the way art is taught, learned, and applied. This research utilizes a descriptive qualitative approach to depict the impact of technology in art education. Data was obtained through a literature review, using sources such as journals, books, and articles from platforms like Google Scholar and Crossref. The research findings indicate that the Art Education Revolution represents a significant shift in how the performing arts of dance and music are taught, learned, and applied in the age of technology. Thoughtful integration of technology in art education allows learners to harness both traditional and technological aspects for a balanced and relevant learning experience in the modern world. Technology serves as a crucial tool in achieving these goals and supports the holistic development of learners in art education.Keywords: Art Education Revolution, Music Art, Dance Art, Technology
Pendidikan Vokasional Dalam Perspektif Filosofi Pragmatisme Hamdani Hamdani; Nizwardi Jalinus; Refdinal Refdinal; Fadhli Ranuharja
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29278

Abstract

With regard to vocational education, philosophy is the field that studies human life and thought. This study aims to explain how pragmatic philosophy analyzes vocational education, that is, education that focuses on work-ready outcomes. In this situation, pragmatic philosophy is considered a relevant theoretical foundation for guiding curriculum development and learning approaches in vocational education. The data collected in this study is collected through literary studies or research institutions of libraries. Literature sources come from journals on google scholar and scopus. There's a total of 150 relevant papers that are used to describe this penalty. After data collection, analysis and conclusions are made to produce a useful summary. The research discussed in this article shows that the philosophy of pragmatism provides a strong foundation for building vocational education that is responsive to the needs of the world of work.Kata kunci: Pragmatisme, Vokasi, Pendidikan
Pengembangan Model Pembelajaran Project Based Learning Pada Matakuliah Praktikum Algoritma Pemograman : Desain Model Pembelajaran BerAKHLAK Fadhli Ranuharja; Ambiyar Ambiyar; Unung Verawrdina; Afif Rahman Riyanda; Emilham Mirshad; Erni Marlina Binti Saari
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29034

Abstract

Model pembelajaran Project Based Learning (PjBL) pada kurikulum Merdeka Belajar Kampus Merdeka (MBKM) menjadi faktor penting dalam menilai kinerja perguruan tinggi negeri (PTN) khususnya IKU 7. Pentingnya persentase matakuliah yang menggunakan model PjBL dan model Case Method diharapkan dalam upaya mencapai tujuan tersebut. Departemen Teknik Elektro melakukan serangkaian sosialisasi untuk merencanakan dan merancang perangkat PjBL, termasuk di matakuliah Algoritma Pemrograman. Tujuan dari penelitian ini adalah merancang perangkat pembelajaran Prak Algoritma dan Pemrograman dengan konsep PjBL, yang juga menanamkan nilai-nilai BerAKHLAK. Nilai-nilai BerAKHLAK, yaitu Berorientasi Layanan, Akuntabel, Kompeten, Harmonis, Loyal, Adaptif, dan Kolaboratif, bukan hanya diterapkan oleh ASN, tetapi juga dapat diterapkan di kelas kepada pendidik dan siswa. Penelitian ini merupakan bagian dari pengembangan model pembelajaran PjBL pada matakuliah Prak Algoritma Pemrograman, dengan fokus pada tahap desain. Tahapan penelitian dimulai dengan pengumpulan data dan literatur, penyusunan capaian pembelajaran, penyusunan indikator penilaian, pemilihan metode pembelajaran, dan terakhir, finalisasi Rancangan Pembelajaran Semester berbasis PjBL. Setiap langkah yang diambil mempertimbangkan nilai-nilai BerAKHLAK, baik bagi pendidik maupun peserta didik
Evaluasi Implementasi Pembelajaran Online Dengan CIPP Model Pada Program Studi Pendidikan Profesi Guru Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung Lutfiah Agustin Hidayah; Undang Rosidin; Margaretha Karolina Sagala; Rangga Firdaus
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/28931

Abstract

Tujuan penelitian adalah untuk mendeskripsikan pelaksanaan sistem pembelajaran daring ditinjau dari konteks (context), masukan (input), proses (process), dan hasil (product) pada Program Studi Pendidikan Profesi Guru FKIP Universitas Lampung. Jenis penelitian ini menggunakan metode kuantitatif dan kualitatif. Waktu penelitian dilaksanakan pada semester genap tahun ajaran 2022/2023. Pengumpulan data yang digunakan adalah dengan kuesioner (angket), wawancara, observasi dan dokumentasi. Kuesioner (angket) disusun berdasarkan model evaluasi CIPP yaitu Context, Input, Process, dan Product dengan menggunakan skala likert yaitu dengan lima alternatif jawaban. Berdasarkan hasil Tingkat Pencapaian Responden (TPR), indikator context evaluation rata-rata 85,49 kategori baik, input evaluation rata-rata 85,49 kategori baik, indikator process evaluation rata-rata sebesar 85,49 kategori baik, dan indikator product evaluation rata-rata sebesar 87,64 kategori baik. Sehingga, sistem pembelajaran daring harus selaras dengan kebutuhan Program Studi Pendidikan Profesi Guru termasuk memahami karakteristik mahasiswa, kurikulum program, dan infrastruktur teknologi yang tersedia.  Sistem pembelajaran daring harus mencakup mekanisme evaluasi dan pemantauan yang efektif untuk mengukur kemajuan mahasiswa. Ketersediaan dan keandalan infrastruktur teknologi harus diperhatikan seperti akses internet, platform pembelajaran daring, dan perangkat keras pendukung lainnya.

Page 1 of 2 | Total Record : 15