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Sumber Daya Proyek Konstruksi Patimban Port Development Project yang Mempengaruhi Kinerja Kontraktor Khoirina Putri Izza Rohmah; R. Machmud Sugandi; Imam Alfianto
Bentang : Jurnal Teoritis dan Terapan Bidang Rekayasa Sipil Vol 11 No 2 (2023): BENTANG Jurnal Teoritis dan Terapan Bidang Rekayasa Sipil (Juli 2023)
Publisher : Universitas Islam 45

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/bentang.v11i2.6236

Abstract

Construction project resources are one of the essential things in a construction phase. Every year, contractor performance decreases due to limitations in managing and managing project resources. One way contractors can deal with these problems is to improve quality performance during construction. One of the causes of problems at work is the resource factor. The resource factor in the construction process dramatically influences the contractor's performance. This study aims to analyze how much influence each factor of project resources (human resources, materials, equipment, implementation methods and information technology) of the project has Connecting Bridge, Patimban Port Development Project. The study collected sample data on 33 people involved in the project development process analysis using SEM-PLS analysis with the help of SmartPLS 3.0. From testing, this study's results indicate a positive and significant influence between the variables of human resources, materials, equipment amd implementation methods. This study's results obtained from the R square for the contractor performance variable were 0.809. It means that the percentage of human, material, equipment, implementation methods and information technology resources is 80.9%, while other factors influence the remaining 19.1%.
Workforce needs in the fashion industry: Relevance to the vocational fashion design curriculum Annisau Nafiah; R. Machmud Sugandi; Hariani Aprilia; Wulidah Ning Tiasari; Arasinah Binti Kamis; Asliza Aris
Jurnal Pendidikan Vokasi Vol. 15 No. 1 (2025)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i1.85834

Abstract

The rapid transformation of the fashion industry due to digitalization and globalization has significantly reshaped the competencies required of its workforce. This study aims to reveal the essential skills demanded by fashion industry stakeholders, assess the relevance of the fashion design vocational curriculum to these industry needs, and examine the correlation between educational content and industry expectations. Using a quantitative approach with survey and document analysis, data were collected from 96 respondents, comprising fashion industry practitioners, vocational teachers, and alumni. The findings indicate that the industry prioritizes a hybrid competency set comprising advanced technical skills, digital fluency (e.g., computer-aided design and 3D fashion design software), soft skills, and entrepreneurial acumen. However, the current vocational curriculum remains moderately relevant (mean = 3.88), with significant gaps in the integration of digital and entrepreneurship. Pearson correlation analysis reveals a very strong and statistically significant relationship (r = 0.952, p < 0.01) between curriculum content and industry expectations. These results underscore the urgency of adopting a demand-driven, digitally oriented, and industry-partnered curriculum reform. The study offers valuable insights for policymakers, educators, and curriculum developers seeking to enhance graduate employability and align vocational education with the evolving dynamics of the fashion sector.
Integration Of Roblox Game As A Gamification Media For Developing Bartender Competence In Culinary Vocational Education: A Systematic Review Aditia Gustiana Gunawan; Alvina Fadila Maulida; R. Machmud Sugandi; Gina Khoirunnissa
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 10 No. 1 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v10i12025p28-43

Abstract

This research uses the PRISMA 2020 review guideline to systematically review literature (2015–2025) related to Roblox and gamification-based environments in vocational culinary education that support bartender skills acquisition of cocktail and mocktail making. A review of 20 academic research papers shows that Roblox is associated with improved student engagement, procedural accuracy, creativity and professional skill development especially when combined with gamification elements like leaderboards, rewards and collaborative learning. Practical skills and motivation to learn are greatly enhanced in hospitality and culinary training contexts through video games or simulations. Yet, there remain several challenges to overcome including technology divide, expense of infrastructure; teacher preparedness and non-standardized assessment. In general, these results highlight the transformative nature of Roblox as a new medium for refreshing bartender pedagogy and call attention to opportunities and tensions that warrant further investigation in terms of scalability, long term retention retention,, and industry relevant assessment frameworks.
Innovation in Virtual Learning Based on Teaching Factory on Robotic Welding in Vocational Education: A Systematic Literature Review Herianto Herianto; Aditia Gustiana Gunawan; R. Machmud Sugandi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 1 (2026)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i12026p14-28

Abstract

The rapid adoption of automation and robotics in manufacturing has intensified the need for vocational graduates with integrated digital, systems-thinking, and advanced welding competencies. Despite growing interest in virtual learning and Teaching Factory (TeFa) models, research on their application in robotic welding education remains fragmented. This study synthesizes existing evidence on virtual Teaching Factory innovations for robotic welding in vocational education through a Systematic Literature Review conducted in accordance with PRISMA 2020 guidelines. Peer-reviewed journal articles and conference proceedings published between 2013 and 2024 were retrieved from Scopus, Web of Science, IEEE Xplore, ScienceDirect, and ERIC. Following rigorous inclusion and exclusion criteria, twenty studies were analyzed using thematic synthesis. The findings reveal that immersive technologies, particularly virtual reality, welding simulation, and augmented training environments, have demonstrated positive effects on practice-based learning outcomes. Influence learners’ cognitive and psychomotor skill development, motivation, and operational safety. However, virtual learning is predominantly implemented as a supplementary tool rather than as an integrated Teaching Factory system. Hybrid learning configurations that combine virtual and physical environments demonstrate the strongest potential for enhancing industrial relevance and systems-level understanding. This review contributes a reminder conceptual synthesis of virtual Teaching Factory applications in robotic welding and identifies critical gaps for future research, emphasizing the need for longitudinal, pedagogy-driven, and industry-validated studies to advance vocational education in Industry 4.0 contexts.
Pengembangan Spot Wisata Edukasi Motorik bagi Anak di Rest Area Desa Pagersari M. Musthofa Al Ansyorie; R. Machmud Sugandi; Eko Suwarno; Titi Rahayuningsih; M. Musthofa Al Ansyorie; R. Machmud Sugandi; Eko Suwarno; Titi Rahayuningsih; Kevin Reznadya Setia Budi
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 3 No. 10 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v3i102023p953-959

Abstract

Abstract: The needs of the community, especially Pagersari Village officials, Ngantang District, Malang Regency, in developing a rest area as a tourist area that is friendly to all ages is very urgent. Pagersari Village is still experiencing several obstacles in making details of each existing spot and related to the procurement of these spots. Apart from that, in relation to the realization process of each existing spot, the village requires assistance regarding technical implementation in the field. Solutions to solve this problem include (a) creating motor-based children's game spot designs, (b) implementing game spot designs. The method for implementing this service activity includes several stages, namely (1) preparation stage, (2) implementation stage, and (3) final stage. At each stage, several activities are carried out in accordance with the needs and plans for completing this community service activity. The output of this community service activity is expected to produce several outputs, including: 1 Copyright, 1 News in the Mass Media, 1 design implementation product, 1 product documentation, 1 published article. Abstrak: Kebutuhan masyarakat khususnya aparat Desa Pagersari Kecamatan Ngantang Kabupaten Malang dalam pengembangan rest area sebagai kawasan wisata yang ramah terhadap segala jenjang usia merupakan hal yang sangat mendesak. Desa Pagersari masih mengalami beberapa kendala dalam pembuatan detail dari masing-masing spot yang ada serta terkait pengadaan spot-spot tersebut. Selain itu juga dalam kaitannya dengan proses realisasi dari setiap spot yang ada pihak desa membutuhkan pendampingan terkait teknis implementasi dilapangannya. Solusi untuk menyelesaikan masalah tersebut diantaranya adalah (a) pembuatan desain spot permainan anak yang berbasis motorik, (b) implementasi desain spot permainan. Metode pelaksanaan kegiatan pengabdian ini meliputi beberapa tahapan yaitu (1) tahap persiapan, (2) tahap pelaksanaan, dan (3) tahap akhir. Pada masing-masing tahap dilaksanakan beberapa kegiatan sesuai dengan kebutuhan dan rencana penyelesaian kegiatan pengabdian kepada masyarakat ini. Luaran Kegiatan pengabdian kepada masyarakat ini nantinya diharapkan menghasilkan beberapa luaran antara lain: 1 Hak Cipta, 1 Berita di Media Massa, 1 produk implementasi desain, 1 dokumentasi produk, 1 artikel terpublikasi.
Pengembangan Spot Wisata Edukasi Motorik bagi Anak di Rest Area Desa Pagersari M. Musthofa Al Ansyorie; R. Machmud Sugandi; Eko Suwarno; Titi Rahayuningsih; M. Musthofa Al Ansyorie; R. Machmud Sugandi; Eko Suwarno; Titi Rahayuningsih; Kevin Reznadya Setia Budi
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 3 No. 10 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v3i102023p953-959

Abstract

Abstract: The needs of the community, especially Pagersari Village officials, Ngantang District, Malang Regency, in developing a rest area as a tourist area that is friendly to all ages is very urgent. Pagersari Village is still experiencing several obstacles in making details of each existing spot and related to the procurement of these spots. Apart from that, in relation to the realization process of each existing spot, the village requires assistance regarding technical implementation in the field. Solutions to solve this problem include (a) creating motor-based children's game spot designs, (b) implementing game spot designs. The method for implementing this service activity includes several stages, namely (1) preparation stage, (2) implementation stage, and (3) final stage. At each stage, several activities are carried out in accordance with the needs and plans for completing this community service activity. The output of this community service activity is expected to produce several outputs, including: 1 Copyright, 1 News in the Mass Media, 1 design implementation product, 1 product documentation, 1 published article. Abstrak: Kebutuhan masyarakat khususnya aparat Desa Pagersari Kecamatan Ngantang Kabupaten Malang dalam pengembangan rest area sebagai kawasan wisata yang ramah terhadap segala jenjang usia merupakan hal yang sangat mendesak. Desa Pagersari masih mengalami beberapa kendala dalam pembuatan detail dari masing-masing spot yang ada serta terkait pengadaan spot-spot tersebut. Selain itu juga dalam kaitannya dengan proses realisasi dari setiap spot yang ada pihak desa membutuhkan pendampingan terkait teknis implementasi dilapangannya. Solusi untuk menyelesaikan masalah tersebut diantaranya adalah (a) pembuatan desain spot permainan anak yang berbasis motorik, (b) implementasi desain spot permainan. Metode pelaksanaan kegiatan pengabdian ini meliputi beberapa tahapan yaitu (1) tahap persiapan, (2) tahap pelaksanaan, dan (3) tahap akhir. Pada masing-masing tahap dilaksanakan beberapa kegiatan sesuai dengan kebutuhan dan rencana penyelesaian kegiatan pengabdian kepada masyarakat ini. Luaran Kegiatan pengabdian kepada masyarakat ini nantinya diharapkan menghasilkan beberapa luaran antara lain: 1 Hak Cipta, 1 Berita di Media Massa, 1 produk implementasi desain, 1 dokumentasi produk, 1 artikel terpublikasi.
Developing Human Expertise Through Training and Development: Lesson form Japan and Indonesia Muhammad Idris Effendi; Syamsul Hadi; R. Machmud Sugandi; Fadliyanti Firdausia
KIRYOKU Vol 10, No 2 (2026): Kiryoku: Jurnal Studi Kejepangan (On Progress)
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v10i2.518-532

Abstract

This study aims to analyze and compare human expertise development models through Human Resource Development (HRD) and Technical and Vocational Education and Training (TVET) systems in Japan and Indonesia. The study focuses on understanding how institutional, cultural, and technological factors shape expertise formation across different contexts. A Systematic Literature Review (SLR) approach based on the PRISMA framework was employed to synthesize relevant peer-reviewed studies published between 2020 and 2025. The analysis was conducted using thematic synthesis to identify key patterns, dimensions, and relationships in human expertise development. The findings reveal that Japan represents a mature, firm-centered model characterized by experiential learning, continuous improvement (Kaizen), and socially embedded workplace training (shokuba gakushu), enabling incremental and long-term expertise accumulation. In contrast, Indonesia reflects a developing, system-oriented model, where expertise development depends on policy-driven initiatives, institutional alignment, and efforts to strengthen education–industry linkages through TVET reforms. The study also finds that digital transformation, organizational learning culture, and cross-sector collaboration play a critical role in shaping adaptive and sustainable human resource development systems across both contexts. The study concludes that effective human expertise development requires a hybrid approach that integrates experiential learning, competency-based systems, and digital transformation. Such an integrative model is essential for addressing the challenges of Industry 4.0, reducing skill mismatches, and enhancing workforce adaptability and long-term employability in diverse institutional settings.