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
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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 81 Documents
Patterns of Outcome-Based Learning Quality Assurance on Competency Demands in the World of Work Muhammad Noor Fitriyanto
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 2 (2021): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (904.838 KB) | DOI: 10.23960/22859

Abstract

The speed of the use of technology and the production of innovation is growing rapidly, creating a gap between the world of education and the human resource needs of the world of work and society. The challenge of 21st century education is to bridge the gap between the educational process in higher education and the innovation of the world of work. One approach used to accommodate 21st century education is quality outcome-based learning. Guaranteeing the quality of education is the obligation of every educational unit and is the right of every element of society. Quality tertiary institutions are those that can provide certainty that all components including organization, policies, and related processes in the education unit can run according to the standards set. The purpose of the discussion of this paper is to photograph and find out the pattern of quality assurance of learning in higher education based on the outcomes of current and future competencies in the world of work. The method used is the meta-analysis study method. The results of the synthesis show that in order to achieve outcome-based quality assurance, all academics involved in the education process up to the employees must understand the nature and purpose of providing education. Good quality in the learning process makes learning innovative, interactive, and effective. Outcomes of quality assurance of knowledge-based learning and skills must really be measurable (concretely measurable) so that they can meet the demands of the competence of the world of work.Keywords: World of Work, Competence, Quality Assurance DOI: http://dx.doi.org/10.23960/jpvti.v3.i2.202105
Analysis of Operation Purified Pater System in the Pharmaceutical Field of PT. Nulab Pharmaceutical Indonesia Lilis Noviawati; Irwanto Irwanto
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.05 KB) | DOI: 10.23960/22577

Abstract

Health is an indicator of the level of human welfare so that it becomes a priority in the national development of a nation. This is related to efforts to improve the quality of the nation's resources. With quality human resources, it will further increase the nation's competitiveness in the current era of global competition. The main form of the application of technology is as a driving force for the advancement of science and technology and the times, in making work more efficient. Currently, many factories in the pharmaceutical industry have used a purified water system, for example a water management system in the manufacture of drugs. The objectives of this study are (1) to determine the Purified Water System process in the pharmaceutical sector. (2) knowing the performance system in the Purified Water System process in the pharmaceutical sector, (3) analyzing the results of the Regeneration of the Purified Water System in the pharmaceutical sector. The research method used is qualitative research with a descriptive approach. The data collection techniques include observation, interviews, literature study and documentation. The data analysis technique used an interactive method developed by Miles Huberman. The results of this study indicate that the working mechanism of the Purified Water System is a water treatment system that can remove various contaminants (ions, organic matter, particles, microbes and gases) in the water to be used for production. Water (raw water) water treatment can be obtained from PDAM water (city water), Shallow well (shallow well) with a depth of 10-20 m, or from deep wells (deep wells) with a depth of 80-150 m. Variations in the quality of raw water supplies that meet the requirements are determined from the water quality target to be produced. Likewise, water quality determines the equipment needed for water treatment. Keywords: Purified water system, pharmacy, analysis, operationDOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202107
USING VIRTUAL REALITY (VR) TECHNOLOGY AS AN EFFORTS TO ESCALATE INTEREST IN ONLINE LEARNING DURING PANDEMIC Soni Ariatama; Muhammad Mona Adha; Rohman Rohman; Ahman Tosy Hartino; Eska Prawisudawati Ulpa
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (480.369 KB) | DOI: 10.23960/22069

Abstract

Achieving this goal, humans continue to innovate in making assistive devices to carry out teaching and learning activities, where one of them is making a learning medium. The pandemic period that occurred in 2020 made learning carried out online so that online learning platforms or media became very important to mastered and implemented by both teachers and students. Learning media using virtual reality (VR) is an alternative solution to offer new and fun learning practices for students. VR brings interesting videos/images with adjustable time duration. This article uses a literature study approach, by collecting various materials and information, then the analysis made based on the documentation and reflections that have been compiled. The use of VR encourages learning media innovations that are different from before to increase participation and students' critical thinking perspectives and to bring students closer to VR technology. The characteristics of technology that are suitable for use such as Virtual Reality (VR) media can be implemented in the teaching and learning process in the midst of the current pandemic which aims to attract students' interest and feel a classroom-like atmosphere when offline learning takes place.Keywords: online learning, pandemic, technology, virtual reality DOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202101
QUASI-EXPERIMENTAL VAK LEARNING MODEL IN GRAPHIC DESIGN SUBJECTS IN CLASS X TKJ SMK NEGERI 1 TEGALBULEUD Hendra Hendra; Arif Yudianto; Dadan Rahmat
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 2 (2021): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/22619

Abstract

This study aims to determine whether there are differences in learning outcomes between students who were treated with the VAK (Visual, Auditory, Kinesthetic) learning model and students who were treated with the demonstration learning model in graphic design subjects. This type of research uses a quasi-experimental. This research was conducted at SMK Negeri 1 Tegalbuleud. The sample in this study were all 32 students of class X TKJ and were divided into two groups, namely the experimental group (16 students) and the control group (16 students). The sampling technique used was purposive sampling. The research instrument uses a test instrument with the type of knowledge test and is presented in the form of multiple choice which has been tested for validity and reliability. Data collection techniques using pretest and posttest. Data analysis technique using t test. The results showed that there were differences in learning outcomes between the experimental group that applied the VAK learning model (Visual, Auditory, Kinesthetic) and the control group that applied the demonstration learning model. The average value of the pretest in the experimental class is 46.44 and the average posttest in the experimental class is 89.13. While the average value of the pretest in the control class is 46.44, and the average value of the posttest in the control class is 82.47. The results of the Independent-Samples T Test show that the value of Sig. 2-tailed = 0.023 0.05. This shows that Ho is rejected and Ha is accepted. Keywords: Basic Graphic Design, Quasi-Experimental, VAK models, Visual Auditory Kinesthetic.DOI: http://dx.doi.org/10.23960/jpvti.v3.i2.202101
HYPERTEXT BASED INTERACTIVE MULTIMEDIA DEVELOPMENT Alfiah Fajriani; Darman Darman; Hendra Nelva Saputra; Andi Sinarti
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 2 (2020): Edisi Desember
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Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (313.199 KB)

Abstract

AbstractThis research is based on the need to design learning media that can make students can interact with learning media, can be used easily, and can be used at any time in biology learning. The purpose of this research is to create biology learning media in the form of interactive multimedia based on hypertext that is feasible for use in learning. The research method used in this research is Lee Owens development model which consists of 4 steps namely analysis, design, implemnetation and development, and evaluation. The resulting development product is interactive multimedia. Based on the description of the results and discussions, it can be concluded that hypertext-based interactive multimedia is categorized as very feasible with an average validity percentage of media experts of 83.3%, material experts of 88.19%, and students of 95.83%. These results show that hypertext-based interactive multimedia developed is very feasible to be used in biology learning, believed to facilitate the achievement of learning objectives, increase interest, motivation, mastery of concepts, and student learning outcomes. Keywords: Biology, Hypertext, Interactive MultimediaDOI: http://dx.doi.org/10.23960/jpvti.v2.i2.202004
Comparison of Mobile Learning Based Learning Models With Conventional in Improving Students' Learning Outcomes Irwanto Irwanto
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.723 KB) | DOI: 10.23960/22576

Abstract

The current era of globalization, the use of technology, especially mobile android, in human life is very widespread and social. Along with the times, android information technology has developed rapidly and has been inherent in today's society. Not only used by the upper class but also the lower class has suggested. The purpose of this study was to determine the results of the comparison between the mobile learning model and the conventional learning model in improving student learning outcomes of electrical engineering vocational education FKIP UNTIRTA for the first semester of Calculus 1 in the academic year 2019/2020. This study used a quasi-experimental study, where the population consisted of two classes. For sampling, class A is the control class and class B is the experimental class. The two groups are equivalent to 57 students. The groups in this study were given different treatments. The control group used the video method in learning while the experimental group used mobile learning. Then each group was given a pre-test and post-test as well as a questionnaire to see student responses after learning using mobile learning. The results of this study indicate that the comparison between students using video learning and mobile learning. In the control class the normalized gain value is 0.64 and for the experimental class is 0.82 and for the student response results, the value is 87.32% and is included in the very interested category. So learning using mobile learning is better than using video in delivering lecture material 1. Keywords: Model, learning, mobile learning, learning outcomes, calculusDOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202106
Optimization of Application use Microsoft Office Excel Based for Student Data Management Suwatri Suwatri; Rahmat Suryanto
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1182.111 KB) | DOI: 10.23960/22158

Abstract

So far, in managing student data in schools using manual methods, the work becomes difficult, ineffective and takes a long time. The many types of student data that must be created by schools make schools strive to manage student data that is practical and stored digitally. By optimizing the use of student administration applications based on Microsoft Office Excel, it is hoped that it can provide convenience in managing student data in schools, especially helping to facilitate the work of administrative staff and teachers in schools. This research was conducted through interviews with several schools which were used as research objects to use student administration applications. The study was conducted in several schools in the Pesawaran district of Lampung province in the 2019/2020 school year. After the school optimizes the use of Microsoft Office Excel-based student administration applications, the management of school student data is organized effectively, practically, doesn't take long, and the data is stored digitally neatly. Keywords: Optimization, Excel MO-based Applications, Student Data ManagementDOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202102
Digital Literature Culture For the Millenial Generation in the World of Education Afri Muryati; wulan dwi agustin; Fauziah Rizky Putri
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 2 (2021): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (347.764 KB) | DOI: 10.23960/23401

Abstract

This study discusses digital literacy specifically in the millennial generation and the world of education where literacy itself is defined as the individual's ability to manage and understand information in carrying out a reading or writing activity. And it can also be said that literacy is a person's skills and abilities in reading, writing, and solving problems in everyday life. With increasingly sophisticated technology, especially in the digital world, many people prefer to use simple things by utilizing digital technology. Therefore, there are many other ways or methods to develop literacy, especially in the world of education, namely with digital literacy. which in this way can certainly greatly facilitate people to develop literacy, especially in the world of education, not only digital literacy, but also many other developments to facilitate teaching and learning activities using digital technology, namely the existence of digital libraries and also e-learning, which means a digital library is a system that has various services and information objects that support access to information objects through digital devices. While e-learning itself is an activity in learning that utilizes networks such as the Internet, LAN, WAN as a method of delivery, interaction, and facilitation and is supported by many other forms of learning servicesKeywords: literacy, digital, education DOI: http://dx.doi.org/10.23960/jpvti.v3.i2.202102
THE EFFECT OF GIVING ONLINE DISCUSSION ON STUDENT LEARNING OUTCOMES IN IMPULS AND MOMENTUM MATERIALS Achmad Azzizurrachman; Nengah Maharta; Wayan Suana
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 2 (2020): Edisi Desember
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Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.873 KB)

Abstract

AbstractThis study aims to determine the effect of online discussion on student learning outcomes on Impulse and Momentum material. The population in this study were all XI classes of SMA Negeri 15 Bandarlampung who were taking the even semester in the 2017/2018 school year. The method used in this research is Quasi Experimental with the research design of The Nonequivalent Control Group Design, in which one group of subjects is given a certain treatment (experiment), while another group is used as a control class group. The data from the results of this study are quantitative, consisting of the pretest and posttest scores carried out at the beginning and end of the learning process carried out. Based on the research results, there is an effect of providing online discussions on student learning outcomes on Impulse and Momentum material. This is indicated by the N-gain average value of learning outcomes in the experimental class of 0.67, while the average N-gain of learning outcomes in the control class is 0.43. The difference in the average learning outcomes in the experimental class and the control class can be seen from the learning process in each class. In the experimental class, the teacher provides Impulse and Momentum material learning by using an online assignment system outside face-to-face hours at school. Discussions conducted by students before face-to-face learning will make students have a better picture of what material will be studied at the next meeting. This makes students more ready to receive learning material and can understand concepts faster. This is because students have discussed with their friends the problems related to the material during online discussions. On the other hand, not all students in the control class learn the material that the teacher will deliver at the next meeting, so students do not have sufficient initial knowledge. Students who are given online discussion assignments after learning also benefit, they will be reminded again about the material that has been taught in class so that the concepts that have been obtained are increasingly embedded in students. Keywords: Online Discussion, Learning Outcomes, Impulse and Momentum, WhatsAppDOI: http://dx.doi.org/10.23960/jpvti.v2.i2.202003
The Effect of The Use of E-Learning Based on The Skype Application on Students' Learning Outcomes At YPSEI Vocational School, Palangka Raya Academic Year 2020/2021 Kasepta Agrapta; Krisnayadi Toendan; Beta Centauri
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.218 KB) | DOI: 10.23960/22396

Abstract

The use of electronic technology in learning provides reinforcement for the pattern of changing the learning paradigm. The E-Learning system is a form of learning implementation that utilizes technology and is not limited by space and time. Skype is one of the most popular applications and has the most users. In terms of user interface (User Interface) Skype is more attractive, and has complete features but still looks simple. The picture and sound quality is better, so most people prefer to use the Skype application compared to other applications. This study was conducted to determine the effect of using Skype application-based E-Learning on student learning outcomes at SMK YPSEI Palangka Raya for the academic year 2020/2021. This research is a descriptive research with a quantitative approach. The research sample is the students of SMK YPSEI Palangka Raya for the academic year 2020/2021 as many as 100 74 students. Data collection using questionnaires and documentation. While the data analysis technique using the Simple Regression test. The results showed that there was an effect of using Skype application-based E-Learning on student learning outcomes at SMK YPSEI Palangka Raya for the academic year 2020/2021 with the acquisition of a tcount of 14,744 and a significance value of 0.000 0.05. So it can be concluded that the better the use of Skype application-based E-Learning, the higher the learning outcomes of students at SMK YPSEI Palangka Raya for the 2020/2021 school year. Keywords: Use of E-Learning, Skype Application, Learning OutcomesDOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202103