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Journal : UNM Journal of Technology and Vocational

Pengaruh Keterampilan Kebekerjaan dan Efikasi Diri Terhadap Kesiapan Kerja Siswa SMK Negeri 2 Gowa Fitri; Ruslan; Anas Arfandi; Abdul Muis Mapalotteng; Alimuddin Sa'ban Miru
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2036

Abstract

The study aims to examine: (1) the influence of employability skills on the students’ work readiness at SMKN 2 Gowa; (2) the influence of self-efficacy on the students’ work readiness at SMKN 2 Gowa; and (3) the influence of employability skills and self-efficacy on the students’ work readiness t SMKN 2 Gowa. The type of research used is quantitative using the Ex-post Facto method. The research samples were 184 students of grade XII. Data collection techniques employed questionnaire, and documentation. Data were analyzed using descriptive statistical analysis, analysis prerequisite test, and hypothesis testing. The results of the study reveal that (1) there is an influence of employability skills on the students’ work readiness at SMKN 2 Gowa; (2) there is an influence of self-efficacy on the students’ work readiness at SMKN 2 Gowa; and (3) there is an influence of employability skills and self-efficacy collectively on the students’ work readiness at SMKN 2 Gowa.
PENGARUH PENERAPAN GAME KAHOOT DALAM MENINGKATKAN HASIL BEALAJAR PADA MATA PELAJARAN DESAIN GRAFIS KELAS X DI SMKT SOMAOPU Dasmayanti Lestari; Abdul Muis Mapalotteng; Ruslan
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2039

Abstract

This research is a quasi-experimental or quasi-experimental research with the aim of 1. Knowing the application of the kahoot game 2. Knowing whether there is an effect of implementing the Kahoot Game in Improving Learning Outcomes in Class X Graphic Design Subject at SMKT Sombaopu 3. Knowing student responses to the kahoot game. This study consisted of two variables, namely the Kahoot Game media as the independent variable and student learning outcomes as the dependent variable, using the Pretest and Posttest Control Group Design research designs. The population in this study were all students of class X TKJ consisting of 2 classes with a total of 34. The research sample was class X TKJ 1 as a control class with 17 students and X TKJ 2 as an experimental class with 17 students selected through Simple Random. sampling. The data obtained were analyzed with descriptive statistics and inferential statistics. The results of the descriptive statistical analysis show that in the experimental class with the Kahoot Game learning media, the average pretest and posttest were 74.35 and the pretest was 74.35, while the learning using the lecture method obtained the average pretest was 34.59 and the posttest was 57.18, while the control class students' mastery was 6. % and 82% experimental class. The average result of the n-gain test for the experimental class was 0.46 and that for the control class was 0.3. The average effectiveness of the control class was 33.62 and the experimental class was 46.88. The results of inferential statistical testing with the Independent Samples T-Test obtained a significance value for the pretest and posttest p = 0.000 <α = 0.05. This means that H0 is rejected and H1 is accepted, thus the kahoot game learning media influences student learning outcomes in Class X Graphic Design Subject at SMKT Sombaopu. Student response test as many as 34 people get a score of 4.30 with a presentation of 86.14% in a very interesting category.
PENGEMBANGAN MEDIA GAME EDUKASI ONLINE DENGAN PLATFORM GAMIFIKASI PADA MATA PELAJARAN INFORMATIKA DI SEKOLAH MENENGAH PERTAMA NEGERI 3 MATTIROBULU Sudirman, Sirajuddin; Ruslan; Djawad , Yasser Abdul
UNM Journal of Technology and Vocational Volume 8, Issue 2, June (2024)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v8i2.2206

Abstract

This research aims to: (1) Describe the stages of developing an online educational game media design with a gamification platform in informatics subjects in junior high schools, (2) Develop an online educational game media with a gamification platform in informatics subjects in junior high schools that is valid for use based on experts, (3) Developing online educational game media with a gamification platform in informatics subjects in junior high schools that is practical for use in the classroom, (4) Developing online educational game media with a gamification platform in informatics subjects in junior high schools which effective in completing learning achievements. The type of research used is research & Development. The research sample consisted of 40 class VII students at UPT SMP Negeri 3 Mattirobulu. Data collection techniques use questionnaires, interviews and observations. The research results are: (1) Developing online educational game media with a gamification platform at State Junior High School 3 Mattirobulu include in 5 stages that is, Analysis, Design, Development, Implementation and Evaluation, (2) Online educational game media with a gamification platform is declared valid for use based on scores from media experts with an average score of 88.8 and material experts with an average score of 90.3 with both being in very valid criteria, (3) Online Educational Game Media with a Gamification Platform is declared practical to use based on the average results from teachers assestment was 87.2 and from students was 84.2, both of which were in the very practical category, and (4) Online Educational Game Media with a gamification platform effectively improved student learning outcomes as seen from the results of the pre-test and post-test resulting in N-Gain high scores that has 0.72 which is in the high category.
Pengembangan Butir Soal Evaluasi Hasil Belajar Pada Mata Pelajaran Informatika Berbasis CBT Menggunakan Ispring Quizmaker Nugraha, Iqram; Mangesa, Riana Tangkin; Ruslan
UNM Journal of Technology and Vocational Volume 9, Issue 1, February (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i1.6075

Abstract

Penelitian ini bertujuan untuk mengetahui pengembangan butir soal hasil evaluasi belajar pada mata pelajaran informatika berbasis CBT. Jenis penelitian ini adalah Penelitian dan Pengembangan dengna menggunakan pengembangan model ADDIE. Teknik pengumpulan data menggunakan teknik angket dan dokumentasi. Data dianalisis dengan menggunakan uji realibilitas dan analisis deskripsi, serta uji t-Test: paired Two Sample untuk membandingkan nilai yang diperoleh sebelum dan setelah intervensi. Hasil penelitian menunjukkan bahwa: (1) butir soal evaluasi hasil belajar dikembangankan melalui 5 tahapan yaitu analisis, desain, pengembangan, implementasi, dan evaluasi; (2) respon siswa dan guru setelah menggunakan instrumen penilaian secara kesuluruhan sangat baik. Instrumen yang digunakan dinilai mampu mengukur kemampuan berpikir tingkat tinggi dan menyajikan keberagaman dalam tingkat kesulitan dan jenis pertanyaan; (3) terdapat perbedaan yang signifikan antara nilai siswa sebelum dan setelah intervensi.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATA PELAJARAN INFROMATIKA Aulia Virna Yuniar; Udin Sidik Sidin; Ruslan
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.7674

Abstract

Penelitian ini bertujuan untuk mengembangkan produk pembelajaran berupa media pembelajaran interaktif berbasis android yang valid, praktis, dan efeektif untuk siswa dan guru dalam mata pelajaran informatika. Jenis penelitian yang digunakan adalah R&D (research and development) dengan metode pengembangan yang digunakan adalah model ADDIE yang meliputi lima tahap: Analisis (analysis), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Hasil penelitian menunjukkan bahwa media pembelajaran interaktif berbasis android yang dikembangkan telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Validitas dari ahli materi sebesar 95,6% dan validitas ahli media sebesar 92,8% mengidentifikasi bahwa media pembelajaran berbasis android dalam kategori sangat baik. kepraktisan diketahui bahwa uji perorangan memperoleh rata-rata sebesar 89,77%, uji kelompok kecil sebesar 89,49%, dan uji kelompok besar sebesar 89,70%. Keefektifan media pembelajaran interaktif berbasis android didasarkan pada hasil posttes menunjukkan persentase ketuntasan kelas eksperimen mencapai 86,8%.
Co-Authors Abdul Assam ABDUL HAMID Abdul Muis Mapalotteng Abustiana, Rahma Lolita Agus Maimun Agus Setiawan Agusrawati Ahmad Nurfauzan Ahmad Ridhay Ahmad Thalib Ainun Haurul Jannah Ainun, Amma Akhyar Muchtar, Akhyar Al Imran Aldiansyah Ismail Alfia Mutmainah Alief Akbar Alimuddin Sa'ban Miru Anas Arfandi Andelina febriani Andi Abd. Muis Andi Ammar Akrar Andi Fitriani Djollong Andi Sri Dewi Anggraeni. M Anisah Syafiqah Annisa Anwar Muthaher Anwar, Handayani Aprila Sakti K Ariyansyah Asdar Aulia Virna Yuniar Awi Awi Dassa Awi Dassa, Awi Ayu Pratiwi Azrul Ridwan Baharuddin Bahriddin Abapihi Bahridin Abapihi Baraz Yoechva Alfaiz Baso, Fadhilrrahman Cahya Dewati, Anastiti Cassiophea, Lola Danar Airangga Windra Gautama Darwis Dasmayanti Lestari Denny Mathius Dewi Nirmala Salim Djawad , Yasser Abdul Duda, Nining Austi Dwi Juli Puspitasari Dwina Izzaty KS, Fathia Edwin Ali Akbar M Ega Sarmita Erwin Abdul Rahim FAHRIZAL Faradinah Fatah, R. Hozin Abdul Fathahillah Fathani Mubarak Fery Yanto Firdaus Fitrahlaelah Muh. Asri Fitri Gusti Ngurah Adhi Wibawa H. Bernard Halwani, Sufi Hamda Hasanah Hasbi Ali, Hasbi Hendra Jaya Hisyam Ihsan Husain Sosidi Ihlas Ihwal, Muhammad Imam Suyudi, Imam Imran Inda, Nov Irmawati Indah Safirah Intan Vida Yasasi Intan, Intan Fandini Irma Yahya Irwan Isma Inggit Ismatullah Ismiati Iswara, Zalu Nabil Yassin Iwan Suhardi Joni Ribowo Juliana Jun Suhardi Jurnal Wicara K, Raida Khaerni Khairuddin Khairuddin Khairuddin Khairudin Klis Dianti Kurniaty Atmia La Ode Abd Kadir La Rudi Lailatus Shiddiqah Laily Nurliana Lati Sari Dewi Lilis Laome Lu'mu Luthfiyah Lu’lu Yu’tikan Nabilah M, Irmawati M. Adji Yudha Makarim, Siti Amirah Makkulau Makmur, Elfira Mangesa, Riana Tangkin Mansur Mariyal Qibtiyah Marsela, Anggi Maskuri Mega Kurniawati Meili Yanti Mirzan, Mohamad Misnawati Mu'minayah Muchsin Idrus Mudjia Rahardjo Muh. Fitrah Muh. Iksan N Muh. Natsir Muh. Yusuf Mappease Muh. Yusuf Mappeasse Muhammad Muhammad Ammar Naufal Muhammad Firdaus Muhammad Shiddiqien Kuddus MUHAMMAD SUBHAN Muhammad Ziaulhaq Muharrir Na'iem Mujahid, Nurhakimah Mujri Afuw Muliadi Nadila Aprianingsih Nafila, Nofi Nasaruddin Nasrullah Nathanael Nazilla, Sazkia Nea, Sirah Diniati Ni Ketut Sumarni Ni Putu Diah Agustin Permanasuri Nohong Nugraha, Iqram Nur Aisyah NUR AMAL JAYA Nur Anim Jauhariyah Nur Rahayu NUR RAHAYU, NUR Nur Reski Yanti Nurakhirawati Nurhaeni Nurhalisa, Sitti Nurhidayah Da’te Nurmiani NURUL HIDAYAH Nurul Hisani Basri Nurwijayanti Nyimas Sopiah Petrisly Perkasa Prismawiryanti Prismawiryanti Purnamawati Putri Huzaifah Raden Muliana Raditya Rahayu Amalia Rahinah Ibrahim Rahma, Muftihatur Rahmaniah Rahmat Prayogi Rahmawati Mamile Ramli, Aksar Raswadi, Muhammad Dika Revianti Coenraad Ricardo Valentino Latuheru Rinaldy, Syiar Riska, Muhammad Riski, Mutiara Zalfa Rosdayanti Rudy Candra Rusdi Rusli Saeniah Sahril Afandi S Sanatang Sani Haryati Saputra, Iwan Sarifin Siti Aminah Siti Justianti Muhajriyah Siti Nurbaya Siti Tazkirah Sri Rohmuliaty Sri Wahyuni Sudirman, Sirajuddin Suhayni Sutriani Syafrudin Muhammad Syahru Ramadhan Syamsurijal Tarita Aprilani Sitinjak THAMRIN AZIS Tri Oktarina Tuah Udin Sidik Sidin Ulantari Suhal Umar, Umar Wahyono, Zubaidi Wahyudin Wahyudin Whendy Trissan Wisak Watawai, Wilhelmus Wisriani Yayuk Kusumawati Yeni Utamin Yuliana Indriani Yusiran Yusral Anas Zulfiyah Surdam