Abdul Muis Mapalotteng
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PENGARUH MINAT DAN LITERASI TEKNOLOGI TERHADAP PENGGUNAAN DOMPET DIGITAL Ahmad Setiadi Hasir; Abdul Muis Mapalotteng; Anas Arfandi
UNM Journal of Technology and Vocational Volume 8, Issue 1, February (2024)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v8i1.1698

Abstract

This study aims to determine: (1) the effect of interest in using digital wallets on the use of digital wallets among students at Makassar State University; (2) the effect of digital technology literacy on the use of digital wallets among students at Makassar State University; (3) the effect of interest and digital technology literacy on the use of digital wallets among students at Makassar State University. The type of research used is quantitative using the survey method. The sample in this study were 400 students at Makassar State University. Data collection techniques using questionnaires and documentation techniques. The data were analyzed using descriptive statistical analysis, prerequisite analysis, and hypothesis testing. The results showed that; (1) there is an influence of interest on the use of digital wallets in students at Makassar State University; (2) there is an influence of technological literacy on the use of digital wallets in students at Makassar State University; (3) there is an influence of interest and technological literacy together on the use of digital wallets in students at Makassar State University
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MODUL APLIKASI SMARTPHONE PADA MATA KULIAH PENGELOHAN MAKANAN NUSANTARA DI JURUSAN PKK FT UNM Haeril; Nahriana; Abdul Muis Mapalotteng
UNM Journal of Technology and Vocational Volume 5, Issue 3, Oktober (2021)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This research aims to; (1) knowing the stages of development learning media based on smartphone application modul in Indonesian food processing courses; (2) find out that the learning media based on the smartphone application modul that was developed meets the valid, effective and practical criteriaThis research method is Research and Development with ADDIE development model. The research subjects were 20 students and 1 lecturer from the PKK FT UNM Department. Data collection through documentation, observation and questionnaire methods were analyzed using quantitative descriptive statistical techniques. The results of the research on development learning media based on smartphone application modul through the following stages: (1) analyzing the initial conditions and learning needs; (2) the design stage of designing learning devices and media; (3) making lesson plans, modul, recipes for side dishes, learning media based on smartphone application modul and guide books, as well as data collection instruments that go through a validation stage by material experts and media experts; (4) product implementation in individual trials, small group trials and field trials after minor revisions; (5) stages of summative evaluation and product finalization. The quality of the learning media was declared very valid by the media expert validator with a value of97.22%and material expert with value95.14%. The practicality of the media based on the observation of student activities scores90.76% and activities of lecturers get grades 95.81% criteria are very active, and student response questionnaires get a score of 90.32% criteria are very good. Effectiveness is stated based on the results of the learning test obtaining an average value of 86.46% and the performance assessment obtaining an average of 85.45% where all students are declared to have passed, so that the learning media based on the smartphone application modul is suitable for use in Indonesian food processing courses in the Department of Education PKK FT UNM.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN GOOGLE CLASSROOM PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMK NEGERI 3 PANGKEP Dian Ekawati Nur; Abdul Muis Mapalotteng; Syafiuddin Parenrengi
UNM Journal of Technology and Vocational Volume 5, Issue 3, Oktober (2021)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The study aimed to discover 1) The influence of using google classroom learning media on learning outcomes in Computer and Basic Network subject at SMKN 3 Pangkep, 2) the influence of learning motivation on learning outcomes in Computer and Basic Network subject at SMKN 3 Pangkep,and 3) the influence of using google classroom learning media and learning motivation on learning outcomes in Computer and Basic Network subject at SMKN 3 Pangkep. The research method used was ex-post facto research. The total population was 67 people. The sample size was 67 people because this study worked on the population. Data collection was conducted by using documentation and questionnaire. The prerequisite test used the normality test and linearity test. Hypothesis testing employed simple linear regression test and multiple linear regression. The results of the study reveal that: (1) students' perceptions on the use of google classroom learning media in Computer and Basic Network subject at SMKN 3 Pangkep are in "very good" category, (2) the students’ motivation in Computer and Basic Network subject at SMKN 3 Pangkep is in "very high"category, (3) the learning outcomes in Computer and Basic Network subject at SMKN 3 Pangkep are in "good" category, (4) there is an influence of using google classroom learning media on learning outcomes. The test results show that the Sig. F of 0.000 <0.05 with a contribution of 19.6%, (5) there is an influence of learning motivation on learning outcomes. The test results show that the Sig. F of 0.000<0.05 with a contribution of 41.3%, and (6) there is an influence on the use of google classroom learning media and learning motivation collectively on learning outcomes. The test results show the value of Sig. F is 0.000 <0.05 with a contribution of 45.6%. Therefore, the research hypothesis is accepted.
PENGEMBANGAN MEDIA PEMBELAJARAN DESAIN BUSANA DIGITAL BERBASIS ANDROID PADA MATA KULIAH APLIKASI KOMPUTER TERAPAN DI JURUSAN PKK FT UNM Ayusnia Yusuf; Abdul Muis Mapalotteng; Syamsidah
UNM Journal of Technology and Vocational Volume 5, Issue 3, Oktober (2021)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This research aims to discover (1) the stages of developing android-based digital fashion design learning media in Applied Computer Application Course; (2) the validity, effectiveness, and practicality of android-based digital fashion design learning media in Applied Computer Application Course. The research method used was Research and Development with ADDIE development model. The research subjects were 26 students and 2 lecturers of the PKK FT UNM. Data collection was obtained through documentation, observation, and questionnaire and analyzed by using quantitative descriptive statistical technique. The results of the research on the development of android-based digital fashion design learning media were conducted through the following stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation, and (5) Evaluation. The quality of the learning media is stated as very valid by the media expert validator with a value of 94.12% which is in very valid category and the material expert with a value of 100% which is in very valid category. The practicality of the media based on the observation of students’ activities scored 88.75% in very active category, lecturer’s activities scored 93.75% in very active category, and the students’ response questionnaire scored 93.66% in very good category. The effectiveness is stated based on the results of the learning test, obtaining an average value of 91.15 with an A value index and students’ performance assessments obtaining an average of 90.40 with an A- value index where all students are stated to have passed. Therefore, the digital fashion design learning media is feasible to be used in the Applied Computer Application Course in the PKK FT UNM.
ANALISIS KESIAPAN KERJA SISWA SMK NEGERI 2 KOTA BIMA DI ERA REVOLUSI INDUSTRI 4.0 Irwansya; Syahrul; Abdul Muis Mapalotteng
UNM Journal of Technology and Vocational Volume 5, Issue 3, Oktober (2021)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to discover the partial and simultaneous influence of students' knowledge, work attitude, vocational competence, and learning motivation on students' work readiness. The study was a quantitative research with a descriptive approach using a survey method. The research sample was 54 respondents from the TKJ and Multimudia Department. The sampling technique employed purposive random sampling, namely sampling based on certain criteria. The results show that the work readiness of grade XII TKJ and Multimedia at SMK Negeri 2 in Bima City in the industrial revolution 4.0 era is in good category by 68.5%, students’ knowledge is in good category by 53.7% with work attitude by 68.5%, vocational competence is in high category by 72.2% and learning motivation is in 64.8%. The simple linear regression analysis shows that there is no influence of TKJ and Multimedia students' knowledge on work readiness ρ=0.34>0.05, correlation determinant r=0.346 (low), contribution of influence 1.7%, work attitude has a significant influence on work readiness proven by a contribution of 10.4% and is supported by a correlation value of r=0.322. The sstudents’ vocational competence of SMK Negeri 2 in Bima City in grade XII of TKJ and Multimedia has no significant influence on work readiness. The learning motivation has a significant influence on students' work readiness with a contribution of 12.6%. Multiple linear regression shows that there is a simultaneous significant influence of students’ knowledge, work attitude, vocational competence, learning motivation on work readiness with a contribution of 17.8%.
ANALISIS PROGRAM LITERASI SEKOLAH TERHADAP MOTIVASI DAN MINAT PESERTA DIDIK DI SMK KOTA MAKASSAR Wirda Angraiani; Riana T. Mangesa; Abdul Muis Mapalotteng
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to determine: (1) The influence of the school literacy program on the motivation of students in the Makassar City State Vocational School, (2) The influence of the school literacy program on the interest of students in the Makassar City State Vocational School (3) The joint influence between school literacy, motivation and interest in learning at SMK Negeri Makassar City. The population in this study were students at the Makassar City State Vocational School. then a sample of 101 students was taken. Collecting data using a questionnaire, observation and documentation. Test requirements analysis by testing data normality, linearity and homogeneity. Analysis of the data used in the form of regression analysis to answer the formulation of this research problem. The results of this study indicate the following: (1) there is a significant effect. This shows that learning motivation contributes 50%. (2) there is a significant effect. This shows that interest in learning contributes 81%. (3) there is a joint influence of school literacy, motivation and interest in learning at SMK Negeri Makassar City by contributing 81%.
PENGARUH IMPLEMENTASI PEMBELAJARAN BERBASIS LESSON STUDY TERHADAP MOTIVASI DAN HASIL BELAJAR INFORMATIKA PADA SISWA SMA PLUS BUDI UTOMO MAKASSAR M.Ruhan Bachry; Riana T. Mangesa; Jumadi M.parenreng; Djuanda; Abdul Muis Mapalotteng; Ramli Rasyid
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The purpose of this study was to obtain, analyze, and describe data regarding (1) Knowing the description of the implementation of collaborative learning based on lesson study in class X SMA Budi Utomo Makassar City (2 Knowing the description of collaborative learning based on lesson study on student learning outcomes in class X SMA Budi Utomo Makassar City 3) Knowing the effect of the implementation of collaborative learning based on lesson study on student learning outcomes in class X SMA Budi Utomo Makassar City. This type of research is quantitative research with True Experiment Design technique. The results of this study show that the implementation of collaborative learning based on lesson study in class X SMA Budi Utomo Makassar City is in the very good category. With a presentation for the Plan stage of 92.3%, the Do stage of 80%, the See stage of 87.5%. the average value with the average value between the experimental class and the control class has a difference, the experimental class with an average value of 73.9 and the control class with an average value of 52.6, with the experimental class being higher than the control class. Meanwhile, the effect of the implementation of collaborative learning based on lesson study on student learning outcomes in class X SMA Budi Utomo Makassar City has a significant effect of 95%. While the effect of the implementation of collaborative learning based on lesson study on students' learning motivation in class X SMA Budi Utomo Makassar City has a significant effect of 95%.
ANALISIS PEMBELAJARAN SECARA SINKRON DAN ASIKRON PADA PEMBELAJARAN DIGITAL Haekal febriansyah; Muhammad Yahya; Abdul Muis Mapalotteng
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The purpose of thisstudy isto collect, process, and describe data regarding (1) The level of effectiveness of synchronous and asynchronous learning on postgraduate students during the digital learning era (2) The level of satisfaction of postgraduate students with synchronous and asynchronous learning during the digital learning era (3) Combination of synchronous and asynchronous learning in one course according to postgraduate students. The type of research conducted is descriptive qualitative research. The population of this study were postgraduate students from Makassar State University and the University of Indonesia with probability sampling technique using simple random sampling method. The results of this study indicate that the average value of the effectiveness of synchronous learning forpostgraduate students is 4 out of 5 and asynchronous learning is 3.70 out of 5 while the average value of postgraduate student satisfaction for synchronous learning is 3.94 out of 5 and for asynchronous learning is 3.76 out of 5, and all interview respondents agreed that synchronous and asynchronous learning can be combined in one course.
Pengaruh Keterampilan Kebekerjaan dan Efikasi Diri Terhadap Kesiapan Kerja Siswa SMK Negeri 2 Gowa Fitri; Ruslan; Anas Arfandi; Abdul Muis Mapalotteng; Alimuddin Sa'ban Miru
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2036

Abstract

The study aims to examine: (1) the influence of employability skills on the students’ work readiness at SMKN 2 Gowa; (2) the influence of self-efficacy on the students’ work readiness at SMKN 2 Gowa; and (3) the influence of employability skills and self-efficacy on the students’ work readiness t SMKN 2 Gowa. The type of research used is quantitative using the Ex-post Facto method. The research samples were 184 students of grade XII. Data collection techniques employed questionnaire, and documentation. Data were analyzed using descriptive statistical analysis, analysis prerequisite test, and hypothesis testing. The results of the study reveal that (1) there is an influence of employability skills on the students’ work readiness at SMKN 2 Gowa; (2) there is an influence of self-efficacy on the students’ work readiness at SMKN 2 Gowa; and (3) there is an influence of employability skills and self-efficacy collectively on the students’ work readiness at SMKN 2 Gowa.
PENGARUH PENERAPAN GAME KAHOOT DALAM MENINGKATKAN HASIL BEALAJAR PADA MATA PELAJARAN DESAIN GRAFIS KELAS X DI SMKT SOMAOPU Dasmayanti Lestari; Abdul Muis Mapalotteng; Ruslan
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2039

Abstract

This research is a quasi-experimental or quasi-experimental research with the aim of 1. Knowing the application of the kahoot game 2. Knowing whether there is an effect of implementing the Kahoot Game in Improving Learning Outcomes in Class X Graphic Design Subject at SMKT Sombaopu 3. Knowing student responses to the kahoot game. This study consisted of two variables, namely the Kahoot Game media as the independent variable and student learning outcomes as the dependent variable, using the Pretest and Posttest Control Group Design research designs. The population in this study were all students of class X TKJ consisting of 2 classes with a total of 34. The research sample was class X TKJ 1 as a control class with 17 students and X TKJ 2 as an experimental class with 17 students selected through Simple Random. sampling. The data obtained were analyzed with descriptive statistics and inferential statistics. The results of the descriptive statistical analysis show that in the experimental class with the Kahoot Game learning media, the average pretest and posttest were 74.35 and the pretest was 74.35, while the learning using the lecture method obtained the average pretest was 34.59 and the posttest was 57.18, while the control class students' mastery was 6. % and 82% experimental class. The average result of the n-gain test for the experimental class was 0.46 and that for the control class was 0.3. The average effectiveness of the control class was 33.62 and the experimental class was 46.88. The results of inferential statistical testing with the Independent Samples T-Test obtained a significance value for the pretest and posttest p = 0.000 <α = 0.05. This means that H0 is rejected and H1 is accepted, thus the kahoot game learning media influences student learning outcomes in Class X Graphic Design Subject at SMKT Sombaopu. Student response test as many as 34 people get a score of 4.30 with a presentation of 86.14% in a very interesting category.