cover
Contact Name
Afif Rahman Riyanda, S.Pd., M.Pd.T
Contact Email
afif.rahman@fkip.unila.ac.id
Phone
+6281377478988
Journal Mail Official
pvti@fkip.unila.ac.id
Editorial Address
Jl. Prof. Dr. Sumantri Brojonegoro No.1 Bandar Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan Teknologi Informasi dan Vokasional
Published by Universitas Lampung
ISSN : -     EISSN : 27159647     DOI : http://dx.doi.org/10.23960/jpvti
Core Subject : Science, Education,
Jurnal Pendidikan Teknologi Informasi dan Vokasional (JPTIV), or in English: Journal of Education of Information Technology and Vocational, is a scientific publication media for researchers, lecturers, teachers, educational practitioners, and students, related to the issues around information technology, i.e. Networking, Multimedia, Software Engineering, and the issues concerning Information Technology Education including Multimedia development, ICT-based learning, Mobile Learning, Blended Learning, and ICT-Based Vocational Education.
Arjuna Subject : Umum - Umum
Articles 38 Documents
Search results for , issue "Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional" : 38 Documents clear
Perancangan Media Pembelajaran Berbasis Augmented Reality Menggunakan Aplikasi Assemblr Edu Pada Mata Pelajaran IPA Kelas VIII Di SMPN 1 Sungai Limau Anggraini, Siti Rahma; Annas, Firdaus; Darmawati, Gusnita; Yuspita, Yulifda Elin
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31475

Abstract

This research starts from the existence of problems at SMPN I Sungai Limau which still applies conventional learning and still dominantly uses printed books which causes students to have difficulty in understanding the material presented by the teacher because the learning process is less interesting and does not support science learning at school. Researchers conducted this study with the intention of producing an Augmented Reality-based learning media using the assemblr Edu application that is interesting and can help in the science learning process. The method that researchers apply in this problem is the Research and Development (R&D) development method. The development model used is the development model according to Hannafin and Peck which consists of three stages, namely Needs Analysis (Needs Assess), Design (Design), and Development and Implementation (Develop and Implement) where the three stages are interrelated with evaluation and revision. Researchers used three tests to assess the product: validity test conducted by five experts and resulted in a score of 0.90 with valid criteria; practicality test completed by three experts and resulted in a score of 0.99 with high criteria; and effectiveness test completed by 30 students and resulted in a score of 0.93 with high criteria.Kata kunci: Augmented Reality, IPA, Assemblr Edu
Penerapan Media Pembelajaran Canva Ai Pada Mata Pelajaran Informatika Kelas X Di Sma Negeri 3 Gorontalo Utara Puluhulawa, Alda Cahyani; Hadjaratie, Lillyan; Suhada, Sitti; Koniyo, Moh. Hidayat; Kadim, Ahmad Azhar; Bouty, Abd. Aziz
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.30995

Abstract

This research aims to develop learning media using Canva as a tool to help students improve their learning outcomes in the subject of Algorithms and Programming by creating Canva AI learning media that contains content capable of visualizing the material. The method used in this research is the Research and Development development method with the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The results of the feasibility test by content experts showed a feasibility score of 4.6 with the category "very valid" and by media experts with a feasibility score of 4.7 with the category "very valid." The practicality test based on teacher response data showed a percentage of 90.5% with the category "very practical" and student response data showed a percentage of 91.2% with the category "very practical." The effectiveness test showed a post-test learning outcome mastery of 82.1 with the category "very good." The effectiveness test based on the correlation sample test results from the post-test and pre-test showed 0.001 < 0.05, indicating a significant difference in student learning outcomes. Thus, it can be concluded that the application of the Canva AI learning media is feasible, practical, and effective for use in the learning process.Keywords: Learning Media, Canva AI, ADDIE, Informatics
Inovasi Pembelajaran: Pemanfaatan Wordwall (Anagram) dalam Meningkatkan Kemampuan Menyimak Bahasa Prancis di SMA Negeri 16 Bandar Lampung Ikhtiarti, Endang; Kartika, Aulia; Trisna, Indah Nevira
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.32166

Abstract

This research aims to determine This study was conducted to determine whether the use of the Wordwall website is effective in improving the French listening skills of class XI students of SMAN 16 Bandar Lampung. The subjects of this study were students of class XI-4 as an experimental class consisting of 31 students. This research uses quantitative research with a quasi-experimental method and a One Group Pretest-Posttest Design. The results of the study showed that there was an increase in student learning outcomes, as indicated by an increase in the average pretest score of students from 61.77 to 83.55 in the posttest. Then the t-test value is obtained with a significance value of 0,000 < 0,05, with an N-Gain value of 0,5831, which is included in the category medium. Besides, based on the results of the questionnaire, it was found that the Wordwall website is very interesting to use in learning French, especially for listening skills, and students feel that Wordwall can help increase interest and motivation in learning French listening. However, the Wordwall website still has disadvantages, such as that students need to use headsets or earphones while listening to audio, and they also need a stable network.Kata kunci: Wordwall, Frech, Comprehensio, Media Pembelajaran
Analysis of the Influence of Education Level and Competency on Organizational Commitment through Work Motivation in the Garment Sub-Sector in Serang Regency Juariah, Siti; Nuryanto, Uli Wildan; Handayani, Yolla Sukma
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.33455

Abstract

This study examines the influence of education level and competency on work motivation and organizational commitment among garment company employees in Serang Regency. Specifically, it analyzes the direct effects of education level and competency on work motivation and organizational commitment, as well as the indirect effects of education level and competency on organizational commitment through work motivation. This research employs a quantitative approach with a correlational design, involving a total population of 850 employees. The sample size of 190 respondents was determined using a proportional sampling technique, multiplying the number of indicators by the Likert scale. Data analysis was conducted using regression analysis with the SmartPLS statistical tool. The findings reveal that out of seven tested hypotheses, four were accepted, and three were rejected. The results indicate that education level significantly influences both work motivation and organizational commitment, while competency does not significantly affect either work motivation or organizational commitment. Additionally, education level has a significant impact on organizational commitment through work motivation, whereas competency does not exhibit such an effect. Overall, this research highlights the critical role of education level and motivation in enhancing organizational commitment, while competency does not contribute significantly in this context.Keywords: Education Level, Competency, Garment Industry, Organizational Commitment, Quantitative Research, Structural Equation Modeling (SEM), Work Motivation
Pengembangan Media Pembelajaran AR Menggunakan Digital Assemblr Edu Pada Mata Pelajaran Informatika Di SMK 23 Maret Kotamobagu Sugeha, Sri Sumima; Rohandi, Manda; Padiku, Indhitya R
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31438

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran AR menggunakan digital Assemblr Edu pada mata pelajaran informatika dan mengetahui kelayakan media pembelajaran. Metode penelitian yang digunakan adalah model pengembangan 4D yang terdiri atas 4 tahap utama yaitu: Pendefinisian (Define), Perancangan (Design), Pengembangan (Develop), dan penyebaran (Disseminate). Instrumen yang digunakan adalah angket menggunakan Skala Likert dengan melakukan validasi dan reliabilitas kelayakan instrumen penelitian mendapatkan hasil yang valid dan reliabel. Berdasarkan hasil uji kelayakan media pembelajaran oleh ahli media menunjukkan persentase kelayakan sebesar 81% dengan kategori sangat layak, ahli materi menunjukkan persentase kelayakan sebesar 92% dengan kategori sangat layak. Pada tahap penyebaran media pembelajaran dilakukan uji coba pengguna yaitu siswa kelas X TKJ yang berjumlah 22 orang mendapatkan persentase kelayakan sebesar 80% dengan kategori sangat layak. Maka kesimpulan hasil presentase kelayakan oleh ahli media, ahli materi dan uji coba pengguna media pembelajaran AR menggunakan digital Assemblr Edu dikategorikan sangat layak digunakan pada proses pembelajaran dan meningkatkan pemahaman belajar siswa pada mata pelajaran informatika.Kata kunci: Assemblr Edu, Media Pembelajaran AR, Pengembangan
Pengaruh Metode Pembelajaran Mind Mapping Terhadap Motivasi dan Hasil Belajar Siswa Pada Mata Pelajaran Dasar-Dasar Teknik Komputer Jaringan dan Telekomunikasi Mas’ud, Huzaima; Suhada, Sitti; Izah, Nurul; Bouty, Abd. Azis; Pakaya, Nikmasari; Rijal, Bait Syaiful
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31757

Abstract

This research is motivated by the lack of motivation and learning outcomes of students in the subject of basic computer network and telecommunication engineering. One of the factors that affect student motivation and learning outcomes is the lack of use of learning methods. The mind mapping learning method is a creative, effective and literally note-taking technique that will map thoughts very simply, so that it can improve student motivation and learning outcomes. This study aims to determine the effect of the mind mapping learning method on student motivation and learning outcomes in the subject of basic computer network and telecommunication engineering of class X TKJ-A with 26 students and class X TKJ-B with 27 students. The instruments used were questionnaires for student learning motivation and test questions (posttest) for learning outcomes. Based on the results of the study based on data analysis and hypothesis testing, a significant value of 0.000 <0.05 was obtained where Ho was rejected and Ha was accepted where the mind mapping learning method had a significant effect on student motivation and learning outcomes. So it can be concluded that the mind mapping learning method has an effect on the motivation and learning outcomes of class X TKJ students in the subject of basic computer network and telecommunications engineering at SMK Negeri 1 Suwawa.Keywords: Mind Mapping learning method, Learning motivation, Learning outcomes
Pengembangan Media Pembelajaran Infografis Berbasis Canva Melalui Konten Tiktok Pada Pelajaran Informatika di SMK Negeri 1 Suwawa Masi, Muhammad Ali; Mulyanto, Arip; Mas’ud, Huzaima; Rohandi, Manda; Kadim, Ahmad Azhar; Muthia, Muthia
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31899

Abstract

The use of technology in education continues to increase, including the utilization of the TikTok application as a medium for developing Canva-based infographics as a learning tool. This study is motivated by the lack of visual elements in the learning process, which impacts the low attractiveness of the material for students. Students often receive material only verbally without adequate visual support, making the material less engaging and ultimately reducing students' interest and motivation in learning. This research aims to develop infographic-based learning media using Canva, displayed through TikTok content, designed to address student boredom and the lack of appealing visualization in material delivery. Infographics, which combine visual elements and information, are designed to simplify the understanding of material, while TikTok is chosen for its ability to dynamically present content through slideshow and hashtag features. The development method used is the 4D method, which includes four stages: Define, Design, Develop, and Disseminate. Validation results from subject matter experts indicate that this media has a feasibility percentage of 96%, categorized as very feasible. Validation from media experts also obtained an average feasibility score of 93.64%, showing that the media meets quality standards in design and presentation, also categorized as very feasible. Furthermore, assessments from 26 student respondents reveal that this media is attractive and effective, with a score of 94%, also categorized as very feasible. Based on these results, Canva-based infographic learning media through TikTok content is highly feasible and attractive for application in the learning process.Kata kunci: Infografis, Media Pembelajara, Metode 4D, Pengembangan Media, Tiktok
Pengaruh Minat Belajar Menggunakan Media Pembelajaran Komik Strip Terhadap Hasil Belajar Siswa Pada Materi Dampak Sosial Informatika di SMAN 6 Gorontalo Utara Bonde, Masita; Novian, Dian; Suwandi, Ihsanulfu’ad
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31178

Abstract

This research aims to develop comic strips as a teaching medium to help students increase their interest in learning and their influence on student learning outcomes in Social Impact of Informatics (DSI) material by creating comic strips containing content that can visualize the content of the material. The method used in this research is the Research and Development (R & D) development method with the Analysis, Design, Development, Implementation and Evaluation (ADDIE) model with the feasibility results of material experts showing a percentage of 100% with the category "Very valid" and media experts with the percentage was 88.3% in the "Very valid" category, and students' interest in learning based on all indicators, namely feelings of happiness, interest, attention and involvement, showed a percentage of 90.16% in the "Very interested" category. From the test of the influence of interest in learning on learning outcomes using regression analysis which shows that students' interest in learning using comic strips has an effect on improving learning outcomes with a value of 6,962, greater than a, namely 1,699 and a significant value of 0,000, so it can be concluded that learning media using comic strips is suitable for use. in the learning process.Keywords: ADDIE, Hail Belajar, Komik Strip, Media Pembelajaran, Minat Belajar
Persepsi Siswa Terhadap Penggunaan Visible Thinking Routine pada Matapelajaran ICT Untuk Meningkatkan Kemampuan Berfikir Kritis Siswa Rizalita, Rafiqa; Khoerunnisa, Indah; Aji Nalendro, Putut; Firdian, Fadil; Chandra Surawan, Ghea
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.32626

Abstract

Kemampuan berpikir kritis menjadi salah satu keterampilan penting dalam pembelajaran abad ke-21, terutama pada mata pelajaran ICT (Information and Communication Technology), yang menuntut siswa untuk menganalisis, mengevaluasi, dan memecahkan masalah berbasis teknologi. Penelitian ini bertujuan untuk menganalisis persepsi siswa terhadap penerapan Visible Thinking Routine (VTR) sebagai metode pembelajaran untuk meningkatkan kemampuan berpikir kritis. Penelitian ini menggunakan pendekatan deskriptif kuantitatif dengan subjek siswa kelas IX Tholib SMPIT Nurul Fikri Bogor yang telah menggunakan Visible Thinking Routine (VTR) dalam pembelajaran ICT. Teknik pengumpulan data dilakukan melalui kuesioner berbasis skala Likert, yang menilai aspek pemahaman siswa terhadap VTR, keefektifan VTR dalam pembelajaran, serta dampaknya pada kemampuan berpikir kritis. Berdasarkan hasil survei, sebanyak 89% siswa menunjukkan pemahaman yang baik mengenai VTR. Sebanyak 86% siswa merasa manfaat penggunaan VTR dalam memahami materi pembelajaran, dan sebanyak 88% siswa menyatakan VTR mampu meningkatkan kemampuan berfikir kritis mereka. Hasil ini menunjukkan bahwa VTR diterima dengan baik oleh siswa dalam mendukung pemahaman materi serta pengembangan kemampuan berpikir kritis. Kesimpulan penelitian ini mengindikasikan bahwa VTR dapat menjadi metode pembelajaran yang inovatif dalam mendukung pengembangan kemampuan berpikir kritis pada mata pelajaran ICT.
Optimasi Kinerja Algoritma AES-128 Pada Proses Enkripsi dan Dekripsi File Berbasis Python Wulandari, Siti; Indra, Zulfahmi; Ridho, Muhammad
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31691

Abstract

Data security is a top priority in the digital era, especially in the face of increasing cyber threats. Advanced Encryption Standard (AES) is one of the most widely used cryptographic algorithms to protect data. The purpose of this study is to implement the AES algorithm in the Python programming language using the Google Colab platform to improve data security in an efficient manner. This implementation explores the use of AES to perform secure and fast data encryption and decryption, and evaluates the algorithm's performance in terms of speed and resource efficiency. The study shows that AES-128 is able to encrypt data in an average time of 0.003663 seconds and decrypt data in 0.000112 seconds. The file size increases by only 17% after encryption, indicating efficiency in resource usage. The Google Colab platform has been shown to improve computational performance, especially in the fast decryption process without compromising data security.Kata kunci: AES, Optimasi, Pyhton

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