Claim Missing Document
Check
Articles

Development of interactive learning media based on Lectora Inspire on the basics of building construction and soil measurement techniques Petrus Desniatman Zega; Envilwan Berkat Harefa; Aprianus Telaumbanua; Arisman Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

This research was based on a preliminary study at SMK Negeri 1 Mandrehe Barat, it was found that students were passive and monotonous in learning process activities and had not used interactive learning media which means the learning process was not optimal. The solution to this problem is to use interactive learning media based on Lectora Inspire in the learning process. The purpose of this research is to develop valid, practical and effective interactive learning media based on Lectora Inspire.This type of research is Research and Development (R&D) development research using the ADDIE model (Analize, Design, Developtment, Implementation, Evaluation). The instruments used in this study were validation questionnaires for feasibility tests, student and teacher response questionnaires for practicality tests, and essay question tests for testing the effectiveness of learning outcomes.The types of data used in this study are qualitative data and quantitative data. Qualitative data in the form of comments, and suggestions given by validators to the learning media developed. While quantitative data is in the form of questionnaire results from validators, student and teacher response questionnaires and learning outcome tests. Based on the results of the study, the interactive learning media based on Lectora Inspire developed has been tested and declared valid both in terms of material validity 95%, language validity 94%, and design validity 92. Furthermore, interactive learning media is also very practical to use by students based on the percentage of individual tests of 93%, field trials of 94%, and teacher responses of 93% practicality of 95.47% and the percentage of practicality results from teachers of 93.81%. Interactive learning media is also effective in increasing students' learning ability with an average score of 89% and is in the high category. So it can be concluded that the interactive learning media developed has met the expectations or research objectives.
Analysis of the Technology Acceptance Model (TAM) on the Use of Software for Students in the Building Engineering Education Program Arisman Telaumbanua; Aprianus Telaumbanua; Rena Ria Zalukhu
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

This research aims to analyze the Technology Acceptance Model (TAM) regarding the usage of software among students of the Building Engineering Education Program. The research method to be used is associative research method. The population in this study consists of students of the Building Engineering Education Program at the Faculty of Teacher Training and Education, Universitas Nias, who are active in the Odd Semester of the Academic Year 2023/2024. This population comprises students in the 3rd, 5th, and 7th semesters, with a total of 61. The data analysis method used is Structural Equation Modeling (SEM). The research results conclude that perceived ease of use significantly influences behavioral intention to use regarding the usage of software for students of the Building Engineering Education Program, perceived usefulness significantly influences behavioral intention to use regarding the usage of software for students of the Building Engineering Education Program, and behavioral intention to use significantly influences perceived usage regarding the usage of software for students of the Building Engineering Education Program.
Analysis of the Application of Problem Based Learning Model to Students’ Problem Solving Skills on the Material of the Stages of Foundation Work Implementation in SMK Good Meicel Mendrofa; Envilwan Berkat Harefa; Aprianus Telaumbanua; Arisman Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i2.8336

Abstract

The problem in this study is that students‘ problem solving skills are still lacking, marked by students’ difficulty in analysing problems in depth before trying to solve them, due to the lack of opportunities for students to solve problems regularly and resulting in students not having sufficient skills. The purpose of the study was to analyse the application of the Problem Based Learning model to students' problem solving skills in vocational schools. The type of research is experimental research. This research was conducted at SMK Negeri 1 Hiliserangkai. The research population was all students of class XI-BKP SMK Negeri 1 Hiliserangkai in the 2023/2024 academic year consisting of 2 classes. This study used a randomised pretest posttest experiment control group design. The research instrument was a problem solving ability test in the form of a description test. Before being determined as a research instrument, the test was validated to the building engineering vocational teacher and tested at SMK Negeri 1 Botomuzoi for the purpose of testing the feasibility of the test. Research results: 1) The average result of students' problem solving ability using the Problem Based Learning learning model is 77.83 classified as good; 2) The average result of students' problem solving ability using the conventional model is 68.25 classified as sufficient; 3) The results of hypothesis testing obtained tcount = 2.23 and ttable = 2.001. Because thitung does not lie in the interval - ttabel ≤ t ≤ ttabel. So the hypothesis that reads: ‘there is a significant effect of the Problem Based Learning model on students‘ problem solving skills on the material of the stages of foundation work implementation at SMK Negeri 1 Hiliserangkai.’ accepted at the 95% confidence level or 5% significant level (α=0.05). Researchers suggest that teachers should apply the Problem Based Learning model in learning, especially to present vocational material such as the stages of foundation work implementation.
Development of 3D Animation Video-Based Learning Media Using Sketchup in Calculating the Volume of Building Construction at SMK Negeri 1 Sogaeadu Ipar Jaya Laia; Envilwan Berkat Harefa; Aprianus Telaumbanua; Arisman Telaumbanua
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

Estimasi biaya konstruksi dan properti salah satu mata pelajaran di SMK Negeri 1 Sogaeadu khususnya pada materi menghitung volume konstruksi bangunan gedung, peneliti menemukan beberapa permasalahan hasil belajar peserta didik kurang optimal. Hal ini dapat dilihat dari nilai ujian yang menunjukan banyak peserta didik yang mendapatkan nilai di bawah kriteria ketuntasan minimal (KKM) yang telah di tetapkan yaitu 70, Tujuan pengembangan media pembelajaran berbasis video animasi 3D menggunakan SketchUp di kelas XI-BKP pada mata pelajaran estimasi biaya konstruksi dan properti adalah untuk mengevaluasi kelayakan, kepraktisan, dan keefektifan produk tersebut. Penelitian ini menggunakan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Instrumen yang digunakan adalah angket validasi untuk uji kelayakan, angket respon siswa untuk uji kepraktisan, dan esai tes untuk uji keefektifan hasil belajar. Hasil penelitian menunjukkan dari beberapa uji coba yang dilakukan dengan menggunakan angket yang digunakan oleh peneliti untuk mengetahui kelayakan, kepraktisan, dan keefektifan bahwa media berbasis video animasi menggunakan SketchUp sangat layak digunakan dengan penilaian ahli materi 89%, ahli bahasa 95,55%, dan ahli desain 92,3%. Kepraktisan media juga sangat tinggi dengan hasil uji coba perorangan 88% dan uji coba lapangan 91%. Media ini juga sangat efektif dengan tingkat efektivitas 95,1%. Berdasarkan hasil penelitian yang dilakukan dapat disimpulkan bahwa media pembelajaran berbasis video animasi 3D menggunakan SketchUp dalam menghitung volume konstruksi bangunan gedung di SMK Negeri 1 Sogaeadu kelas XI-BKP pada mata pelajaran estimasi biaya konstruksi dan properti dengan materi menghitung volume konstruksi bangunana gedung telah disusun menggunakan model ADDIE sangat layak, praktis, dan efektif digunakan dalam proses pembelajaran disekolah.
Peran Teknologi Pendidikan dalam Meningkatkan Keterampilan Vokasional di Sekolah Menengah Kejuruan (SMK): Tinjauan Literatur Sistematis Berbasis Evidence-Based Practices (2021–2025) Telaumbanua, Aprianus
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.5511

Abstract

Digital transformation and the evolving demands of industry require Vocational High Schools to produce graduates who not only master specific technical skills, but are also adaptable to technological advancements, demonstrate procedural precision, and are capable of working within digitally driven systems. Educational technology is increasingly viewed as a strategic instrument for strengthening vocational learning; however, empirical evidence regarding its effectiveness remains fragmented and has not yet been systematically integrated. This article presents a systematic literature review of studies published between 2021 and 2025 on the role of educational technology in enhancing vocational skills in SMK and comparable TVET contexts. The review was conducted using an evidence-based practices (EBP) framework, with reporting guided by the PRISMA 2020 guidelines. Of the initial 405 publications identified, 196 articles were retained after the screening stage, 64 articles underwent full-text review, and 20 studies met the inclusion criteria for thematic analysis. The findings indicate that digital simulations, virtual reality (VR), augmented reality (AR), mobile learning, and learning analytics significantly contribute to improvements in psychomotor and procedural skills, training efficiency, and learning motivation. However, the effectiveness of technology is highly dependent on its alignment with competency objectives, instructional design grounded in cognitive load management, and the use of valid performance-based assessments. This article proposes both a conceptual framework and an implementation framework to support SMK in integrating educational technology in a sustainable and evidence-based manner.