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Journal : Jurnal Vokasi Informatika (JAVIT)

Pemanfaatan Aplikasi Game Edukasi Kahoot! Dalam Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Engine dan Unit Alat Berat Fase F Teknik Alat Berat di SMK Muhammadiyah 1 Pekanbaru Ananda, Enjela Dwi; Ambiyar; Mahesi Agni Zaus; Sadly Firmansyah
Jurnal Vokasi Teknik Informatika Vol 5 No 1 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i1.218

Abstract

This study investigates the effect of the Kahoot! educational game on student learning outcomes in the Engine and Heavy Equipment Unit course for Phase F students at SMK Muhammadiyah 1 Pekanbaru. A quasi-experimental design with equivalent control and experimental groups (n=18 each) was employed. Data were analyzed using normality and homogeneity tests, confirming suitability for parametric testing. Hypothesis testing using an independent t-test revealed a significant improvement in the experimental group’s mean post-test score (80.3) compared to the control group (74.2), with t (34) = 3.618, p < 0.05. The pre-test scores showed no significant difference between groups, ensuring comparability. These findings demonstrate that Kahoot! as an interactive gamified learning tool effectively enhances student engagement and academic performance in vocational engineering education. This study contributes novel empirical evidence supporting the integration of gamification in technical skill development, addressing a research gap in vocational ICT-based pedagogy.
Kontribusi Self Efficacy dan Dukungan Keluarga Terhadap Persepsi Karir Peserta Didik Kelas XII Jurusan Teknik Komputer dan Jaringan di SMKN 1 Bukit Tinggi Harahap, Rini Afriany; Mursyida, Lativa; Efrizon, Efrizon; Zaus, Mahesi Agni
Jurnal Vokasi Teknik Informatika Vol 5 No 1 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i1.232

Abstract

Career decision-making during high school is a critical developmental stage in which students begin to define their future professional trajectories. However, many students—particularly by Grade XII—still struggle with identifying a clear career direction. This study investigates the contribution of two key psychological and social factors: self-efficacy and family support, in shaping students' career perceptions. A mixed-methods approach was employed, combining quantitative analysis of 66 students in the Computer and Network Engineering department at SMKN 1 Bukit Tinggi with qualitative data from in-depth interviews. The quantitative findings revealed that self-efficacy and family support significantly influence career perception, contributing a combined variance of 59.2%, with self-efficacy contributing 52.27% and family support 19.44%. Qualitative results corroborated these findings, showing that students with high self-confidence and strong parental involvement demonstrated greater clarity in their career planning. These results highlight the importance of fostering both internal motivation and supportive external environments in preparing students for career decision-making. The study provides empirical evidence for the integration of psychological empowerment and family-based interventions within vocational education frameworks.
Design of Android-Based Interactive Learning Media in Basic Computer Network Engineering and Telecommunications Subjects Fadilla; Efrizon; Mahesi Agni Zaus; Vera Irma Delianti
Jurnal Vokasi Teknik Informatika Vol 5 No 2 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i2.241

Abstract

The advancement of educational technology plays a pivotal role in improving student engagement and learning outcomes, especially in vocational education. This study aims to design and develop an Android-based interactive learning media application for the Basic Computer and Telecommunication Network Engineering course targeted at Grade X students of SMK Negeri 1 Sijunjung. The development process adopted the ADDIE model, encompassing five stages: Analysis, Design, Development, Implementation, and Evaluation. The application integrates multimedia elements such as text, images, instructional videos, and interactive quizzes, and was built using the Flutter framework to ensure compatibility across Android devices. Validation was conducted through expert reviews and user feedback. Material experts rated the application with an average feasibility score of 93.3%, while media experts provided a score of 91.3%. Additionally, student feedback revealed a high level of acceptance with an average satisfaction score of 88.52%. These results confirm the application's validity and effectiveness in enhancing student motivation and facilitating independent learning. This study highlights the potential of mobile-based interactive media as a complementary tool in vocational education and offers a foundation for future development integrating adaptive and collaborative learning features.