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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
ANALISIS PEMILIHAN CLUSTER OPTIMAL DALAM SEGMENTASI PELANGGAN TOKO RETAIL Murpratiwi, Santi Ika; Agung Indrawan, I Gusti; Aranta, Arik
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 18 No. 2 (2021): Edisi Juli 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.37 KB) | DOI: 10.23887/jptk-undiksha.v18i2.37426

Abstract

Saat ini pemanfaatan data menjadi fokus dalam bidang pemasaran khususnya untuk menyusun strategi. Agar strategi pemasaran bisa tepat sasaran dibutuhkan segmentasi pelanggan. Data mining khususnya clustering mampu membantu proses segmentasi pelanggan. Dalam penelitian ini, data mining diimplementasikan untuk segmentasi pelanggan UD. XYZ dengan metode K-Means, K-medoids, dan Means.. Tujuan penelitian ini adalah mencari metode dan nilai k terbaik yang dihasilkan dari tiga metode clustering. Penelitian ini menyajikan proses Data Mining dengan menggabungkan model RFM dengan algoritma clustering K-Medoids, X-Means, dan K-Means. Dataset yang telah diimplementasikan ke dalam model RFM digunakan sebagai bahan pengolahan data. Data transaksi dengan jumlah 153.492 diimplementasikan ke dalam model RFM menjadi 10.145 data untuk dilakukan identifikasi pelanggan potensial. Inisialisasi cluster awal pada metode K-Medoids, X-Means, dan K-Means dilakukan secara random. Nilai k dalam penelitian ini diinisialisasi dari 1 sampai 10. Nilai k diimplementasikan secara berulang dan dihitung validasi cluster menggunakan metode David Bouldin Index (DBI) dan jaraj rata-rata cluster dengan centroid. Hasil penelitian menunjukkan K-medoids memiliki nilai validitas yang lebih baik dibandingkan dengan X-Means dan K-Means. Rata-rata nilai DBI yang dihasilkan metode K-Medoids adalah 0,540778. Jumlah cluster terbaik yang dihasilkan adalah 5 cluster, hal ini ditentukan dengan mempertimbangkan jumlah persebaran data pada k = 5 yang menghasilkan nilai sama pada metode K-Medoids, X-Means, dan K-Means. Tingkatan pelanggan yang terbentuk adalah About To Sleep, Customer Needing Attention, Recent Customer, Potential Loyalist, dan Loyal Customers.
YOUTUBE VIDEOS FOR IMPROVING SPEAKING SKILLS: THE BENEFITS AND CHALLENGES ACCORDING TO RECENT RESEARCH IN EFL CONTEXT Purwanti, Ni Komang Ratna; Suwastini, Ni Komang Arie; Adnyani, Ni Luh Putu Sri; Kultsum, Ummi
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.315 KB) | DOI: 10.23887/jptk-undiksha.v19i1.41108

Abstract

The improvement of students' speaking skills requires students to communicate with the interlocutors interactively. In the context of globalization, social media have become a medium of communication that can enhance students' speaking skills. The present study investigated what previous research had concluded on the use of YouTube videos to enhance the development of students' speaking skills by adapting George's (2008) model of library research into a qualitative design. The study revealed that YouTube videos had been proven to give better exposure to the students' speaking aspects like pronunciation, structure, vocabulary, intonation, grammar, and fluency. However, the use of YouTube videos also poses challenges, such as unstable internet connection, loss of interaction with peers and teachers, low comprehension of the videos, unsuitable length of videos, students’ low readiness and autonomy, and discrepancy between the videos and the language learning goals. These findings imply that while YouTube videos can be helpful learning tools, the right strategies need to cope with the challenges.
STRATEGI PENGEMBANGAN WISATA KULINER DESA BUKTI BERBASIS POTENSI LOKAL Ariani, Risa Panti; Ekayani, I. A. P. Hemy; Suriani, Ni Made; Kusyanda, Made Riki Ponga
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.179 KB) | DOI: 10.23887/jptk-undiksha.v19i1.41207

Abstract

Tujuan penelitian ini, memperoleh Strategi Pengembangan Wisata Kuliner Desa Bukti Berbasis Potensi Lokal. Desa Bukti, terletak di Kabupaten Buleleng, Propinsi Bali, memiliki program Menuju Desa Wisata. Saat ini sedang dikembangkan oleh pemerintah daerah potensi wisata Air Sanih dan wisata religi Goa Maria. Selain itu potensi wisata kuliner, terdiri dari kuliner tradisional Desa Bukti dan produk kuliner hasil pertanian. Desa Bukti dipilih karena merupakan salah satu kawasan strategis yang tengah dikembangkan, sehingga memerlukan banyak aspek penunjan untuk mempersiapkan wisata kuliner. Metode penelitian yang digunakan adalah penelitian deskriptif kualitatif dengan pengumpulan data melalui wawancara, observasi dan dokumentasi. Wawancara pada pelaku wisata kuliner dan pemangku kepentingan. Data dianalisis dengan beberapa tahapan yaitu pemilihan data (reduction), penyajian data (display) dan penarikan kesimpulan (conclution) yang selanjutnya data dielaborasi dan dikaji menggunakan analisis SWOT untuk merumuskan strategi pengembangan kawasan wisata kuliner tersebut. Hasil penelitian menunjukkan terdapat potensi kuliner lokal yang dapat dikembangkan dalam menunjang  desa wisata di kawasan ini. a). Adanya potensi pengembangan kuliner tradisional khas desa Bukti untuk memperoleh kuliner yang higienis, bahan pangan berkualitas, tampilan yang menarik dan dukungan promosi. b). Potensi bahan pangan lokal hasil perkebunan singkong dan pisang. Singkong menjadi mocaf sebagai substitusi tepung terigu untuk berbagai produk kuliner. c). Potensi penunjang yang sangat mendukung adanya wisata kuliner melalui tempat wisata Air Sanih, Pokmawas dan Pokdarwis Desa Bukti. d). Adanya potensi untuk dapat menjadi desa wisata (wisata bahari dan agrowisata), karena didukung peluang pengembangan wisata kuliner (tradisional maupun inovasi)  berbasis mocaf dan pisang.
DEVELOPMENT OF INTERACTIVE MEDIA FOR ASSESSMENT AND EVALUATION COURSES Sugihartini, Ni Nyoman; Marvilianti Dewi, eka Dianita
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (555.969 KB) | DOI: 10.23887/jptk-undiksha.v19i1.41674

Abstract

This research aimed to develop and implement interactive media assessment and evaluation courses. Assessment and evaluation courses were the essential courses that students must master as prospective teachers. The development and improvement of content and media development of assessment and evaluation courses continued to be carried out to provide optimal academic services to students in online learning during the covid-19 pandemic. One alternative that could be done was to develop an interactive media-based articulate storyline that integrates with e-learning moodle. The model used in interactive media development was ADDIE (Analyze, Design, Development, Implementation, Evaluation). Based on curriculum analysis and syllabus of assessment and evaluation courses, then described into five learning activities, with the following description: (1) Learning activities 1: Basic concepts of evaluation and assessment, (2) Learning activities 2: Scale of measurement and Data Transformation, (3) Learning activities 3: Preparation of tests, (4)  Learning activities 4: Development of non-test jenin evaluation instruments, (5)  Learning activities 5: Analysis of test points and non-tests and examples of implementation. The five learning activities were designed with Computer Assisted Instruction (CAI) model. In its implementation in e-learning, each learning activity consists of several chapters. Then, each learning activity was equipped with Pdf files, animated videos, forums, individual tasks/projects, and articulate storyline-based interactive media.
UJI USABILITY FUNGSI APLIKASI WEB SISTEM INFORMASI DENGAN USE QUESTIONNAIRE (STUDI KASUS: APLIKASI WEB SISTEM INFORMASI TIRAS DAN TRANSAKSI BAHAN AJAR) Sufandi, Unggul Utan; Priono, Mochamad; Aprijani, Dwi Astuti; Wicaksono, Bagus Arif; Trihapningsari, Denisha
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.674 KB) | DOI: 10.23887/jptk-undiksha.v19i1.42320

Abstract

The web Application For Information Systems And Transactions For Teaching Materials (SITTA) is an application that is used to support operational activities in the distribution service of teaching materials at State Universities of the Open University. The SITTA web application can be accessed on the https://distributions.ut.ac.id/ website with internal access to UT at the center and UPBJJ (Distance Learning Program Unit). The SITTA web application was used by UT employees as users of the SITTA web application, which was used recently because the SITTA web application was only implemented in early 2018. Therefore, it was deemed necessary to test its usability. This is to assess the success of the usability aspect of an information system application while at the same time knowing that the application can be useful and has been by its function or not for user needs. One of the tests that can be done is usability testing. This test is carried out using the USE Questionnaire method using 4 aspects of testing. 4 aspects tested are aspects of Usefulness, Satisfaction, and Ease of Use. The purpose of this paper is to determine user acceptance of the SITTA web application based on usability criteria. This research is a quantitative descriptive type that is carried out on users of the SITTA web application by distributing a USE Questionnaire consisting of 30 questions and using 5 points of assessment on a Likert Scale. This study obtained the results of measuring the usability of the SITTA web application with a score of 88.10% on the measurement of the usefulness aspect, 78.29% on the ease of use, 82.14% on the ease of learning, and 81.26% on the satisfaction aspect. satisfaction.
AN ANALYSIS OF STUDENTS’ RESPONSES TOWARDS THE IMPLEMENTATION OF DIGITAL TEACHING MATERIALS FOR ONLINE LEARNING Darmayanti, Putu Sri; Lestari, Ni Kadek Herna
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (257.478 KB) | DOI: 10.23887/jptk-undiksha.v19i1.43000

Abstract

The utility of ICT has been popular yet hasn’t been optimized well enough. However, its existence becomes crucial and compulsory during extreme pandemic, Covid-19. The education fully applies the use of ICT in the learning process as face-to-face meeting is impossible to make. Virtual meeting by online platforms is supported by the digital teaching materials which can be accessed by the students whom have internet connection. This study aimed to figure out the responses of the students towards the implementation of digital teaching materials in online learning. Questionnaire was distributed to the subjects in collecting the data for this qualitative research. The study revealed that the ICT assists the students much in the term of accessible. However, the students need more training on the preparation and following the flow of online learning. Besides, an advanced development of the material is necessary for the provider of the digital materials to engage the students and enhance their understanding. 
PENGENDALIAN MOTOR INDUKSI 3 FASA DENGAN BEBAN DINAMIS KONTROL PID FUZZY MENGGUNAKAN METODE FOC-TAK LANGSUNG (INDIRECT FIELD ORIENTED CONTROL) PADA LABVIEW Hendra, R. Oktav Yama; Purwanto, Era; Oktavianto, Hary; Muntashir, Abdillah Aziz; Setiawan Suda, Kadek Reda
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (836.275 KB) | DOI: 10.23887/jptk-undiksha.v19i1.45351

Abstract

This research includes the design of a PID speed control simulation combined with Fuzzy Logic Control as a control, and increasing the speed performance of an induction motor in LabView. The control method used is a vector control induction motor, namely Field Oriented Control. This method can set up an induction motor as easily as a separate amplifier DC motor. Fuzzy Logic Control with its advantages acts as a scheduler for the PID value with the advantage of increasing the dynamic performance of the induction motor against changes in load and speed changes. From several simulations carried out on LabView with 5nm and 9nm dynamic loads using the FOC method, the average risetime result is 80% fast. When testing the dynamic load control performance, the results of the PID-Fuzzy method are better than conventional PID, especially at high motor speeds and nominal loads. In dynamic load testing, PID-Fuzzy is also better than conventional PID. With a conventional PID controller when the load is 9nm with a set point of 1500 RPM, the risetime is 10.0 ms and the steady error is 1.8%. With the PID-Fuzzy method, a risetime of 6.6 ms is obtained and a steady error of 0.7.
EVALUASI KELAYAKAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA PADA MATA KULIAH TP. KEPELATIHAN BULUTANGKIS Ariani, Luh Putu Tuti; Marti, Ni Wayan
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (229.645 KB) | DOI: 10.23887/jptkundiksha.v19i1.43829

Abstract

Badminton is a complex game that uses a racket as a striking tool and a shuttlecock as an object. Badminton has basic techniques that must be taught so that players have good technical quality of the game. This study aims to tempt the feasibility of the learning media for the basic techniques of badminton and determine the feasibility level of the learning media. The data collection method used is by making research instruments to test large groups and small groups. Instruments will be given to students who take part in the feasibility test process for learning media for the basic techniques of badminton. In this study, the average results of field trials as a whole with a percentage of 93%, so it can be concluded that interactive media are the basic techniques of multimedia-based badminton games that are implemented in TP. The badminton training developed is feasible and effective because it shows interest, motivation, and helps the accuracy of the media in the use and presentation of basic badminton techniques in the lecture process so that learning objectives are achieved.
PERKEMBANGAN TENUN IKAT MASTULI DI DESA KALIANGET KABUPATEN BULELENG: Perkembangan Ragam Hias Tenun Ikat Mastuli Angendari, Made Diah; Budhyani, I Dewa Ayu Made
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 2 (2022): Edisi Juli 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (270.897 KB) | DOI: 10.23887/jptkundiksha.v19i2.46871

Abstract

Penelitian ini bertujuan untuk mendeskripsikan perkembangan ragam hias, bahan dan alat, serta fungsi tenun ikat mastuli di Desa Kalianget Kabupaten Buleleng. Jenis penelitian ini adalah penelitian deskriptif kualitatif, tempat penelitian di Desa Kalianget, dengan sumber informan kunci kepala desa. Data diambil dengan cara observasi dan wawancara, menggunakan alat berupa lembar observasi dan pedoman wawancara serta dianalisis dengan deskripti kualitatif. Hasil penelitian adalah: 1) Perkembangan ragam hias tenun ikat mastuli diambil dari unsur alam seperti motif tumbuhan, binatang, geometris, manusia, dan campuran. Ragam hias tersebut berkembang menjadi beberapa motif diantaraanya: motif dobol, motif ceplok, motif dobol endek, motif ceplok pinggiran, motif ceplok geometris, motif cegcegan, motif pot sungenge, motif wayang, motif penyu, motif pinggiran, motif jumputan, motif garis jumputan, dan motif jumputan pelangi. 2) Perkembangan alat dan bahan tenun ikat mastuli yaitu dari segi bahan menggunakan benang sutra yang dipadukan dengan benang katun, pewarna mengunakan pewarna sintetis berupa pewarna rapid dan pewarna remasol. Sedangkan alat yang digunakan saat ini berupa Alat Tenun Bukan Mesin (ATBM). 3) Fungsi tenun ikat mastuli mengalami perkembangan baik dari fungsi dalam keseharian, fungsi sosial budaya, dan fungsi ekonomi.
VOCATIONAL SCHOOL STUDENTS' PERCEPTIONS OF GOOGLE CLASSROOM IN FULL ONLINE LEARNING AT THE BEGINNING OF THE COVID-19 PANDEMIC Dantes, Gede Rasben; Rinawati, Ni Komang Ayu; Suwastini, Ni Komang Arie; Artini, Ni Nyoman
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 2 (2022): Edisi Juli 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.098 KB) | DOI: 10.23887/jptkundiksha.v19i2.47917

Abstract

The global Covid-19 pandemic affects all aspects of life, including students learning process. Teachers and students were instructed to "study from home" using the online learning mode. Many online learning platforms were used during this time, including Google Classroom. The present study aimed to reveal students' perceptions of the implementation of Google Classroom at the beginning of the pandemic. The study took place in one of the state vocational schools in Denpasar City, involving forty students in Grade IX. The data were collected using questionnaires and interviews. The study revealed that most students positively perceived the implementation of Google Classroom in their online learning, even though the sudden shift to online learning. However, students viewed the implementation of Google Classroom in online learning mode lacked interactions during the learning process, causing them to feel that they had no chance to confirm information or knowledge that they had learned. This finding implies that teachers must build interaction between teachers and students during the online learning process.

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