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Development of Gamification Learning Media Based on Google Sites Website for Technical Drawing Projection Material in Vocational Schools Mukhadik, Fahrul; Wijanarko, Dwi; Qudus, Nur
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The conventional use of media induces boredom among students, largely due to the limited exploration of creativity among teachers in crafting innovative and engaging learning materials using digital technology in teaching and learning processes. One application of digital technology involves developing gamification media based on the Google Sites website for technical drawing projection material in 10th grade in SMK. This research applies the Research and development (R&D) method. The research design chosen was the ADDIE model, which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The unit of analysis for this research is the development of gamification learning media based on the Google Sites website. The instruments used in this research were (1) assessment sheet and (2) feasibility questionnaire. The validity of the assessment sheet is obtained from CVR calculations and reliability using the ICC formula. The validity of the effectiveness questionnaire uses rcount and reliability uses the Cronbach's Alpha formula. The data analysis used in this research is (1) categorical to determine the level of eligibility; (2) and N-Gain difference test using the t test. The research results show that the feasibility test for responses from media experts and material experts is very feasible, while the effectiveness test is quite effective and significant in increasing student understanding. Therefore, it can be concluded that the development of gamification learning media on the Google Sites website can improve understanding among the students.
The Implementation of Sort-Set in Order-Shine-Standardize-Sustain (5S) for Vocational High School Learners Mulyani, Tri; Haryadi, Bambang; Qudus, Nur
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

Industry demands Vocational High Schools (SMK) graduates to adopt an industrial work culture in Japan, specifically the 5S Principle. Most schools implemented the 5S principle, but its success remains unknown. This research attempted to reveal the planning of the 5S principle in school, learner knowledge, learner attitude, learner behavior, the association of knowledge and attitude to the behavior of 5S learners, and the implementation of the 5S principle. The research method involved conducting case studies at SMK Negeri 2 Salatiga and SMK Negeri Jateng Semarang and analyzing the data using quantitative and qualitative methods. Data collection techniques include initial observations, tests, questionnaires, interviews, and observations for learners during internships in furniture workshops. The results found (1) the 5S principle plan in the form of a special task team, socialization, management planning for the workshop facility and infrastructure, and the supporting program plan; (2) students' knowledge performance shows high results; (3) students' attitudes have obtained good results; (4) students' behavior has obtained high results; (5) there is a relatively perfect relationship between students' 5S knowledge and 5S attitudes towards students' 5S behavior; (6) the implementation of the 5S principle has been successfully implemented in Vocational High Schools (SMK). The research results indicate that the implementation of 5S yielded positive outcomes and can serve as a valuable tool for future enhancements.
Educational Game Wordwall for Enhancing Daily Face Makeup Competencies of Class X Students at Vocational High School in Beauty Cosmetology Program Putriana, Megawati Eko; Sutopo, Yeri; Usman, Nur Qudus
Journal of Vocational and Career Education Vol. 9 No. 2 (2024): December 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i2.27616

Abstract

This study aims to develop educational media in the form of a web-based game using Wordwall, focused on teaching daily face makeup skills at Vocational High School 4 Yogyakarta. The primary issues addressed in this research include the use of a less interactive lecture-based method, low student learning outcomes falling below the Minimum Completion Criteria, and the underutilization of technology in the learning process. The research follows the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The media was designed to encourage unconscious learning and improve students learning outcomes. Validation was conducted by subject matter and media experts, while its practicality was tested by both teachers and students. The validation results revealed that the media is highly feasible, with an average score of 4.84, while the practicality test achieved a score of 97.3%, categorized as very practical. The effectiveness test, using N-Gain analysis and independent sample t-tests, demonstrated a significant improvement in student learning outcomes. Therefore, the Wordwall educational game media is considered valid, practical, and effective for use in the Beauty Cosmetology program. This media can serve as an innovative solution to enhance the quality of both the teaching process and student learning outcomes at vocational high schools.
The Implementation of Learning Media in the Teaching Process of Productive Subjects in the Building Engineering Department at SMK Negeri 7 Semarang Wijaya, Ahya ‘Alimah Rahmah Haque; Qudus, Nur; Sukamta, Sri
Journal of Vocational and Career Education Vol. 9 No. 2 (2024): December 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i2.29411

Abstract

The use of learning media in vocational education, particularly in productive subjects at Vocational High Schools (SMK), plays a crucial role in enhancing students‘ understanding of technical concepts and preparing them for the workforce. This study aims to analyze the implementation of learning media in the teaching process of building engineering subjects at SMK Negeri 7 Semarang and to provide recommendations for developing effective and contextual learning media. A descriptive qualitative approach was employed, with participants including productive subject teachers, eleventh-grade students, and documents related to the Merdeka Curriculum. Data were collected through observation, in-depth interviews, and documentation, and were analyzed using the interactive model of Miles & Huberman. The findings indicate that visual-based, digital, and physical teaching aids significantly contribute to increasing student enthusiasm, focus, and comprehension of building construction materials. However, several challenges were identified, including limited infrastructure, low digital literacy among teachers and students, and dependency on licensed software. Based on these findings, it is recommended to develop collaborative, project- based, and locally contextualized learning media, enhance teacher capacity through educational technology training, and optimize digital platforms to support more inclusive and innovative learning experiences. Thus, the appropriate use of learning media can improve the quality of vocational education and strengthen students‘ readiness to meet job market demands in the field of building construction.
Implementation of Virtual Reality Media with MilleaLab Platform in Computational Thinking Competence Handoko, Dwi; Sutopo, Yeri; Qudus, Nur
Journal of Vocational and Career Education Vol. 9 No. 2 (2024): December 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i2.29434

Abstract

The advancement of digital technology requires sufficient computational cognitive skills, particularly in high school Computer Science subjects. However, there is a gap between these demands and the current computational thinking abilities of students, which remain relatively low. This study aims to develop effective learning media to enhance the computational cognitive skills of high school students in Computer Science subjects. The research method focuses on the development of virtual reality media using the Millealab platform, accessible through Android devices. The feasibility, practicality, and effectiveness of the media were tested through validation by media experts (Millealab) and subject matter experts (Computer Science teachers from SMAN 1 Cigombong), along with trials conducted with teachers. Results from the media expert validation showed an average score of 4.44 (highly feasible), while the subject matter expert received an average score of 3.57 (feasible). The practicality test conducted by users (teachers and students) resulted in an average score of 90.97% (highly practical). The effectiveness test, based on pretests and posttests, revealed a significant improvement in the cognitive performance of students. This study concludes that the developed virtual reality media is highly feasible, very practical, effective, and significantly improves the computational cognitive skills of students, especially in the computational thinking aspect of Computer Science. The development of comprehensive virtual reality-based learning media for Computer Science offers an innovative solution to address the gap in computational thinking abilities, providing an immersive learning experience and contributing positively to the quality of education.
Implementation of Android-Based Hair Color Media in the Double Application Hair Coloring Instruction Witdarsih , Witdarsih; Qudus, Nur; Ikhsani, Ade Novi Nurul; Supraptono, Eko
Journal of Vocational and Career Education Vol. 10 No. 1 (2025): July 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v10i1.31538

Abstract

The issue addressed in this research is the low competency of students in understanding the material of double application hair coloring, with approximately 70% of students achieving learning outcomes below the established competency standard. Therefore, a more user-friendly, engaging, and easily understandable hair color media is needed for students in its application. This study aims to: Develop Android-Based Hair Color Media as a learning tool that meets the criteria for an effective learning medium, Analyze the feasibility of the Android-Based Hair Color Media based on assessments from media and content validators, Analyze the practicality of the Android-Based Hair Color Media based on feedback from students and peers (teachers), and analyze the effectiveness of the Android-Based Hair Color Media in improving cognitive abilities. This is a development research (R&D) study. The development model used is the ADDIE model. The results show that: The design of the Android-based hair color media meets the requirements, The Android-based hair color media is feasible to be used as a learning tool, The Android-based hair color media is practical for use in teaching, and The Android-based hair color media is effective in enhancing cognitive abilities, as evidenced by the improved learning outcomes. The conclusion of this study is that the developed hair color media design meets the criteria, is feasible, practical, and effective in improving cognitive skills. The benefit of this research is that the Android-based hair color media is feasible, practical, and effective in enhancing cognitive abilities.
Development of an Android-Based Interactive E-Module Using the Problem-Based Learning Method Hartoyo, Adhita Meizaldi; Qudus, Nur; Arief, Ulfah Mediaty
Journal of Vocational and Career Education Vol. 11 No. 1 (2026): July 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v11i1.38069

Abstract

The rapid growth of digital technology has created significant opportunities for innovation in educational practices, including the use of Android-based e-modules as self-directed learning media. In the context of Vocational Education, particularly the Motorcycle Engineering expertise program, there is a strong need for interactive learning materials that can enhance the conceptual understanding and cognitive abilities of students. This study aims to develop an Android-based interactive e-module using the Problem-Based Learning (PBL) model for the topic of motorcycle workshop management elements, and to examine its validity, practicality, and effectiveness. The research employed the ADDIE research and development model with participation from media experts, material experts, teachers, and Grade XI TSM students at SMK Cordova Margoyoso. Research instruments included expert validation sheets, practicality questionnaires, and pre-test and post-test assessments. The findings indicate that the e-module is valid, with a media expert validation score of 3.7 (91%) and a material expert score of 3.6 (91%). The e-module was also considered practical based on student evaluations. In addition, it proved effective in improving cognitive abilities, as shown by an N-Gain score of 64% (moderately effective category) and a T-test significance value of 0.000 < 0.05. In conclusion, the Android-based interactive e-module developed using the PBL model meets the criteria of validity, practicality, and effectiveness as a learning medium.