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 594 Documents
KONTRIBUSI LINGKUNGAN KELUARGA DAN CARA BELAJAR TERHADAP HASIL BELAJAR SISWA KELAS X Adhitya Hidayat; Edidas Edidas
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.v7i4.106569

Abstract

This research is motivated by the problem of low learning outcomes in the Basic Electricity and Electronics subject at SMK Negeri 1 Sumbar. The purpose of the study was to reveal how much the contribution of the family environment and how to learn about learning outcomes. The research method used in this study is descriptive correlational. The study population 96 people and the sample 49 people. The research sample was determined using simple random sampling technique. The results of data analysis showed that (1) the family environment and the way of learning of students together contributed significantly to student learning outcomes by 37.99%. (2) family environment significantly contributes to student learning outcomes by 23.88%, (3) student learning methods contribute significantly to student learning outcomes by 26.39%. So it can be concluded that he better the family environment and effective and efficient ways of student learning, the higher the learning outcomes. Keywords: Student team achievent division, learning models, learning outcomes, experiment, control
ANALISIS KEPUASAN PENGGUNA SISTEM INFORMASI E-CAMPUS DI IAIN BUKITTINGGI MENGGUNAKAN METODE EUCS Arif Saputra; 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.v7i3.105157

Abstract

This study aims to find out and analyze how the level of user satisfaction with an information system is being used, and to find out what factors influence the level of user satisfaction of the Information System. The object of this research is the E-Campus information system at the Islamic Institution of Bukittinggi state. Research is based on the importance of evaluation for the development of a system. The method used in this study is End User Computing Satisfaction (EUCS). The EUCS method consists of five independent variables, namely content, accuracy, shape, ease of use and timeliness and one dependent variable is satisfaction. Population data is N = 99 with the analysis results obtained by the correlation coefficient number of 73.3%. That is, there is a statistically positive relationship between content, accuracy, form, ease of use, timeliness, and satisfaction. if each variable has a higher correlation, it will increase the user satisfaction of the E-Campus Information System with the meaning of the relationship in the same direction.Keywords: End User Computing Satisfaction (EUCS), satisfaction, information system, E-Campus.
KONTRIBUSI PERSEPSI SISWA TENTANG KOMPETENSI GURU DAN PRILAKU BELAJAR TERHADAP RATA-RATA HASIL BELAJAR MATA DIKLAT KOMPETENSI KEAHLIAN SISWA KELAS X TAV SMK N 2 SOLOK Rio Rizaldi; Hanesman Hanesman
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.v6i2.101974

Abstract

RANCANG BANGUN APLIKASI MOBILE LEARNING BAHASA MINANGKABAU PADA SMARTPHONE BERBASIS ANDROID Izzan Muhamad Urfan; Dedy Irfan; Titi Sriwahyuni
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.v4i1.5845

Abstract

This application development is based on the problem of cost and the time required to learn minang language through non-formal education. Consideration of costs that required to follow the non-formal education can be an inhibiting factor that cause lack of the interest to participate in education through this way. Books about Minang language learning is not as much as English textbook and Mandarin. An alternative solution is to use mobile learning as a form of mobile application development on the android operating system. Although there are applications that can be downloaded for free, but some of these applications is restricted to some particular level in their use. The objective of this thesis was to design its Android app which is expected to facilitate the user in learning English and Indonesian Minang language and build a Mobile Learning app that can display essential materials and practical in Minang language learning.In developing this application is using the model development process Prototyping and Android-based Java programming language with the Integrated Development Environment (IDE) Eclipse Juno. The results of this final project is a Mobile Learning applications based on Android that features to display the basic material in Minang-English and Indonesian language learning that can help the user in case the foreigner to study minang language more easily, effectively and efficientl and to provide information about minang language learning basic level includes the basic vocabulary, conversation examples and number that is used in the Minang language. It is hoped that these applications can provide convenience for the user in learning the Minang language basic material, so that the user can learn anywhere and anytime and may increase the interest of users to learn Minang Language. Keyword : Mobile Learning, Minang Language, Java, Android.
RANCANG BANGUN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MACROMEDIA PADA MATA PELAJARAN SIMULASI DIGITAL Anwar Yusuf; Efrizon Efrizon
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 1 (2019): Vol. 7 No.1 Maret 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i1.103638

Abstract

Digital Simulation is a basic subject of expertise in curricula in 2013. This Digital Simulation Learning is more directed at the activities of knowledge and skills for all students to shape their creativity by networking information with other parties who function to improve their knowledge and skills. In this  research discusses the design of interactive learning media based on Macromedia on digital simulation subjects at 1 Baktiya Vocational School. In this design use the classic tutorial model. The software used to create media is Macromedia Adobe Director 11.5 and other supporting applications. The existence of pretest in the media as a measure of students' knowledge of the material being studied. Based on the results of the validity test the media obtained an average score of 0.83 so that the media is worthy of use. It is hoped that this media can become an example for designing interactive media, so that students are motivated while learning, and the achievement of learning objectives. Keywords: Designer, Interactive Learning Media, Adobe Director.
PEMBUATAN MODUL PEMBELAJARAN RANGKAIAN ELEKTRONIKA DIGITAL Mila Sri Devi; Thamrin Thamrin
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.v7i3.105146

Abstract

The purpose of this study was to determine the feasibility of using the learning module of the Electronic Electronics Series on the subject of Basic Electricity and Electronics in class X Electronics Engineering at SMK Negeri 1 Bukittinggi. This research method uses the development of Instructional Development Institute with three stages, namely define, development, and evaluation. The research instruments were in the form of questionnaires on validity, reliability and practicality of the module. Based on the results of 3 validators obtained an average of 0.82 from the rating scale 1, which exceeds the achievement level of 0.667, so the module is declared valid. In the module reliability test the Cronbach Alpha value was 0.804, which means the reliability of the module in the category is very high. In the module practicality test by the teacher obtained an average value of 85.83%, so it is in the practical category. While the module practicality test by students obtained an average value of 87%, so it is in a very practical category. Based on the results of the three tests it can be concluded that the learning module is suitable for use in the learning process.Keywords:Module, Electronics Digital, instructional Development Institute
SISTEM INFORMASI PENYEWAAN DAN PEMESANAN TIKET BUS DAN TRAVEL KOTA PADANG Hanif Efriko Pratama; Elfi Tasrif; Ahmadul Hadi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8488

Abstract

Padang City, as one of populous city in West sumatera province, well known as their wandering culture. This wandering culture causes the number of people using public transport to go out increased, especially the Inter-City Inter-Provincial bus (AKAP) users. Unfortunately, high public interest in using AKAP buses has not been supported by the adequate system of AKAP bus companies. Current system affect prospective passengers into problems while searching for the location of a transport company. It caused by limited source of information media, such as banners or word-of-mouth information. This lack of information reducing the user's comfort in using AKAP bus. This Information system of rental and booking bus and travel tickets in Padang City was created using the PHP programming language using the CodeIgniter framework and MYSQL for the database. The design of this information system is done to produce a web-based information system that provides information of transportation companies location to facilitate passengers and prospective passengers to come, and facilitate the process of booking tickets. The design of this information system displays the location information, prices, facilities, and transportation fleet that available in each company.                                                    Keywords: Information system, AKAP bus, transportation.
Perbandingan Hasil Belajar Siswa Antara Model Pembelajaran Kooperatif Tipe Jigsaw Dengan Pembelajaran Konvensional Pada Mata Pelajaran Dasar-dasar Elektronika Kelas X SMK Negeri 2 Solok Adlian Jefiza; Hanesman Hanesman; Zulhendra Zulhendra
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.v2i2.3285

Abstract

The purpose of this study is to compare students learning outcomes between using jigsaw cooperative models with conventional learning on electronics basic subject in students class X of SMK Negeri 2 Solok . this research is experimental research that aims to reveal differences in students learning outcomes using cooperative learning jigsaw ( X1 ) and Conventional Learning ( X2) on students learning outcomes ( Y ) . The population is 61 person tenth grade students enrolled TAV SMF SMK 2 TP.2013/2014. The results of the research analysis , student learning outcomes in the experimental group using the model of cooperative jigsaw have an average score ( 79.47 ) higher  than students learning outcomes in control group using conventional methods have an average score ( 68.27 ) , where the learning outcomes of students in experimental class had above the average standard of completeness . While the t - test is 4.09. Thus, the previous alternative hypothesis can be accepted at 95 % of significant level. There is a significant difference in students learning outcomes between the use of cooperative learning model jigsaw with conventional models in electronics basic subject of  stuydents grade X in SMKN 2 Solok Keywords : differences , jigsaw , conventional , learning outcomes
RANCANG BANGUN APLIKASI MODUL PEMBELAJARAN TEKNOLOGI WAN BERBASIS ANDROID Tio Wiranda; Muhammad Adri
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.v7i4.106472

Abstract

Module as medium of learning is one of the ingredients of learning that can be used by students in independent and effective. The learning module application is made with an Android-based platform. WAN technology is one of the subjects for class XI TKJ. This application method was developed using a prototyping model approach with the java programming language using the Android Studio IDE. One of the functions of an android application for students and teachers is the creation of applications related to student learning in which there are learning materials and a collection of practice questions that can be done by students. Android applications that can be developed are e-module applications or learning modules. The results of this thesis is to produce a learning application as a means for learning WAN technology subjects in which there are several menus such as syllabus, lesson plans, modules, video tutorials, options, search and about. The presence of this application is expected to improve students' understanding abilities in learning WAN technology and contribute to learning.  Keywords: Android, module, WAN technology, smartphone.
PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TWO STAY TWO STRAY TERHADAP HASIL BELAJAR DASAR LISTRIK DAN ELEKTRONIKA KELAS X TEKNIK ELEKTRONIKA SMK NEGERI 1 BUKITTINGGI Siti Maisyarah Arza; Nelda Azhar; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10429

Abstract

   This study aims to determine the influence of cooperative learning model two stay two stray learning outcomes in electrical and electronics elementary subjects of x class students majoring in electronics engineering at SMK Negeri 1 Bukittinggi. This type of research is an experimental with intact group comparison design.The research sample is class X TE 2A as experiment class using cooperative learning model Two Stay Two Stray and class X TE 2B as control class using Problem Based Learning model. Technique of collecting data from post-test every meeting in experiment class and control class, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class research results obtained an average value of 81,13 while the control class get an average value of 74,06. The result of hypothesis calculation at significant level α = 0,05 got tcount> ttable that is 2,996> 1,697, because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. Can be concluded means at the real level, this study shows that, there is influence of positive learning outcomes between the use of cooperative learning model type Two Stay Two Stray with the model of Problem Based Learning in Electrical and Electronics Elementary students X class students majoring in electronics  engineering at SMK Negeri 1 Bukittinggi. So the results of student learning Two Stay Two Stray  can increase the learning outcomes of students and made student more active on study.Keywords: Learning Outcomes , Two Stay Two Stray (TSTS), Poblem Based Learning (PBL).

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