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PELUANG DAN TANTANGAN PEMBELAJARAN SEPANJANG HAYAT DI SEKOLAH MENENGAH KEJURUAN Kunanti, Ari; Widyaskumara, Deta Dyan; Setiyawan, Nanda Budi
Journal of Professional Education Vol. 13 No. 3 (2024): Edisi Khusus Desember
Publisher : Yayasan Pendidikan Perintis

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Abstract

Pendidikan sepanjang hayat semakin relevan dalam mempersiapkan sumber daya manusia yang mampu beradaptasi di era industri 4.0. Konsep ini mempunyai arti penting bagi pendidikan vokasi khususnya Sekolah Menengah Kejuruan (SMK) yang bertujuan untuk menciptakan tenaga kerja terampil sesuai kebutuhan industri. Studi literatur ini mengidentifikasi peluang dan tantangan dalam penerapan pembelajaran sepanjang hayat di sekolah kejuruan. Peluang tersebut mencakup pemanfaatan teknologi digital, kolaborasi dengan industri, dukungan kebijakan pemerintah, fleksibilitas pembelajaran, peningkatan kemampuan kerja, sertifikasi kejuruan, dan pengembangan soft skill. Di sisi lain, tantangan yang dihadapi antara lain terbatasnya akses terhadap teknologi, kesiapan guru dan siswa, kesenjangan antara pendidikan dan dunia kerja, kendala biaya, dan disrupsi teknologi yang begitu cepat. Artikel ini menyarankan agar sekolah kejuruan lebih aktif memanfaatkan teknologi dan memperkuat kolaborasi dengan industri dan pemerintah untuk menciptakan sistem pembelajaran yang mendukung pendidikan sepanjang hayat.
Penggunaan Kartu Blocks Pallete Terintegrasi Game Scratch untuk Memperkenalkan Konsep Pemrograman Secara Visual dan Interaktif pada Mata Pelajaran Informatika Kelas X Akuntansi 3 Widyaskumara, Deta Dyan; Perdana, Devi Maha; Sekartadji, Dewi Indah; Rohmawati, Endah Puji
Jurnal Simki Pedagogia Vol 8 No 2 (2025): Volume 8 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v8i2.1110

Abstract

The lack of basic programming comprehension among non-ICT vocational students, particularly in Accounting majors, presents a significant challenge in Informatics education. Most students have not been systematically introduced to programming logic at the junior high school level, resulting in difficulties understanding key concepts such as variables, conditionals, and loops. This study aims to introduce fundamental programming concepts visually and interactively to Grade X Accounting 3 students through the use of Blocks Palette cards within a Project-Based Learning (PjBL) framework. Employing a descriptive qualitative method, data were collected through observations, interviews, surveys, and documentation of student project outcomes. The research subjects consisted of 36 students from a vocational high school. The findings revealed that the use of Blocks Palette cards significantly enhanced students' understanding of programming logic. Prior to the intervention, only 16.7% of students had any exposure to programming, but post-intervention, 83% were able to grasp programming logic sequentially. Moreover, students demonstrated increased motivation and a reduction in errors when arranging Scratch blocks. The integration of card-based media within the PjBL approach proved effective in fostering active, collaborative, and contextual learning environments, in line with Dual Coding Theory and constructivist principles. Therefore, this approach not only improved theoretical understanding but also strengthened practical skills, creativity, and students’ learning motivation.