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Jurnal Pendidikan Teknologi dan Kejuruan
ISSN : 02163241     EISSN : 25410652     DOI : -
Core Subject : Education,
Jurnal Pendidikan Teknologi dan Kejuruan (JPTK) is a journal managed by the Faculty of Engineering and Vocational, Universitas Pendidikan Ganesha (Undiksha). The scope of this journal covers the fields of Education, Electrical Engineering, Informatics, Computer Science, Information System, Vocational (Culinary, Fashion, Beauty and Tourism), Mechanical Engineering as well as learning. The incoming Article is are double blind peer-reviewed by at least two referees, and plagiarism checking will be carried out. JPTK is managed by issued twice a year i.e. in January and July.
Arjuna Subject : -
Articles 542 Documents
PENGEMBANGAN PORTAL E-LEARNING SMK NEGERI 1 MANGGIS Luh Joni Erawati Dewi; Ni Ketut Opayanti
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 10 No. 2 (2013): Edisi Juli 2013
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (394.572 KB) | DOI: 10.23887/jptk-undiksha.v10i2.4074

Abstract

Portal E-learning SMK Negeri 1 Manggis adalah sebuah sistem yang dibuat untuk membantu serta mendukung proses pembelajaran baik pemberian materi maupun tugas secara online. Dengan adanya portal e-learning ini diharapkan dapat meningkatkan kadar interaksi pembelajaran antara peserta didik dengan guru karena memungkinkan terjadinya interaksi pembelajaran dari mana dan kapan saja. Selain itu, melatih siswa lebih mandiri dan aktif dalam mendapatkan ilmu pengetahuan, serta mempermudah penyimpanan materi pembelajaran. Perancangan sistem ini digambarkan dengan menggunakan DFD (data flow diagram) dan diimplementasikan dengan menggunakan Adobe Dreamwaver sebagai editor, Adobe Photoshop  sebagi pengelola design, PHP sebagai script programing, dan MYSQL sebagai pengolah basis data.   Kata-kata kunci: portal, e-learning, SMK Negeri 1 Manggis
PEMBELAJARAN KOOPERATIF BERBASIS LKS UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PADA MATA PELAJARAN TIK SISWA KELAS X SMAK SANTO PAULUS SINGARAJA Ni Putu Linda Ariastini
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 10 No. 2 (2013): Edisi Juli 2013
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (184.887 KB) | DOI: 10.23887/jptk-undiksha.v10i2.4075

Abstract

Penelitian ini bertujuan untuk (1) meningkatan motivasi belajar siswa pada mata pelajaran TIK melalui metode kooperatif berbasis LKS, (2) meningkatan  hasil belajar siswa  pada mata pelajaran TIK melalui metode kooperatif berbasis LKS, (3) mendeskripsikan respon siswa terhadap penerapan pembelajaan kooperatif berbasis LKS pada mata pelajaran TIK. Penelitian ini adalah penelitian tindakan kelas yang dilaksanakan dalam dua siklus pembelajaran. Subjek penelitian ini adalah siswa kelas X SMAK Santo Paulus Singaraja tahun pelajaran 2009/2010 yang berjumlah 29 orang. Objek penelitian ini adalah motivasi belajar, hasil belajar dan respon siswa. Metode pengumpulan data yang dipergunakan adalah (1) metode observasi yang digunakan untuk memperoleh data motivasi belajar, (2) metode tes yang digunakan untuk memperoleh data hasil belajar, (3) kuisioner digunakan untuk memperoleh data respon siswa terhadap pembelajaran kooperatif. Semua data dalam penelitian ini dianalisis menggunakan statistik deskriptif kuantitatif. Hasil penelitian menunjukkan (1) terjadi peningkatan rata-rata motivasi belajar siswa pada pelajaran teknologi informasi dan komunikasi sebesar 2,12 atau 15% yaitu pada siklus I rata-rata motivasi belajar siswa sebesar 11,60 dengan kualifikasi cukup tinggi sedangkan pada siklus II sebesar 13,72 dengan kualifikasi tinggi, (2) terjadi peningkatan rata-rata hasil belajar siswa sebesar 3,2% yaitu pada siklus I sebesar 73,79 dengan ketuntasan klasikal sebesar 75,86% meningkat menjadi 76,25 dengan ketuntasan klasikal sebesar 100% pada siklus II, (3) Respon siswa terhadap penerapan metode kooperatif berbasis LKS pada mata pelajaran TIK adalah positif dengan rata-rata sebesar 78,28. Kata-kata kunci: pembelajaran kooperatif, motivasi belajar, hasil belajar
PENGEMBANGAN APLIKASI TEXT TO SPEECH DALAM PEMBUATAN KAMUS UNTUK TUNANETRA Luh Putu Eka Damayanthi
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 1 (2014): EDISI JANUARI 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (956.211 KB) | DOI: 10.23887/jptk-undiksha.v11i1.4076

Abstract

Nowadays, understanding and mastery of English language is very important foreveryone, not least for those who have limitations, such as people with visual impairment. Generally, people learn English, by using dictionary. But for people with visualimpairment, are not allowed to use the dictionary, just like a normal person in general.They require specialized dictionaries, for example dictionaries that use Braille format. The using of dictionaries in Braille format even this could not be done optimally, becauseto find the translation of a word, they must find the word manually, such as by reading with your finger.By the advancement of science and technology, especially in the field ofcomputerization, dictionary application media was made to help people with visual impairment in performing the translation of a word by using the senses of hearing. Inmaking this application, the hardware, which used is a desktop or laptop computercompleted with the speakers, while its software consists of modules Borland Delphi and TTS (Text To Speech). The application of the dictionary that created tailored to the characteristics of people with visual impairment, such as on interface design created the shortcuts or special keys on the keyboard to perform a particular function. Input given tothe system, namely in the form of text, followed by the TTS module will be converted to text utterance.This dictionary application is expected to provide facilities for persons with visualimpairment in learning English language, without need high intensity to do the translation of a word, so that the productivity of learning, both at school and at home can beimproved continously.
RANCANG BANGUN KEAMANAN TRANSFER DATA VOIP OVER VPN PADA SISTEM OPENSOURCE TRIXBOX I Wayan Eka Putra Darmawan
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 1 (2014): EDISI JANUARI 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (956.211 KB) | DOI: 10.23887/jptk-undiksha.v11i1.4077

Abstract

VoIP (Voice over Internet) dikenal juga dengan sebutan IP (Internet Protocol) Telephony saat ini semakin banyak digunakan karena memiliki beberapa keunggulan, salah satu diantaranya yaitu tarif yang jauh lebih murah daripada tarif telepon tradisional sehinggapengguna telepon dapat memilih layanan tersebut sesuai dengan kebutuhannya. VoIP dapat mereduksi biaya percakapan sampai 70%. Selain memiliki beberapa keunggulan di atas,VoIP juga memiliki kelemahan yang sangat vital yaitu dari segi keamanan transfer suarakarena berbasis IP, sehingga siapapun bisa melakukan penyadapan dan perekaman terhadap data VoIP. Ganguan yang terjadi pada sistem VoIP ada berbagai macam diantaranya, transferdata yang lewat pada suatu jaringan seperti misalnya dapat disalahgunakan (abuse), dapatdibajak isi data tersebut (sniffing), dan tidak dapat mengakses server dikarenakan server yang kelebihan muatan (Denial of Services).Ada beberapa cara untuk mengamankan komunikasi data VoIP, antara lain, dengan mengamankan jalur yang digunakan pengguna untuk melakukan komunikasi VoIP denganmenggunakan metode VPN (Virtual Private Network) dan juga dapat dilakukan suatu metode kriptografi pada aplikasi VoIP tersebut sehingga data yang dikirimkan dapat dilindungidengan baik. VPN adalah teknik pengaman jaringan yang bekerja dengan cara membuat suatu tunnel sehingga jaringan yang dipercaya dapat menghubungkan jaringan yang ada diluar melalui internet. Titik akhir dari VPN adalah tersambungnya Virtual Channels (VCs)dengan cara pemisahan. Kenyataannya koneksi sebuah end-to-end VPN tergantung dari sebuah nilai dari hubungan daripada titik-titiknya. VPN mempunyai dua metode dalampengamanan yakni IPSec dan Crypto IP Encapsulation (CIPE). Selain itu dapat dipergunakan teknik Kriptografi (cryptography) yang merupakan ilmu dan seni penyimpanan pesan, data,atau informasi secara aman.Sistem VoIP menggunakan VPN ini diharapkan dapat memberikan keamanan transfer data pada jaringan internet maupun intranet.
PENGEMBANGAN MEDIA CD INTERAKTIF MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI KELAS VII SMP NEGERI 6 SINGARAJA Ketut Erni Suardani
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 1 (2014): EDISI JANUARI 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3484.19 KB) | DOI: 10.23887/jptk-undiksha.v11i1.4078

Abstract

The study aimed to: (1) design and implement the development of interactive CD Media of Technology Information and Comunication (ICT) subject for VII grade student ofSMPN 6 Singaraja. (2) To know the students respond toward imply the development ofinteractive CD Media of Technology Information and Comunication (ICT) subject for VII grade student of SMPN 6 Singaraja.The subject of the study was all student of VII B4 class of SMPN 6 Singaraja in theacademic year to 2009 / 2010, which consisted of 42 students. The study was researchdevelopment. The data were collected in the form of students respond toward the development of interactive CD Media. The instrument used in this study was questionnaire.The data of students respond and the data judges were analysed descriptively. The judge’s data were used for suggestion to improve the quality of interactive CD Media.The results of the study were interactive CD of ICT and the students respond towardthe development of interactive CD TIK. The result ranged at positive category 45%. The mean score of students respond was 64, 95 and it was categorized positiv
PENGEMBANGAN SISTEM INFORMASI GEOGRAFIS BERBASIS LOCAL GENIUS SUBAK UNTUK SISTEM DRAINASE WILAYAH MONANG-MANING, KECAMATAN DENPASAR BARAT, KOTAMADYA DENPASAR I Gede Adi Saputra Yasa
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 1 (2014): EDISI JANUARI 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.626 KB) | DOI: 10.23887/jptk-undiksha.v11i1.4079

Abstract

This study was aimed to (1) describe the problems in the drainage system in MonangManing area, (2) design the waterway of the drainage system based on subak local genius,and (3) implement the design model of drainage system based on subak local genius, especially for the route along Monang Maning area, in West Denpasar district – Denpasarmunicipality, by using the Geography Information System.This research used the software development method called System Development Life Cycle (SDLC), which was divided into 5 cycled phases; Planning, Analysis, Design,Implementation and Maintenance. This study produced some products based on the purposes of the study; (1) thedescription of the problems in the drainage system in Monang Maning which included thewaste disposal into the water, the land exploitation, the utilization of the buildings, the trespassing over the river border sign, sedimentation, the constriction of the river orwaterway, and the constriction or the loss of the water holes on the pavement due to theraising of the street height, (2) the waterway of the drainage system based on subak local genius, which involved the transformation of telabah gede / telabah aya into 9 (nine) primarydrainage waterways, the transformation of telabah pemaron gede into 16 (sixteen) secondarydrainage waterways and the transformation of telabah pemaron cenik into 27 tertiary drainage waterways, in which the division buildings for the drainage waterways based onsubak local genius in Monang Maning were 7 primary inlet-outlet control, 23 secondary inlet- outlet control and 28 tertiary inlet-outlet control, (3) the implementation of software usingMAPINFO, MySQL 5, VB 6 and ODBC 5.3 software. The software presented the primary,secondary and tertiary waterway design, the direction and the connectors on each waterway.
PENGEMBANGAN MEDIA PEMBELAJARAN MULTIMEDIA MODEL TUTORIAL PADA MATA PELAJARAN ANIMASI 3 DIMENSI UNTUK SISWA KELAS XII PROGRAM KEAHLIAN MULTIMEDIA DI SMK NEGERI 3 SINGARAJA I Nyoman Udayana
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 1 (2014): EDISI JANUARI 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.894 KB) | DOI: 10.23887/jptk-undiksha.v11i1.4080

Abstract

This research aimed at: (1) developing tutorial model as a media in multimedia learning of 3-D animation subject to the xii grade students of multimedia program in SMKNegeri 3 Singaraja, (2) knowing the students response of developing tutorial model as a media in multimedia learning of 3-D animation subject to the xii grade students ofmultimedia program in SMK Negeri 3 Singaraja. The subject of this research was 34 students of the xii grade multimedia program inSMK Negeri 3 Singaraja in the academic year 2009/2010. This research had been done as adevelopment research. The obtain data were collected through the questionnaire in order to get the students’ response on developing tutorial model as a media in multimedia learning of3-D animation subject. This data were then analyzed descriptively.The results of the analysis showed that the students’ response on developing tutorial model as a learning multimedia media in 3-D animation subject spread on some categories of77% very positive, 23% positive, 0% doubt, 0% negative, and 0% very negative. The averagestudents’ response score was 82.80 that mean that the students’ response was categorized very positive.
PENGEMBANGAN INSTRUMEN ASESMEN KINERJA DASAR TATA RIAS I Gede Sudirtha
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 2 (2014): Edisi Juli 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (173.646 KB) | DOI: 10.23887/jptk-undiksha.v11i2.4081

Abstract

This study aims to develop a performance assessment instrument for Make up Training Subject in Beauty Education Program by appropriate validity and reliability procedure in thedevelopment of the assessment instrument as the assessment process and products. Thisresearch is a development research (R&D). The research focuses on the development ofassessment instrument for Makeup Training Subject. The aspects of research, data sources, techniques and instruments/data collection instrument, and validation and reliability of theinstrument used in the study conducted by interview, observation, and literature and documents.The data of this study is quantitative data, which was statistically analyzed due to relevant empirical testing (validation of instruments) that includes testing and content validity andinternal validity. Descriptive analyzes were undertaken to describe the research data. The results showed: 1) The design of the instrument Makeup Training Subject are developed through theneeds analysis. It is done through literature review and study of the course competencies byengaging a team of researchers. This study resulted in the instrument guidelines and assessment instrument completed with its scoring rubrics. The instrument comprising: a step of validityassessment is done through the stages: experts judgment, empirical tests to prove the validityand reliability of the instruments assessment. All the performance test instrument developed is
PENGEMBANGAN APLIKASI AUGMENTED REALITY BOOK PENGENALAN TATA LETAK BANGUNAN PURA GOA LAWAH DAN PURA GOA GAJA Ni Komang Oktari Permata Sari; Padma Nyoman Crisnapati; Made Windu Antara Kesiman; I Made Gede Sunarya
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 2 (2014): Edisi Juli 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1803.009 KB) | DOI: 10.23887/jptk-undiksha.v11i2.4082

Abstract

Goa Lawah and Goa Gajah Temple is two examples of temples in Bali, which have their own uniqueness. Goa Lawah Temple is located in Klungkung regency, especially inPasinggahan village in Dawan sub-district. One of its uniqueness is that the natural cave without human made, and it is a home for thousand bats. And then Goa Gajah Temple islocated in Bedulu village, in Blahbatuh district, Gianyar regency. This place is built in an ancient area. The cave in this place is different from Goa Lawah Temple. The cave in thisplace is built by human being. People believe that the T cave was built for meditation of theKings. Both of its temple is a part of cultural heritage wills we must to learn and preserve.There are so many methods to keep our culture. One of them is use Augmented Reality Technology.The purpose of this research is developing Augmented Reality applications an introduction the building layout of Goa Lawah and Goa Gajah Temple. In developing thisapplication, use Blender, Unity 3D and Vuforia Library to show 3 dimensional building inreality environment. This research using the waterfall model. The result of this research is a book that contains information and images related to Goa Lawah and Goa Gajah Temple andalso functioned as a marker of Book-based Augmented Reality applications android whichcapable of displaying objects of Goa Lawah and Goa Gajah Temple buildings in 3- dimensional form just above the marker complete with voice narration explanation. Thisapplication can be used as a medium to learn, introduce, at the same time preserving the GoaLawah and Goa Gajah Temple.
PENGEMBANGAN APLIKASI AUGMENTED REALITY BOOK PENGENALAN OBJEK WISATA TAMAN UJUNG SOEKASADA DAN TAMAN AR TIRTA GANGGA DI KABUPATEN KARANGASEM Putu Angga Sudyatmika; Padma Nyoman Crisnapati; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 11 No. 2 (2014): Edisi Juli 2014
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2847.74 KB) | DOI: 10.23887/jptk-undiksha.v11i2.4083

Abstract

Taman Ujung Soekasada and Tirta Gangga is a famous tourist attraction inKarangasem regency. Taman Ujung is located at the village of Tumbu, district of Karangasem. The park was built in 1919 by the king of Karangasem, namely I Gusti BagusJelantik with the purpose to entertain important guests who visitied the region of Karangasem.Tirta Gangga was rebuilt in 1948 on the initiative of The King of Karangasem namely AnakAgung Anglurah Ketut Karangasem. Situated in Ababi Village, 6 kilometers northern Taman Ujung Soekasada. This water park built as a place for bathing the King and his family.This research is aims to develop an android-based application that can be used as a medium for learning and preserving Taman Ujung Soekasada and Tirta Gangga. The researchmethod used was research and development by using the model of the waterfall. Thisapplication uses the vuforia library to display 3 dimensional building objects into a real environment by using the book and the android smartphone.The end of result is a book that contains about information and images related toTaman Ujung Soekasada and Tirta Gangga that functioned as a marker as well as android based on Augmented Rality application that is capable of displaying the object of Taman Ujung and Tirta Gangga buildings in 3 dimensional above the marker complete with thenarrative sound explanation

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