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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.
Developing Augmented Reality Based Worksheets (LKPD) to Improve Learning Outcomes of Culinary Industry Kitchen Equipment Materials Effelie Dewi Mayangsari; Nur Qudus
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2547

Abstract

This research was conducted to evaluate the development process, feasibility, practicality, and effectiveness of implementing an Augmented Reality (AR) based Student Worksheet (LKPD) focused on Culinary Industry Kitchen Equipment for 10th grade culinary students at SMK Widya Praja Ungaran. The study was initiated due to the limited visual representation of expensive laboratory equipment and a reliance on conventional, static worksheets that do not fully align with modern industry standards. Utilizing a Research and Development (R&D) approach with the 4D model (Define, Design, Develop, Disseminate), data were gathered via expert evaluation sheets, student feedback questionnaires, and learning achievement assessments measured through pre-tests and post-tests from 69 participants divided into experimental and control classes. The findings revealed that the development successfully combined printed worksheet with an Android-compatible AR app created via Unity and Vuforia SDK. Content and media experts rated the learning media as highly feasible, scoring 94.58% and 90.00% respectively. Moreover, a student questionnaire score of 88.89% confirmed its high practicality. The effectiveness analysis through an Independent Samples T-Test showed a significance value of 0.000 (Sig. < 0.05), proving a substantial gap in performance between both groups. The experimental group achieved a high average Normalized Gain (N-Gain) score of 0.72, surpassing the control group's score of 0.23. In conclusion, the AR integrated LKPD is validated as a viable, practical, and effective educational medium for advancing students' cognitive performance in industrial kitchen equipment topic.
Analisis Kinerja Bendung Berdasarkan Kerusakan Struktur Bendung Ranggah Kabupaten Pati Lusi Anastasya; Nur Qudus
Jurnal Teknik Sipil Vol. 19 No. 1 (2026): Juni 2026
Publisher : Faculty Of Engineering University 17 August 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/xtt7v295

Abstract

Bendung Ranggah merupakan bendung yang terletak di DAS Sungai Ngeluk, Desa Materaman, Kecamatan Gembong, Kabupaten Pati, Provinsi Jawa Tengah yang mengairi daerah irigasi seluas 1,163,20 Ha. Bendung Ranggah  memiliki kerusakan pada komponen struktural yang dapat menurunkan kinerja. Oleh karena itu, penelitian ini bertujuan untuk mengevaluasi kinerja Bendung Ranggah berdasarkan kondisi fisik komponen utama bendung. Metode penelitian menggunakan pendekatan kuantitatif melalui observasi lapangan, pengumpulan data primer dan sekunder, serta analisis pembobotan Analytic Hierarchy Process (AHP) guna menentukan tingkat kepentingan per komponen terhadap kinerja bendung secara keseluruhan. Hasil penelitian menunjukkan bobot komponen pada mercu sebesar 56,81%, bangunan pengambilan 24,10%, bangunan penguras 13,33%, dan sayap 5,76%. Berdasarkan analisis kondisi, Bendung Ranggah mengalami kerusakan sebesar 26,56% dan masuk dalam tingkat kerusakan sedang. Secara keseluruhan bendung masih berfungsi, namun memerlukan rehabilitasi struktural secara terencana dan berkelanjutan agar kinerja bendung mampu mendukung sistem irigasi secara optimal.
Analisis Debit Banjir Rencana Bendungan Cabean Kabupaten Blora, Jawa Tengah Zaki Kinanti Pangestu; Nur Qudus
Jurnal Teknik Sipil Vol. 19 No. 1 (2026): Juni 2026
Publisher : Faculty Of Engineering University 17 August 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/a8xqv015

Abstract

Bendungan Cabean direncanakan untuk mendukung kebutuhan air irigasi, penyediaan air baku, serta pengendalian banjir di wilayah hilir. Penelitian ini bertujuan menghitung debit banjir rencana pada Bendungan Cabean, Kabupaten Blora, sebagai dasar perencanaan infrastruktur pengendali banjir. Analisis dilakukan menggunakan data curah hujan maksimum 14 tahun dari tiga stasiun hujan, yang diolah melalui analisis hujan rata-rata, penentuan distribusi frekuensi, serta uji kesesuaian menggunakan Chi-Kuadrat dan Smirnov–Kolmogorov. Distribusi Log Pearson Tipe III terpilih sebagai metode paling sesuai untuk menentukan hujan rencana pada kala ulang 2, 5, 10, 25, 50, dan 100 tahun. Hujan rencana kemudian dikonversi menjadi curah hujan efektif dengan memperhitungkan koefisien limpasan DAS, dan dihitung debit banjir rencana menggunakan metode Hidrograf Satuan Sintetik (HSS) Nakayasu. Hasil penelitian menunjukkan debit puncak meningkat seiring bertambahnya kala ulang, yaitu Q2 = 16.169  m³/s; Q5 =20.325 m³/s; Q10 =23.086 m³/s; Q25 =26.535 m³/s; Q50=29.106 m³/s; Q100 =31.666 m³/s.
PENGEMBANGAN E-MODUL FLIPBOOK MATERI HIDANGAN BUAH LOKAL MODEL PROJECT BASED LEARNING MATA PELAJARAN MUATAN LOKAL TATA BOGA Maharani, Rachel Tania; Nur Qudus
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58417

Abstract

This study aimed to analyze the development process, feasibility, practicality, and effectiveness of a flipbook e-module based on the Project Based Learning (PjBL) model on the topic of Local Fruit Dishes for eleventh-grade students at SMK Tarunatama Getasan. The study was motivated by students' low learning enthusiasm, the lack of attractive instructional media, and the limited availability of systematic and contextual teaching materials. This research employed the Research and Development (R&D) method using the 4D model, consisting of Define, Design, Develop, and Disseminate stages. Data were collected through observations, interviews, expert validation sheets, student response questionnaires, and learning achievement tests in the form of pretests and posttests. The research subjects consisted of material experts, media experts, subject teachers, and eleventh-grade students of SMK Tarunatama Getasan. The findings revealed that the developed flipbook e-module was considered highly feasible based on the material expert validation results, obtaining an Aiken's V value of 0,829 and a feasibility percentage of 84,67%. Meanwhile, media expert validation resulted in an Aiken's V value of 0,875 with a feasibility percentage of 90%. The practicality assessment based on students' responses showed an average percentage score of 78,38%, which was categorized as good and feasible. The effectiveness test indicated that the average N-Gain Score of the experimental class was 61,78%, categorized as moderately effective, whereas the control class obtained an average score of 32,65%, categorized as ineffective. Furthermore, the Independent Samples T-Test yielded a significance value of 0,528 (> 0.05), indicating that both classes had equivalent initial abilities before the treatment was implemented. Based on these findings, it can be concluded that the PjBL-based flipbook e-module on Local Fruit Dishes is feasible, practical, and effective for use in the Local Content Culinary Arts learning process at SMK Tarunatama Getasan.