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PLIKASI SOFTWARE COURSE LAB V.2.4 UNTUK IMPLEMENTASI MODEL PEMBELAJARAN INTERACTIVE PROBLEM SOLVING PADA MATA KULIAH MATEMATIKA Nuryadin Eko Raharjo
Jurnal Pendidikan Teknologi dan Kejuruan Vol 20, No 2 (2011): (Oktober)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (392.948 KB) | DOI: 10.21831/jptk.v20i2.3315

Abstract

ABSTRACTThe purposes of this research are (1) to acquire the design of interactive learning media, (2) to analyze the obstacles and to find the solutions, (3) to analyze the implementation of interactive learning media model on mathematics course to improve students learning achievement.  This research can be catagorized as action research with several stages: (1) problem design, (2) media design, (3) expert validation, (4) implementing interactive problem solving with CourseLab V.2.4, (5) monitoring and evaluation, (6) reflection and revision, (7) implementing the next cycle. This research was conducted in the department of civil engineering and planning Faculty of Engineering, Yogyakarta State University. The reseacrh participants were the students who joined Mathematics Data Analysis Course. Data anaysis technique were using quanitative and qualitative descriptive analysis. The findings showed that (1) the criteria for learning media design with CourseLab V.2.4 which is appropriate to implement learning model of  interactive problem solving were as follow: (a) the level of difficulty was made in moderate level, (b) time allocation was implemented for the whole questions, not for every single question, (c) there was no need to show the answer key, (d) varying the type  of test item, (e) there was no need to provide calculator application assistance; (2) there were some ways should be conducted to overcome the obstacles in implementing this interactive media, i.e. (a) start by publishing the software in the form of html, (b) adjusting the security setting of the browser apllication on low level, (c) using courselab program should be thoroughly because this program can save any changes automatically, (d) file should be compresed in the form of zip, rar, or the other before it was distributed to the students, (3) the implementation of CourseLab V.2.4 on learning media of interactive problem solving was effective to improve students’ learning achievement.Keywords: interactive media, interactive problem solving and mathematics.
Kewirausahaan Kepala Seklah Menengah Kejuruan Menuju Kemandirian Nuryadin Eko Raharjo
Jurnal Penelitian dan Evaluasi Pendidikan Vol 2, No 2 (2000)
Publisher : Graduate School, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/pep.v2i2.2100

Abstract

Penelitian ini bertujuan untuk mengetahui : (1) pengetahuan kewirausahaan Kepala SMK dalam mewirausahakan lembaganya untuk mewujudkan SMK yang mandiri, (2) perbedaan pengetahuan Kepala SMK tentang materi penataran kewirausahaan dari Direktorat Dikmenjur dengan pengetahuannya tentang kajian konsep kewirausahaan, (3) kontribusi pengetahuan kewirausahaan Kepala SMK terhadap kemandirian SMK. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan menggunakan pendekatan survey. Populasi penelitian ini adalah Kepala SMK di Propinsi DIY yang sudah mengikuti penataran kewirausahaan dari Direktorat Dikmenjur. Analisis data yang digunakan adalah : deskriptif, komparatif, dan korelasional. Hasil penelitian ini menyimpulkan bahwa : (1) pengetahuan kewirausahaan Kepala SMK masih tergolong belum memadai, (2) pengetahuan Kepala SMK tentang materi penataran kewirausahaan berbeda dan lebih rendah dari pada pengetahuannya tentang kajian konsep kewirausahaan, sehingga materi penataran kewirausahaan dari Direktorat Dikmenjur sangat perlu dilengkapi dengan kajian konsep kewirausahaan yang ditemukan dari penelitian ini, (3) pengetahuan kewirausahaan Kepala SMK nyata-nyata mempunyai kontribusi yang oesar dalam mewujudkan SMK yang mandiri melalui usaha mewirausahakan SMK.
MODEL PENDIDIKAN KARAKTER KEWIRAUSAHAAN MELALUI UNIT PRODUKSI DAN JASA DI SMKN 2 PENGASIH Nuryadin Eko Raharjo
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 13 No. 1 (2016): Edisi Januari 2016
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.279 KB) | DOI: 10.23887/jptk-undiksha.v13i1.6850

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The objectives of this study were to determine the entrepreneurial character education model through unitof productionandservicesof Engineering Construction Wood in SMKN 2 Pengasih. Research conducted using the phenomenological qualitative approach in SMKN 2 Pengasih concluded as follows. (1) The strategy used in character education in entrepreneurship through UPJ TKKY SMKN Pengasih includes: examples, learning, empowerment, habituation, strengthening, and assessment. (2) The character of entrepreneurship developed by UPJ TKKY consist of: (a) mindset includes: creative, innovative, and realistic, (b) heartset include: risk-taking, honesty, responsibility, curiosity, unyielding, independent, and strong motivation for success, (c) actionset include: hard work, action-oriented, communicative, teamwork, and discipline. (3) Model of entrepreneurial character education through UPJ TKKY in SMKN 2 Pengasih conducted through curricular activities and through the production process UPJ. Keywords: model of entrepreneurialcharacter education, SMK,UPJ. ABSTRAK Penelitian ini bertujuan untuk mengetahui model pendidikan karakter kewirausahaan yang dilakukan melalui UPJ Teknik Konstruksi Kayu (TKKY) di SMKN 2 Pengasih.Penelitian yang dilaksanakan dengan menggunakan pendekatan kualitatif fenomenologisbertempat di SMKN 2 Pengasih ini menyimpulkan sebagai berikut. (1) Strategi yang digunakan dalam pendidikan karakter kewirausahaan melalui UPJ TKKY di SMKN 2 Pengasih meliputi: keteladanan, pembelajaran, pemberdayaan, pembiasaan, penguatan, dan penilaian. (2) Karakter kewirausahaan yang dikembangkan melalui UPJ TKKY terbagi menjadi: (a) ranah pola pikir (mindset)meliputi: kreatif, inovatif, dan realistis, (b) ranah pola rasa (heartset)meliputi: berani mengambil risiko, jujur, tanggung jawab, rasa ingin tahu, pantang menyerah, mandiri, dan motivasi kuat untuk sukses, (c) ranah pola tindakan (actionset)meliputi: kerja keras, berorientasi pada tindakan, komunikatif, kerja sama, dan disiplin. (3) Model pendidikan karakter kewirausahaan melalui UPJ TKKY di SMKN 2 Pengasih dilakukan melalui kegiatan kurikuler dan melalui kegiatan proses produksi UPJ. Kata kunci: model pendidikan karakter kewirausahaan, SMK, UPJ.
PENGEMBANGAN VIDEO PEMBELAJARAN OPENSTREETMAP UNTUK PEMBUATAN PETA DIGITAL FORMAT SHAPEFILE MENGGUNAKAN ARCGIS Kukuh Setyo Budi; Nuryadin Eko Raharjo; Sunar Rochmadi; Ilham Marsudi; Nur Hidayat
Jurnal Pendidikan Teknik Bangunan Vol 2, No 1 (2022): Jurnal Pendidikan Teknik Bangunan
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jptb.v2i1.45973

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Tujuan penelitian ini adalah mengembangkan video pembelajaran OpenStreetMap untuk pembuatan peta digital format shapefile menggunakan ArcGIS. Pengembangan video pembelajaran ini dimaksudkan untuk menyediakan media pembelajaran pada Jurusan Pendidikan Teknik Sipil dan Perencanaan FT UNY pada kompetensi pembuatan peta digital mata kuliah Praktikum Geomatika II. Penelitian ini menggunakan metode penelitian dan pengembangan atau research and development (RD) yang mengacu pada model penelitian 4D (Define, Design, Development and Disseminate) oleh Thiagarajan. Teknik pengumpulan data menggunakan kuisioner yang diberikan kepada ahli materi, ahli media dan pengguna (mahasiswa). Teknik analisis data menggunakan teknik analisis deskriptif kuantitatif. Hasil penelitian ini adalah pegembangan media pembelajaran Video OpenStreetMap pembuatan peta digital format shapefile menggunakan ArcGIS dengan model penelitian 4D. Hasil define menghasilkan kebutuhan media pembelajaran video pembuatan peta digital OpenStreetMap. Design menghasilkan konsep media pembelajaran yang dikembangkan, materi yang sesuai, narasi materi video pembelajaran, layout video pembelajaran serta produk yang dihasilkan berupa video pembelajaran dengan teknik animasi dan screen record berformat. Tahap development berdasarkan penilaian ahli materi diperoleh hasil sebesar 3,55 dengan kategori sangat layak, dari ahli media diperoleh hasil sebesar 3,50 dengan kategori sangat layak serta penilaian oleh pengguna (mahasiswa) dengan hasil sebesar 3,57 dengan kategori sangat layak. 
Transformation of Digital Media Technology through Innovative Management: A New Perspective of Vocational High Schools in Industrial Revolution 4.0 Hastutiningsih, Arum Dwi; Raharjo, Nuryadin Eko; Cabreros, Bryan
Jurnal Pendidikan Teknik Sipil Vol. 6 No. 2 (2024): November
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpts.v6i2.79497

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Background: The Industrial Revolution 4.0 has introduced significant challenges and opportunities for digital transformation in education, particularly in Vocational High Schools (VHS) in the Special Region of Yogyakarta (DIY). This transformation requires innovative management practices to integrate technology effectively into vocational education while addressing professional development and resource allocation challenges.Methods: This study employed a mixed-methods approach, collecting data from 34 VHS teachers in DIY. The data were analyzed to identify key factors influencing the success of digital transformation, including leadership vision, resource allocation, professional development, teacher collaboration, and regular evaluations.Results: The findings indicate that a clear leadership vision significantly supports technology integration in vocational education, bolstered by adequate resource allocation and regular training programs. Teacher collaboration emerged as a critical factor for successful technology adoption, although areas such as professional development and training enhancement were identified as needing improvement. Leadership support and periodic evaluations were also recognized as essential for sustaining progress.Conclusion: Strengthening professional development programs, fostering teacher collaboration, and optimizing leadership support are crucial to achieving effective digital transformation in Vocational High Schools in DIY during the Industrial Revolution 4.0 era.
Pelatihan building information modeling bagi Guru Sekolah Menengah Kejuruan di DIY dan Jawa Tengah Hastutiningsih, Arum Dwi; Pramudiyanto, Pramudiyanto; Elviana, Elviana; Raharjo, Nuryadin Eko
Penamas: Journal of Community Service Vol. 4 No. 2 (2024): Penamas: Journal of Community Service
Publisher : Nur Science Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53088/penamas.v4i2.1288

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This community service aims to enhance the digital competence of Vocational High School (SMK) teachers in the Special Region of Yogyakarta (DIY) and Central Java through Building Information Modeling (BIM) training. BIM is a crucial technology in the digital era, especially in the construction, architecture, and civil engineering sectors, as it facilitates better collaboration in project planning, design, and management. Through this training, teachers are expected to integrate BIM technology into the learning process to help students understand practical concepts relevant to the workforce. The results of this activity show an increase in teachers' competency in using BIM, as well as their readiness to apply technology-based learning methods in the classroom.
PELUANG DAN TANTANGAN PENDIDIKAN VOKASIONAL MENGHADAPI ERA REVOLUSI INDUSTRI 4.0 Jaya, Daniel Jesayanto; Ernawati, Enik; Triyono, Mochamad Bruri; Sudira, Putu; Raharjo, Nuryadin Eko
Journal of Vocational and Technical Education (JVTE) Vol. 7 No. 1 (2025): March
Publisher : Fakultas Teknik Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jvte.v7n1.p39-48

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Era Revolusi Industri 4.0 merupakan globalisasi dimana sistem manufaktur virtual dan fisik secara global saling berintegrasi dengan cara yang fleksibel yang memungkinkan kostumisasi produk dan penciptaan model operasi baru, dengan adanya cyber physical systems dan Internet of Things yang merupakan sistem cerdas dan komunikatif temasuk komunikasi mesin-ke-mesin dan interaksi manusia-mesin. Dengan berbagai kemudahan teknologi yang ditawarkan saat ini, disadari atau tidak akan berdampak pada berbagai sektor kehidupan, terutama dalam era disrupsi. Sektor pendidikan pun terkena imbas dari era Revolusi Industri 4.0 khususnya pendidikan vokasi. Tak dapat dipungkiri, pendidikan merupakan investasi penting bagi manusia dan aset berharga bagi kemajuan negara. Peluang pendidikan vokasi dalam era Revolusi Industri 4.0 utamanya adalah kesempatan bagi semua pihak untuk mencetak generasi unggul yang mampu menghadapi segala perubahan yang terjadi di masa mendatang. Tantangan pendidikan vokasi menghadapi era Revolusi Industri meliputi perubahan dari cara belajar, pola pikir, serta pola bertindak para peserta didik dalam mengembangkan inovasi kreatif berbagai bidang, kemampuan berpikir orde tinggi (High order thinking skills / HOTS), soft skills dan adanya tuntutan kualifikasi dan skill yang diperlukan pada era Revolusi Industri 4.0 yaitu knowledge about ICT, kemampuan bekerja dengan data, technical know-how, dan personal skills.
Establishing outcome-based curriculum: a triple helix partnership among Universities, Industries, and Government Agencies Raharjo, Nuryadin Eko; Jaedun, Amat; Minghat, Asnul Dahar; Bahri, Nur Ayuni Shamsul; Mustakim, Siti Salina; Hastutiningsih, Arum Dwi
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 31 No. 1 (2025): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jptk.v31i1.82278

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The Triple Helix Model (THM) of innovation has gained significant attention as a policymaking framework to enhance innovation and promote economic growth. This aligns with the principles of Outcome-Based Education (OBE), which focuses on clearly defined skills and knowledge that individuals are expected to acquire. This study aims to: (1) identify the THM model suitable for Indonesia and Malaysia; (2) describe the current level of THM implementation; (3) assess the THM ecosystem's needs from the perspectives of government, industry, and universities; (4) evaluate the role of the government in THM implementation; (5) assess the industry's role in THM; and (6) analyze the universities' role in THM. The research uses document analysis and Focus Group Discussions (FGD) involving lecturers, officials, and government personnel. Thematic analysis was applied to data from the document review and FGDs. A four-point Likert-scale questionnaire, based on the roles of key stakeholders in THM, was used, with data analyzed descriptively by Mean and Standard Deviation. The findings reveal that: (1) the Balanced Triple Helix Model (BTM) is the preferred model for both Indonesia and Malaysia; (2) the government, industry, and universities in both countries classify the BTM implementation as average; (3) the supporting ecosystem for BTM implementation is also classified as average; and (4) the roles of government, industry, and universities in both countries are classified as average in BTM implementation.Keywords: government, industry, OBE curriculum, Triple-helix model, university
Pengembangan Modul Pembelajaran Penggunaan ArcGIS Online untuk Pembuatan Peta Penyebaran Gedung: Studi Kasus pada Peta Penyebaran SMK Kompetensi Keahlian DPIB di Daerah Istimewa Yogyakarta Sukmantari, Hanna Nursanti; Marsudi, Ilham; Raharjo, Nuryadin Eko
Jurnal Pendidikan Teknik Sipil Vol. 4 No. 1 (2022): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpts.v4i1.48498

Abstract

ABSTRACTThe purpose of this study was to develop a learning module for the use of ArcGIS Online in making the distribution map of the SMK DPIB expertise program in DIY in the Geomatics Practicum II course in the Department of Civil Engineering and Planning UNY. This research is included in research and development or Research and Development (R&D), the 4D (four-D) method by Thiagarajan. The data collection technique spreads questionnaires to respondents. Qualitative descriptive technique as a data analysis technique. The results of this study are: (1) The development of learning media through the 4D stage. The defining stage (Define) is to obtain the needs in using ArcGIS Online., The selected media design stage is the learning module, the development stage (Develop) stage is validated by material experts, and media experts then a feasibility test is carried out on the user ,, and the dissemination stage (Disseminate), the dissemination stage is carried out by spreading the media that has been developed. The learning media developed is a learning module. The feasibility of the learning module is based on the assessment of the material expert, namely 3.93 with the "Feasible" category, media experts of 4.77 with the "Very Appropriate" category, and the user feasibility test of 4.23 with the "Very Appropriate" category.Keywords: ArcGIS Online, Learning Module, DevelopmentABSTRAKTujuan dari penelitian ini adalah untuk mengembangkan modul pembelajaran penggunaan ArcGIS Online dalam pembuatan peta sebaran SMK program keahlian DPIB di DIY pada mata kuliah Praktikum Geomatika II di Jurusan Pendidikan Teknik Sipil dan Perencanaan UNY. Penelitian ini termasuk ke dalam penelitian dan pengembangan atau Research and Development (R&D), menggunakan metode 4D (four-D) oleh Thiagarajan. Teknik pengumpulan data menggunakan menyebar angket kepada responden. Teknik yang digunakan berupa deskriptif kualitatif sebagai teknik analisis data. Hasil penelitian mendapatkan hasil yaitu Pengembangan media pembelajaran melalui tahap 4D. Tahap pendefinisian (Define) adalah untuk memperoleh kebutuhan penggunaan ArcGIS Online, tahap perancangan (Design) media yang dipilih yaitu modul pembelajaran, tahap pengembangan (Develop) tahap ini dilakukan validasi ahli materi, dan ahli media kemudian dilakukan uji kelayakan kepada pengguna, dan tahap penyebaran (Disseminate), tahap penyebaran dilakukan dengan menyebarkan media yang telah dikembangkan. Media pembelajaran yang dikembangkan adalah modul pembelajaran. Kelayakan modul pembelajaran berdasarkan penilaian dari ahli materi, yaitu 3,93 dengan kategori "Layak", untuk ahli media sebesar 4,77 dengan kategori "Sangat Layak", sdangkan uji kelayakan pengguna sebesar 4,23 dengan kategori "Sangat Layak".
Entrepreneurial character education through the school culture in the vocational high schools Raharjo, Nuryadin Eko; Sukardi, Sukardi; Usman, Husaini
Jurnal Pendidikan Vokasi Vol. 8 No. 2 (2018): June
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.003 KB) | DOI: 10.21831/jpv.v8i2.20354

Abstract

The study was to describe the implementation of the entrepreneurial character education through the school culture in the vocational high schools (VHSs).The method that the researcher made use in the study was the qualitative one. The study was conducted in the 2 Depok Public Vocational High School and the 2 Pengasih Public Vocational High School. The data source in the study was the school members, the documents, and the school cultures. The data was collected by means of observation, interview, and documentation. For the instruments, the researcher made use of the human instrument and the interview guideline. The data was analyzed by using the open coding, the axial coding and the selective coding. The findings in the research were as folows: the entrepreneurial character education by means of the school culture implementation in the VHSs had been included in the entrepreneurship culture through: (1 ) the five artifacts in the verbal/conceptual dimension that might generate 17 dominant entrepreneurial characters; (2) the five artifacts in the action/behavioral dimension that might generate 8 dominant entrepreneurial characters; and (3) the four artifacts in the physical/material dimension that might generate seven dominant entrepreneurial characters.