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All Journal JPTK: Jurnal Pendidikan Teknologi dan Kejuruan Jurnal Inovasi Teknologi Pendidikan JINOP (Jurnal Inovasi Pembelajaran) Indonesian Journal of Curriculum and Educational Technology Studies POLYGLOT EDUCATIO : Journal of Education SPEKTRA: Jurnal Kajian Pendidikan Sains Jurnal Penelitian Pendidikan IPA (JPPIPA) Orbital: Jurnal Pendidikan Kimia Visipena Perspektif Ilmu Pendidikan Jurnal Basicedu Journal of Educational Research and Evaluation Journal of Education Technology Jurnal EDUTECH Undiksha JTP - Jurnal Teknologi Pendidikan Aptisi Transactions on Technopreneurship (ATT) IMPROVEMENT: Jurnal Ilmiah untuk peningkatan mutu manajemen pendidikan Sarwahita : Jurnal Pengabdian Kepada Masyarakat SAP (Susunan Artikel Pendidikan) Jurnal Pendidikan Edutama JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Jurnal Pemberdayaan Masyarakat Universitas Al Azhar Indonesia Jurnal Pendidikan Vokasional Teknik Elektronika (JVoTE) JAREE (Journal on Advanced Research in Electrical Engineering) Mattawang: Jurnal Pengabdian Masyarakat Jurnal Ilmiah Wahana Pendidikan Abdimas Awang Long: Jurnal Pengabdian dan Pemberdayaan Masyarakat INTERNATIONAL JOURNAL OF EDUCATION, INFORMATION TECHNOLOGY, AND OTHERS JCOMENT (Journal of Community Empowerment) Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Jurnal Basicedu Journal of Scientific Research, Education, and Technology Proceeding of International Conference on Humanity Education and Society
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Pengembangan Bahan Ajar LKS Elektronik Menggunakan Model Pembelajaran Search Solve Create Share Berbantuan FlipHTML5 Pada Materi Mikroprosesor Kelas XI TAV di SMKN 5 Jakarta JVOTE, Admin; Nurmalasari, Siti; Sukardjo, Mochammad; Bintoro, Jusuf
JURNAL PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA (JVoTE) Vol. 5 No. 2 (2022): Vol 5 No 2 (2022): JURNAL PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA (JVoTE) Volu
Publisher : PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jvote.v5i2.39440

Abstract

Learning activities that are in appropriate with the curriculum require several component, one of them is teaching materials. Teacher have an importan role to selection of teaching materials that will be used to achieve learning purpose. In this research an electronic student worksheet was developed using Search Solve Create Share (SSCS) model learning assist by FlipHTML5 in microprocessor lesson for class XI Audio Video Engineering at SMKN 5 Jakarta. This research uses Reseach and Development method with the 4D model consisting of for steps, namely Define, Design, Development, and Disseminate, nonetheless this research is limited to development stage. The result of this research is (1) Electronic student worksheet uses SSCS model learning developed based on the R&D method with the 4D model; (2) The student worksheet feasibility test by material experts, linguists expert, instructional design expert, media experts with the results of the assesment was classified as highly feasibility; (3) Testing the student worksheet to student through one-to- one trials and small groups trials with the result of the assesment was classified as highly feasibility.
RANCANG BANGUN SISTEM PRESENSI MAHASISWA PENDIDIKAN TEKNIK ELEKTRONIKA MENGGUNAKAN QR CODE DAN FINGERPRINT Ray Ghina Ramadhanti; Moch. Sukardjo; Diamah, Aodah
JURNAL PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA (JVoTE) Vol. 8 No. 1 (2025): Vol 8 No 1 (2025): JURNAL PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA (JVoTE) Volu
Publisher : PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jvote.v8i1.59323

Abstract

The current digital and online era has impacted all sectors, including education. However, in educational administration, for example, student attendance in several educational institutions—particularly at Universitas Negeri Jakarta, Electronics Engineering Education Study Program—is still conducted manually. Therefore, an attendance system for Electronics Engineering Education students using QR codes and fingerprints was designed to facilitate the recap of student attendance and eliminate errors in filling out attendance records. The research was conducted using the Research & Development (R\&D) method. The design of the attendance system for Electronics Engineering Education students using QR codes and fingerprints employs the ESP32 as the main controller, the AS608 fingerprint sensor as the input, and a 16x2 LCD as the output to display attendance data, which is then forwarded and stored in both a database and the students’ Telegram accounts. The testing results of the AS608 fingerprint sensor in the Pre-Liminary Testing stage showed an error rate of 9.33% with 15 students, while in the Main Field Testing stage, the error rate decreased to 5% with 20 students. The student attendance system for Electronics Engineering Education using QR codes and fingerprints was successfully designed, and the attendance results are sent to each student in real-time.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) PADA MATA PELAJARAN PENERAPAN SISTEM RADIO DAN TELEVISI KELAS XI DI SMK NEGERI 39 JAKARTA Lutfatunnisa; Moch. Sukardjo; Arum Setyowati
JURNAL PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA (JVoTE) Vol. 8 No. 1 (2025): Vol 8 No 1 (2025): JURNAL PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA (JVoTE) Volu
Publisher : PENDIDIKAN VOKASIONAL TEKNIK ELEKTRONIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jvote.v8i1.59672

Abstract

The use of technology in creating learning media can help teachers convey information to students, one of which is using Augmented Reality. Augmented Reality is a technology that combines the real world with the virtual world. Augmented Reality learning media wa developed based on the problems that occurred in the teaching and learning process of the subject of application of radio and television systems for class XI at SMK Negeri 39 Jakarta. The purpose of this study was to develop and determine the feasibility of Augmented Reality based learning media in the subject of application of radio and television sysems for class XI at SMK Negeri 39 Jakarta. The method used in this study is the research and development (R&D) method using 6 stages, namely potential and problems, data collection, product design, design validation, design revision, and product testing. Augmented Reality-based learning media using Assmblr Edu wasvalidated by instructional design experts, media experts, and material experts. The results of the feasibility test by instructional design experts were 72,76%, media experts were 84%, and material exprts were 98,8. So that the Augmented Reality-based learning media as a whole was suitable for use by students in the learning activities of the Applcation of Radio and Television System subject for class XI at SMK Negeri 39 Jakarta. Keywords : Learning Media, Augmented Reality, Assemblr Edu
PELATIHAN PENGEMBANGAN BAHAN AJAR DIGITAL BAGI GURU SMA DI CIANJUR Khasanah, Uswatun; Sukardjo, Mochammad; Najikhah , Fatikhatun; Rahmat , Stepahanus Turibus; Khaerudin , Khaerudin
Abdimas Awang Long Vol. 6 No. 2 (2023): Juni, Abdimas Awang Long
Publisher : Sekolah Tinggi Ilmu Hukum Awang Long

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56301/awal.v6i2.685

Abstract

Bahan ajar merupakan salah satu komponen dalam proses pembelajaran. Menyusun bahan adalah tugas seorang pendidik dengan tujuan pembelajaran berhasil sesuai dengan yang sudah ditentukan. Keberhasilan dalam pencapaian pembelajaran dapat dilihat dari susunan dan rancangan bahan ajar baik cetak dan non cetak. Bahan ajar yang menarik dan tidak membosankan dapat dilampirkan berupa media video untuk dapat meningkatkan hasil belajar peserta didik. Akan tetapi masih banyak guru yang kesulitan dalam Menyusun bahan ajar digital. Kurangnya pengetahuan dan keterampilan guru dalam bidang IT juga merupakan salah satu kendala dalam penyusunan bahan ajar digital. Tujuan dari kegiatan pengabdian pada masyarakat ini dengan diadakannya pelatihan untuk memberikan pengetahuan dan keterampilan kepada guru-guru SMA di Cianjur tentang cara merancang dan mengembangkan bahan ajar digital dalam upaya peningkatan kompetensi profesional guru. Metode pelaksanaan pada kegiatan pelatihan ini dengan tatap muka secara langsung diruang kelas. Kegiatan pengabdian masyarakat dilakukan dengan memberikan pelatihan secara langsung kepada guru dengan metode pelatihan terbimbing, kemudian guru membuat bahan ajar masing-masing. Hasil pelatihan yang dilakukan oleh tim ini dinilai berhasil meningkatkan kemampuan guru dalam pengembangan bahan ajar, dibuktikan oleh data evaluasi pretest dan postest terdapat kenaikan sebesar 9,6 %. Kegiatan pelatihan ini terbukti efektif untuk peningkatan guru dalam Menyusun bahan ajar digital
Trainer Effectiveness in Basic Electrical and Electronic Practices in Vocational High Schools Sukardjo, Moch; Uswatun Khasanah; Fatur Rahman
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 3 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i3.33595

Abstract

Basic Electricity and Electronics is one of the subjects in VHS. This subject teaches theory and practice. Practical subject matter includes: how to measure the components of resistors, capacitors, coils, transistors and other components. This study aims to determine the effectiveness of practical trainers that have been developed for basic electricity and electronics subjects that have been developed and designed as practical learning media. The method used in this study is research and development (R n D), using the Hannafin and Peck model. The feasibility of practice trainers is based on the results of expert assessments, namely (1) assessment by material experts with a percentage gain of 92.50%, (2) assessment by media experts with an acquisition percentage of 82.60%, (3) assessment of student use obtains a percentage of 86.89 %. from the results of the assessment of the experts and students, it can be concluded that the basic electronics practice trainer is said to meet the requirements and is suitable for use as a learning medium for Basic Electricity and Electronics Class X for the Department of Audio-Video Engineering at Vocational High Schools. For the effectiveness of the trainers that have been developed it is done by comparing the results of the initial test with the results which result in an increase in learning outcomes by an average of 42.98%, so it is concluded that there is an increase in learning outcomes. To test the effectiveness obtained tcount = 98.2 and ttable = 2.056, because tcount> ttable, it can be said that this trainer is effective for use in practice. A gain value of 0.8 is in the range > 0.7, this means an increase in basic electrical and electronics practical skills before and after using a basic electrical and electronics practicum trainer with a high category.
Development of a Game-Based Science Learning Model Oriented to Papuan Local Culture for Grade IV Elementary School Students Sirjon; Moch Sukardjo; Etin Solihatin
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i3.37370

Abstract

The purpose of this study was to develop a game-based science learning model oriented towards local Papuan culture for fourth grade elementary school students that was appropriate and effective. This study uses a qualitative approach with the R & D (Research and Development) research method which collaborates 3 development models namely the first step of the Borg & Gall model, the Dick & Carey model, and the Lee & Owen model. Data analysis was carried out through formative evaluation and effectiveness testing with the t test. The results of the formative evaluation show that the average feasibility test for material experts, instructional design experts, and media experts is 3.93 with good conclusions, one-to-one evaluation with students obtains an average of 3.05 with good conclusions, the small group evaluation obtains average 3.43 with very good conclusions, and the field trial evaluation obtained an average value of 3.61 with very good conclusions, so it was concluded that the Papuan local culture-oriented game-based science learning model for fourth grade elementary school students was very good. Testing the effectiveness of developing a Papuan local culture-oriented game-based science learning model for grade IV elementary school students was tested through the t-test. The results show the value of Sig. (2-tailed) of 0.000 <0.05, then there is a significant difference between science learning outcomes on the pretest and posttest data, so it can be concluded that the Papuan local culture-oriented game-based science learning model is effective for improving learning outcomes for fourth grade elementary school students.
Pelatihan Literasi Digital Pemanfaatan Kecerdasan Buatan untuk Mendukung Pembelajaran di Sekolah di Desa Singasari, Jonggol, Kabupaten Bogor Baso Maruddani; Moch. Sukardjo; Pitoyo Yuliatmojo; Radimas Putra Muhammad Davi Labib; Davi Labib; Aedil Akmal; Sri Wahyuni
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2025): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2025
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi kecerdasan buatan membuka peluang bagi peningkatan kualitas pembelajaran di sekolah, termasuk di wilayah pedesaan. Tetapi keterbatasan literasi digital masih menjadi tantangan utama bagi pendidik dalam mengoptimalkan pemanfaatan teknologi tersebut. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital melalui pelatihan pemanfaatan kecerdasan buatan dalam mendukung pembelajaran di sekolah yang berlokasi di Desa Singasari, Kecamatan Jonggol, Kabupaten Bogor. Metode yang digunakan adalah pelatihan berbasis praktik langsung (hands-on training) dengan pendekatan partisipatif. Materi pelatihan mencakup pengenalan konsep kecerdasan buatan, aplikasi pendukung pembelajaran berbasis kecerdasan buatan, strategi integrasi kecerdasan buatan ke dalam aktivitas pembelajaran, serta landasan etis dalam pemanfaatan kecerdasan buatan. Hasil kegiatan menunjukkan adanya peningkatan signifikan pemahaman peserta mengenai literasi digital dan keterampilan praktis pemanfaatan kecerdasan buatan dalam pembelajar. Sehingga pendidik mampu menyusun pembalajaran yang adaptif dan interaktif. Selain itu, pendidik mampu mengembangkan ide-ide inovatif untuk integrasi kecerdasan buatan dalam pembelajaran. Hal ini dilihat dari rata-rata hasil pretest dan post-test, yang mengalami peningkatan dari 47% menjadi 53%. Kegiatan ini memberikan kontribusi nyata terhadap peningkatan kualitas pembelajaran di sekolah, serta membuka peluang keberlanjutan program literasi digital berbasis teknologi.    Abstract The advancement of Artificial Intelligence (AI) technology presents opportunities to enhance the quality of education in schools, including those in rural areas. Nevertheless, limited digital literacy remains a major challenge for educators in maximizing its potential. This community engagement program was designed to strengthen digital literacy through hands-on training on the use of AI to support teaching and learning in schools located in Singasari Village, Jonggol District, Bogor Regency. The training employed a participatory approach and covered several key topics: an introduction to AI concepts, AI-based applications for education, strategies for integrating AI into learning activities, and the ethical foundations of AI utilization. The findings demonstrated a notable improvement in participants’ understanding of digital literacy and their practical skills in applying AI for learning. Educators were able to design more adaptive and interactive lessons, as well as generate innovative ideas for integrating AI into their teaching practices. This progress was evidenced by the increase in average pre-test and post-test scores, from 47% to 53%. Overall, this program made a concrete contribution to improving the quality of education in schools while opening opportunities for the long-term sustainability of technology-based digital literacy initiatives.
Enhancing Entrepreneurial Competencies and Student Engagement through Gamification in Learning Management Systems Rachmadi, Pratiwi; Situmorang, Robinson; Sukardjo, Moch.; Indrajit, Richardus Eko; Gautama, Elliana
Aptisi Transactions On Technopreneurship (ATT) Vol 7 No 2 (2025): July
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/att.v7i2.589

Abstract

This study addresses the growing need for innovative strategies to enhance student engagement in digital learning environments by investigating the effects of gamification on student motivation and academic performance within Learning Management Systems (LMS). Despite its increasing adoption, the long-term impact of gamification on learning outcomes remains underexplored, particularly in structured educational settings. Using an experimental design, students were divided into two groups: the experimental group, which used a gamified LMS, and the control group, which used a traditional LMS. Results indicated that the experimental group exhibited significantly higher engagement levels (85%) compared to the control group (62%) and spent, on average, 30% more time on the LMS. Participation in optional activities was 40% higher in the gamified group. Motivation analysis revealed increased intrinsic motivation (72%) and extrinsic motivation (78%) among the experimental group, supported by features such as points and badges. Academic performance improvements were also evident, with the experimental group achieving 10% higher final exam scores and a 15% higher assignment completion rate. While findings suggest that gamification enhances student engagement and learning outcomes, feedback on competitive elements like leaderboards highlights the need for careful design considerations to balance motivation and inclusivity. This study provides empirical insights into the effectiveness of gamification as a scalable and adaptive strategy for enhancing digital education, informing future developments in educational technology.
ENHANCING COMPETENCIES OF CONTACT CENTER TEAM LEADERS THROUGH BLENDED LEARNING: EVIDENCE FROM A NATIONAL COMPETITION IN INDONESIA Anugrah, Andi; Sukardjo, Mochammad; Khaerudin
Improvement: Jurnal Ilmiah untuk Peningkatan Mutu Manajemen Pendidikan Vol. 12 No. 2 (2025): Improvement: Jurnal Ilmiah Untuk Peningkatan Mutu Manajemen Pendidikan (In Pre
Publisher : Program Studi Manajemen Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/improvement.v12i2.61808

Abstract

This study aims to analyze the competency development needs of contact center team leaders based on the evaluation of training and implementation during the Indonesian National Contact Center Competition. A total of 416 participants from various inbound, outbound, and digital positions took part in the program, including 54 Team Leaders. The competency assessment was conducted using a computer-based testing application to ensure measurable and objective results. Participants were prepared through two different approaches: the first group combined e-learning with video conferencing, while the second group combined e-learning with face-to-face sessions. Data analysis focused specifically on team leader participants and applied ANOVA to examine differences in learning outcomes between groups, as well as to identify critical areas requiring competency enhancement. The findings revealed significant differences between the two groups and highlighted the need for strengthening competencies in quality measurement, case analysis, data analysis, performance evaluation, and the strategic role of the contact center. These results emphasize the importance of targeted training for team leaders to enhance their ability to manage contact center operations. The use of blended learning methods combined with computer-based testing provides a more accurate depiction of training effectiveness.
Co-Authors Aedil Akmal Agus Tryanto Agya Rizqa Maharani Annis Kandriasari Anugrah Anugrah Anugrah, Andi Arum Setyowati Badriyah Badriyah Bahriah, Evi Sapinatul Baso Maruddani Baso Maruddani Baso Maruddania Baso Maruddania Maruddania Basuki Wibawa Beatrix J.M. Salenussa Bintoro, Jusuf Chaeruman, Uwes Anis Charli, Leo Davi Labib Diamah, Aodah Diva Jannah, Adila Djatmiko, Wisnu Djunaidi Djunaidi Djunaidi Djunaidi Dzulfikar Akbar Elliana Gautama Etin Solehatin Evi Sapinatul Bahriah Fatur Rahman Febriana Suryania Goreta Goreta Guntur Prasetyo Hariyani, Mutia Hartati Hartati Hartati Muchtar Hermanto Hermanto Hermanto Hermanto I Ketut Ulianta Ike Arriany Ilmi Zajuli Ichsan Iqbal Alfajar Irdayanti Mat Nashir Irnin Agustina Dwi Astuti Ivan Hanafi Jhoni Lagun Siang Jhony Lagun Siang Joko Azis Westomi JVOTE, Admin Kandriasari, Annis Khaerudin Khaerudin , Khaerudin Krisna Yusdiningtias Kunto Imbar Nursetyo Kusumawardani, Dwi Lasamahu, Beatriks Lastiar Roselyna Sitompul, Lastiar Roselyna Lifia Anindita Lipur Sugiyanta Lipur Sugiyanta Lodya Sesriyani Lutfatunnisa Luthpi Saepuloh Lutphi Saepuloh M Japar M. Yusro M. Yusro M.Helmi Azhar Ma'Sum, Mufti Maemunah Maemunah Mahadewi, Luh Putu Putrini Marsofiyati Maulana, Muhammad Natsir Meitina Ventini Moh. Khairudin Muchtar, Hartati Muchtar, Hartati MUHAMMAD ISNAINI Muhammad Japar Muhammad Japar Muhammad Luthfi Muhammad Rais Muhammad Yusro Muksin Murni Winarsih Musida, Meis Muslim, Suyitno Nadiroh Najikhah , Fatikhatun Nesya Alivia Nazwa Niken Alifia Nurdin Ibrahim Nurmalasari, Siti Oditya Retno, Citra Oktaviani, Vina Pitoyo Yuliatmojo Prahesti Tirta Safitri, Prahesti Tirta Pratama, Febriyanto Priono Priono Purnomo Hadi Rachmadi, Pratiwi Raden Mohamad Herdian Bhakti Radimas Putra Muhammad Davi Labib Rahmat , Stepahanus Turibus Rahmat, Stephanus Turibius Rahmat, Stephanus Turibus Raldy Aditya Raldy Aditya Rania Chairunisa Ray Ghina Ramadhanti Retno Widyaningrum, Retno Reza Ramadan Rhey Miko Anugraha Rian, Rian Pratama Richardus Eko Indrajit Rifa Usaifa Rivaykusnanto, Afif Roby Ibnu Syarifain Saepuloh, Lutphi Setyowati, Arum Siregar, Eveline Sirjon Sirjon Siska Tawari Siti Ambarli Siti Muawanah Situmorang, Robinson Solihatin, Etin Solihatin, Etin Sri Wahyuni Sunni Salim, Hafiizh Suryania, Febriana Syahrial, Zulfiati Uswatun Khasanah Uswatun Khasanah Vina Oktaviani Wahyu Trilaksono Widya Dara Yanti Sofiyanti, Yanti Yayan Sudrajat Zulfiati Syahrial