cover
Contact Name
Hadi Kurnia Saputra
Contact Email
hadiksaputra@ft.unp.ac
Phone
+62751-444614
Journal Mail Official
voteteknika@ft.unp.ac.id
Editorial Address
Jurusan Teknik Elektronika Fakultas Teknik UNP Jalan Prof. Dr. Hamka Air Tawar Padang, Sumatera Barat
Location
Kota padang,
Sumatera barat
INDONESIA
Voteteknika (Vocational Teknik Elektronika dan Informatika)
ISSN : 23023295     EISSN : 27163989     DOI : -
Jurnal Vocational Teknik Elektronika dan Informatika (VoteTEKNIKA) is a peer-reviewed, scientifc journal published by Department of Electronics Engineering, Faculty of Engineering, Universitas Negeri Padang, Indonesia. The aim of this journal is to publish articles dedicated to all aspects of the latest outstanding developments in the fields of Vocational Education, Electronics Engineering and Informatics. Jurnal Vocational Elektronika dan Informatika (VoteTEKNIKA) is published twice in one year in March and September with the scopes and focus of the research, but it is not limited to : Vocational Education, Electronics, Telecommunication, Robotic Instrumentation, Control Systems, Artificial Intelligence , Internet of Things, Information Systems, Data Mining, Expert Systems, Mobile Technology & Applications, Web Technology, Computer Network, Network Management and Security, Computer & Embedded System, IT Governance, Enterprise Resource Planning, Software Testing, Modeling and Simulation
Articles 606 Documents
PENGARUH PENGGUNAAN MODUL PEMBELAJARAN TERHADAP HASIL BELAJAR MATA DIKLAT MERANCANG WEB DATABASE UNTUK CONTENT SERVER SISWA KELAS XII TKJ DI SMKN 8 PADANG Hasmisel Tri Yeni; Kasman Rukun; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 4, No 1 (2016): Januari - Juni 2016
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v4i1.6019

Abstract

The problem in this research is the fact that is found in the field, namely in SMK Negeri 8 Padang, there are still many students who obtain a class XII TKJ learning outcomes under the criteria of minimum standards on training eye Designing web content server database for the specified school is 78. That is 64.36 % of students who are under KKM dan35,64% of students who are above the KKM. Many factors, among which are the internal factors and external factors, as well as learning media. This study aimed to see whether there is any difference between the results of learning with Learning Module Using the learning outcomes that do not use the Learning Module that direct learning. This research uses experimental approach, this study population were students of class XII TKJ SMK Negeri 8 Padang in academic year 2013/2014. The sampling technique is done randomly. Experimental class is a class that is treated by using the Learning Using Modules and which became the control group is the class that does not use the module but with direct teaching methods. Data collected from the tests of learning outcomes in the form of an objective matter as much as 25 items. Data were analyzed manually to test for normality, homogeneity, and hypothesis testing. From the test results can research on the value of the average student using Module is 78.55 while students who use direct instruction method lower at 75.4 Results of hypothesis by using the formula manually find that thitung7,875> table (1672), so the alternative hypothesis (Ha) is accepted or rejected the null hypothesis (Ho). This means that significantly average results of experimental class learning is greater than the average results of classroom learning control. Keywords: Module, Model Learning, Learning Direct, Control and Experiment
Analisis Pengaruh Warna Reflektor Antena Parabola Jenis Solid dan Mesh TerhadapKualitas Sinyal pada Aplikasi DVB-S Hendri Lesmono; Khairi Budayawan; Yasdinul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 1 (2014): Januari - Juni 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i1.3264

Abstract

Digital Video Broadcasting via Satellite (DVB-S) is a communications that use a satellites as a repeater signal from the sender to the receiver. Because it uses the satellite as a repeater signal , then in the sender and receiver use a parabolic antenna type. The majority of the current parabolic antenna reflector color comes from the color of the material used reflector itself is gray, while the use of other types of color are rarely used be it a lighten color or darken color, in addition to use of the parabolic reflector antenna at this point, especially for the type of solid is very susceptible to corrosion or rust. So it is necessary to research on the influence of color on quality parabolic reflector antenna signal that produce either from a parabolic type of solid or mesh type.This type of experimental research, in this researchers informant trying to observe and manipulated object under control. Informant painting on the parabolic reflector antenna, measuring signal quality, signal strength and the value of C/N and then compare the results of measurements on each color parabolic reflector antenna. Instruments used by informant is a parabolic antenna, Low Noise Block (LNB)and satellite meter.The results showed that the color of a parabolic reflector antenna isinfluence on signal quality and strength of the signal that received by the receiver. The more bright colors that used in parabolic reflector antenna, more electromagnetic waves are reflected toward the LNB satellite dish antenna and vice versa which have an impact on increasing the quality of the received signal at the receiver. Painting parabolic reflector antenna other than as an attempt to prevent corrosion are also could to improve the quality of the signal, with a record of using colors that have been suggested. Color parabolic reflector antennas are recommended for applications DVB - S is a white and light blue
PERANCANGAN APLIKASI ANDROID E-COMMERCE KPRI UNP MART Jeffri Agustiar; Efrizon Efrizon; Denny Kurniadi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 3 (2019): Vol. 7 No. 3 September 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i3.105367

Abstract

This paper aims to resolve the transaction problems at the KPRI UNP mart which are still going on manually and require the buyer to come to the mart to buy the items to be purchased. Bookings should be able to use smartphones through the use of applications so that customers can make transactions immediately. The waterfall method is used for designing client-based applications and the Object Orientit Programing (OOP) method, besides the application applies the OOP-based Model View Controller (MVC) technique. Server-side applications use the Framework Code Igniter (Framework CI) with the main language PHP equipped with the use of the json web and MySQL DBMS. Application on the client side uses the Java Java Development Kit (JDK). Designing an e-commerce android application KPRI UNP mart has 3 application results, the first application 1 application on the server that manages management for the client, the second 1 client buyer application that is used to view goods information and ordering, third 1 sending client application used to retrieve order the buyer and deliver it.Keywords: Android, e-commerce,  KPRI, client-server, framework CI
PENGARUH METODE SURVEY, QUESTION, READ, RECITE AND REVIEW (SQ3R) TERHADAP HASIL BELAJAR SISWA Adiyaksa Fahmi Marat; Kasman Rukun
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 2 (2019): Vol. 7 No. 2 Juni 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i2.104158

Abstract

The problem in this study is that there are still many TKJ class X students at Padangsidimpuan Vocational High School 3 who receive a learning value below the minimum criteria standard in Computer Systems subjects. This study discusses the effect of the Survey, Question, Read, Recite and Review (SQ3R) method on the learning outcomes of TKJ students in class X on Computer Systems lessons at SMK 3 Padangsidimpuan. This research was conducted with the aim to determine the differences in learning outcomes of class X students in Computer Systems subjects after learning using the SQ3R method in learning. The research was an experimental study, with sampling using Purposive Sampling techniques so that the experimental group was class X TKJ 1 by applying the SQ3R method and the control group was class X TKJ 2 using the Problem Based Learning (PBL) method. Where testing of instruments is done in class XI TKJ who have studied Computer System subjects. Based on the results of the study, the average price obtained by the experimental class is 78.94 while the average price obtained by the control class is 75.97. The results of hypothesis calculations with a significant degree of 0.05 obtained by tcount (2.285)> t table (1,669). Then it was concluded that zero (H0) was rejected, while the alternative guess (Ha) was accepted. Judging from the percentage calculation of the learning outcomes of the experimental class and the control class, there is an effect of using the SQ3R method with a percentage of 3.91%, which means the value of student learning with the application of the SQ3R method is better in this study.Keywords: Survey Method, Question, Read, Recite and Review (SQ3R), learning outcomes
KONTRIBUSI KECERDASAN SPASIAL VISUAL DAN KOMPETENSI PROFESIONAL GURU TERHADAP HASIL BELAJAR MATA PELAJARAN DESIGN GRAFIS JURUSAN MULTIMEDIA SMKN 1 KEC.LUAK KAB. LIMA PULUH KOTA Ameliza Desti; Putra Jaya; Nelda Azhar
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Suplement (Januari - Juni 2014)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.3297

Abstract

This research was intended to disclose the extent to which the spatial visual intelligence and the teacher’s professional competence contributed either independently or simultaneously toward the students’ learning achievement. The population of the research was the students in class X of SMKN 1 Kecamatan Luak Kabupaten Lima Puluh Kota that consisted of 65 students. By using simple random sampling technique, 40 students then were taken as the sample. The data in the form of the students’ learning achievement was gotten from the teacher of graphic design majoring in Multimedia. Meanwhile the data of the students’ spatial visual intelligence and the teacher’s professional competence was gotten through questionnaires administered to the students. The result of the research indicated that (1) the spatial visual intelligence and the teacher’s professional competence simultaneously contributed significantly (30,8%) toward the students’ learning achievement, (2) the spatial visual intelligence contributed significantly (17,8%) toward the students’ learning achievement, and (3) the teacher’s professional competence contributed significantly (10,6%) toward the students’ learning achievement. Based on these results, it was concluded that the spatial visual intelligence and the teacher’s professional competence had a contribution toward the students’ learning achievement in SMKN 1 Kecamatan Luak Kabupaten Lima Puluh kota.   Kata Kunci :Kecerdasan Spasial Visual, Kompetensi Profesional Guru, Hasil Belajar
RANCANG BANGUN MEDIA PEMBELAJARAN PEMROGRAMAN DASAR BERBASIS ANDROID Resi Maielfia; Titi Sriwayuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106634

Abstract

The design of the media explains about a learning medium that is used by students to help in achieving learning objectives. The media created are basic programming learning media based on Android. Basic programming is a vocational subject for class X vocational students. This subject explains how to solve a problem logically and systematically in the form of a program. In this media there are learning materials, syllabus, lesson plans, learning videos and practice questions to find out students' understanding of the material presented. There is a help menu to assist users in running this learning media. Media that is designed based on Android uses the Java programming language with android Studio as the IDE and prototyping models for the development model. This learning media is expected to increase students' insights on learning Basic Programming. Keywords:Android, Media, Basic programming.RANCANG BANGUNMEDIA PEMBELAJARAN PEMROGRAMAN DASAR BERBASIS ANDROID
KONTRIBUSI LAYANAN PERPUSTAKAAN DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR SISWA Riri Tri Yulandari; Hanesman Hanesman
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 2 (2019): Vol. 7 No. 2 Juni 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i2.104442

Abstract

This research is motivated by the problem of less optimal learning outcomes in DLE subjects in grade X Audio Video Engineering of SMK 1 Koto XI Tarusan, where 51.42% of students get learning outcomes below the Minimum Competency Standards (SKM). The purpose of this study is to reveal the extent of library services and learning motivation towards learning outcomes of DLE subjects in SMK 1 students Koto XI Tarusan 2018/2019 academic year. This research is a descriptive correlational study. The results of the data analysis showed that library services and learning motivation together contributed 25.70% to student learning outcomes in SMK 1 Koto XI Tarusan, library services contributed 69.55% to student learning outcomes in SMK 1 Koto XI Tarusan, Motivation learning contributed 16.32% to student learning outcomes in SMK 1 Koto XI Tarusan. So it can be concluded that library services and motivation to learn contribute to learning outcomes. The more optimal library services and the higher motivation to learn, the more optimal learning outcomes will be. Keywords: Library Services, Learning Motivation, Learning Outcome,
Analisis Usability Nagari Mobile Banking Menggunakan Metode Usability Testing dengan Use Questionnaire Arnanda Kasih; Vera Irma Delianti
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 1 (2020): Vol 8, No 1, Maret 2020
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v8i1.107966

Abstract

Penelitian ini bertujuan untuk mengevaluasi tingkat usability dari aplikasi Nagari Mobile Banking. Evaluasi dilakukan berdasarkan persepsi pengguna dengan menggunakan metode Usability Testing dengan USE Questionnaire. Kuisioner USE mempunyai 4 faktor yaitu Usefulness, Ease of Use, Ease of Learning dan Satisfaction. Emapat faktor ini dijadikan sebagai variabel bebas (independen) untuk mengevaluasi tingkat Usability aplikasi Nagari Mobile Banking. Penelitian ini menggunakan kuisioner sebagai data primer serta jurnal ilmiah, buku referensi sebagai data sekundernya. Penelitian ini menggunakan uji Validitas, Uji Reliabilitas, Uji Normalitas dan analisis Regresi Linier Berganda sebagai metode analisis data. Hasil penelitian menunjukkan bahwa 4 variabel USE signifikan dengan Usability aplikasi Nagari Mobile Banking. Usefulness mempengaruhi 6,15% dari Usability Nagari Mobile Banking, Ease of Use mempengaruhi 24,3% dari Usability Nagari Mobile Banking, Ease of Learning mempengaruhi 5,52% dari Usability Nagari Mobile Banking, Satisfaction mempengaruhi 15,36% dari Usability Nagari Mobile Banking.Kata kunci : Usability, Usability Testing, USE Questionnaire, Mobile Banking  This study aims to evaluation the level of Usability Nagari Mobile Banking application. Evaluations are based on user perceptions using the Usability Testing method with the USE Questionnaire. The USE questionnaire has 4 factors Usefulness, Ease of Use, Ease of Learning and Satisfaction. These 4 factors serve as an independent variable to evaluate the Usability level of  Nagari Mobile Banking application. This study uses questionnaires as primary data and scientific journals, reference books as secondary data. This research uses validity test, reliability test, normality test and multiple linear regression analysis as data analysis methods. The results showed that 4 USE variables affected signifikan Usability of the Nagari Mobile Banking application. Usefulness affects 6.15% of Usability Nagari Mobile Banking, Ease of Use affects 24.3% of Usability Nagari Mobile Banking, Ease of Learning affects 5.52% of Usability Nagari Mobile Banking, Satisfaction affects 15.36% of Usability Nagari Mobile Banking.Keywords: Usability, Usability Testing, USE Questionnaire, Mobile Banking
PENGARUH METODE PEMBELAJARAN ACTIVE LEARNING TIPE DEMONSTRASI DAN EKSPERIMEN TERHADAP HASIL BELAJAR KOMPUTER DAN JARINGAN DASAR SISWA KELAS X TKJ DI SMK NEGERI 5 PADANG Rinaldi Tarigan; Efrizon Efrizon
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 2 (2018): Juli - Desember 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i2.101999

Abstract

PERANCANGAN DAN PENGEMBANGAN APLIKASI JAM PENGINGAT WAKTU SHOLAT ARAH KIBLAT DAN REKOEMNDASI MASJID TERDEKAT Yuda Putra Utama; Elfi Tasrif; Yeka Hendriyani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 4, No 1 (2016): Januari - Juni 2016
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v4i1.5848

Abstract

                People nowdays have a high mobility that make some of obligation had been forgotten.the most important obligation for muslim is praying five times a day limited information about praying time sometime make the obligation had been neglected or even forgotten.usually when the condition is for far from mosque and/or in a trip.the information of qibla is needed for avoid this problem,especially in places or areas are far from mosque.               This application is a mobile application technology based Location Based Service (LBS) that is built on the Android platform, using Android Studio IDE and Google APIs in its development. In determining the time of prayers used two methods, by determining the time the degree of the sun and using a formula that is expressed with the time / clock, in determining the direction of the Qibla used two methods with the formula triangles ball and the position of the sun and the method of application also utilizes the Global Positioning System (GPS) which are applied with the help of Google Map.               This application is able to display Qibla direction and prayer schedules wherever the location of the nearest mosque user is located. Users can download the prayer schedule and location-based Qibla direction and displays the nearest mosque on user location is equipped with navigation features to reach the mosque by using the Google Map. Keywords: Android Applications , Mosque , Prayer Times , Qibla Direction , GPS , Google Map

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