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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
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Kota bandar lampung,
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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 208 Documents
Analisis Rendahnya Minat Belajar Siswa Pada Materi Kehidupan Pada Masa Pra Aksara di Indonesia Pada Siswa SMP Kelas 7 Rahmadhani, Cahya Putri; Lubis, Dhio Febriansyah; Napitupulu, Kiki Renhardi; Manalu, Ruth Sahana; Sidauruk, Tumiar
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 1 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional (In Press)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29979

Abstract

Agar guru bisa menentukan cara  mengajar yang tepat dan efektif dalam pembelajaran maka guru harus mendapat dukungan berkelanjutan untuk dapat menyempurnakan strategi pembelajaran yang diterapkan.Adapun kurikulum yang bertujuan untuk meningkatkan kualitas serta kefektifan dalam  proses pembelajaran agar berjalan sesuai dengan tujuannya. Siswa dapat mencapai tujuannya berupa keterampilan, kemampuan, dan kompetensi yang diperolehnya atas hasil proses pembelajaran. Salah satu mata pelajaran yang harus dikuasai siswa SMP adalah mata pelajaran IPS. Mata Pelajaran Ilmu pengetahuan sosial merupakan mata pelajaran yang sangat penting dan berguna dalam kehidupan sehari-hari. Dalam perkembangan saat ini, materi-materi yang berkaitan dengan ilmu-ilmu sosial (IPS) sudah melekat pada diri siswa yang dimana mata pelajaran tersebut akan diintegrasikan ke dalam kehidupan siswa sejak dini. Dalam pembahasan kali ini, berdasarkan data yang ada dan hasil observasi yang kami lakukan pada sebagian siswa bahwa sebagian siswa kelas VII SMP belum memahami permasalahan kehidupan pra-keaksaraan di Indonesia. Dan dari hasil data observasi juga menunjukkan bahwa siswa SMP VII kurang tertarik mempelajari Ilmu Pengetahuan Sosial. Berdasarkan fakta di lapangan, tidak dapat diketahui secara pasti apa yang menyebabkan siswa menjadi tidak tertarik mempelajari kehidupan pada masa pra-aksara di Indonesia. Oleh karena itu, kami sebagai penulis tertarik untuk melakukan penelitian dengan judul: Analisis rendahnya minat belajar siswa pada materi kehidupan pada masa pra aksara di Indonesia pada siswa SMP kelas 7.
Penerapan Model Pembelajaran Discovery Learning Untuk Meningkatkan Hasil Belajar Mahasiswa Pada Mata Kuliah Matematika Diskrit Kurnia, Ulfa Isni; Lathifah, Afra; Rizki, Fahlul; Alfina, Alfina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 1 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29632

Abstract

Discrete mathematics learning is an important part of higher education, especially in the context of computer science and information technology. Several studies have shown that many students face difficulties in solving complex mathematical problems, which constitute a significant challenge in the learning process. Therefore, it is important to apply a comprehensive learning approach and pay attention to student needs, because this can help overcome weaknesses related to understanding discrete mathematics and improve interest or motivation. The results of this research highlight the potential of the Discovery Learning model as an effective approach in improving discrete mathematics learning. The practical implication of this research is that integrating the Discovery Learning model in discrete mathematics learning design can increase student engagement and their academic achievement. Thus, future studies could further explore the long-term impact of implementing this model or compare it with the use of other learning approaches.
Pengaruh Model Pembelajaran Terhadap Kompetensi SDM Vokasional di Era Industri 4.0: Studi Literatur Wardoyo, Siswo; Marsanda, Elisa; Wulansari, Tari; Anjani, Triska Adelia; Anzhari, Hafizh; Abdillah, Muhammad Zaqqi
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: 10.23960/32642

Abstract

The Influence of Learning Models: In the era of the Industrial Revolution 4.0, Indonesian education faces a major challenge to improve the quality of human resources that are able to adapt to technological advances and industrial needs. The purpose of this study is to determine how learning models impact the capabilities of vocational human resources in the digital era. The method used is to conduct literature research by collecting information from various sources, such as books and journal articles related to the subject. The results of the study indicate that new learning models such as direct instruction, computational thinking, and project-based learning can improve students' soft skills and vocational skills. This is very important to compete in the job market. In addition, collaboration between teachers, students, and education personnel is key to creating an interesting learning experience that is relevant to industrial developments. This study concludes that vocational education needs to adopt a more innovative and integrated approach, as well as adjust the curriculum to meet the demands of industry 4.0, so that graduates can become individuals who are ready to work, adaptive, and have the skills needed. Kata kunci: Industri 4.0, Model Pembelajaran, SDM
Integration of Policy and Technology in Vocational Educational Leadership: A Systematic Literature Review Mustakim, Waradzi; Giatman, M; Maksum, Hasan; Abdullah, Rijal; Refdinal, Refdinal
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: 10.23960/33016

Abstract

This systematic literature review examines the integration of policy and technology in vocational educational leadership, focusing on studies published between 2022 and 2024. The review addresses four key research questions: (1) technological tools and advancements supporting leadership in vocational education, (2) the influence of policies and frameworks on leadership strategies, (3) challenges associated with integrating policy and technology, and (4) the socio-economic and educational impacts of this integration. The findings reveal that technological tools such as Learning Management Systems (LMS), digital collaboration platforms, and advanced technologies like Artificial Intelligence (AI) and Virtual Reality (VR) are instrumental in enhancing leadership and educational outcomes. Policies promoting digital transformation, industry alignment, and inclusivity significantly shape leadership strategies. However, challenges like infrastructure limitations and policy-implementation gaps persist. Effective integration of policy and technology in vocational education leads to improved learning environments, better skill acquisition, and enhanced socio-economic outcomes, though ensuring equitable access remains a critical concern. This study provides a comprehensive understanding of how policy and technology intersect to shape vocational education leadership in contemporary settings.Keywords: Vocational Leadership, Policy Integration, Educational Technology, Digital Transformation 
Pengaruh Model Pembelajaran Kooperatif Tipe Two Stay Two Stray Terhadap Minat Belajar Siswa Pada Mata Pelajaran Informatika Kelas X Paulutu, Masniyati; Hadjaratie, Lillyan; 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: 10.23960/31484

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya minat belajar siswa pada mata pelajaran informatika. Salah satu faktor yang mempengaruhi minat belajar siswa adalah kurangnya penggunaan model pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran kooperatif tipe Two Stay Two Stray (TSTS) terhadap minat belajar siswa pada mata pelajaran informatika kelas X di SMA Negeri 3 Gorontalo Utara. Penelitian ini menggunakan metode penelitian pre-experimental dengan design One Group Pretest Posttest yang dilakukan di SMA Negeri 3 Gorontalo Utara. Adapun sampel dalam penelitian ini yaitu kelas X-A dengan jumlah 28 siswa. Instrumen yang digunakan berupa angket untuk minat belajar siswa. Berdasarkan hasil penelitian yang didasarkan pada analisis data dan pengujian hipotesis, didapat bahwa model pembelajaran kooperatif tipe Two Stay Two Stray (TSTS) memberikan pengaruh signifikan terhadap minat belajar siswa. Maka dapat disimpulkan bahwa model pembelajaran kooperatif tipe Two Stay Two Stray (TSTS) berpengaruh terhadap minat belajar siswa kelas X pada mata pelajaran informatika kelas X di SMA Negeri 3 Gorontalo Utara
Pengembangan WEBGIS Untuk Optimalisasi Link and Match SMK Agribisnis dan Industri Pangan di Jawa Barat Khoerunnisa, Indah; Rizalita, Rafiqa; Nalendro, Putut Aji; Firdian, Fadil; Surawan, Ghea Chandra
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: 10.23960/32440

Abstract

The misalignment between vocational education and industry needs remains a major challenge in Indonesia’s vocational education system. Data shows high unemployment rates among vocational high school (SMK) graduates, reflecting the gap between their competencies and industry needs. This study aims to develop WebGIS, a web-based geographic information system, to optimize the relationship and fit between SMK Agribusiness Agricultural Product Processing (APHP) and the food industry in West Java. The WebGIS was developed using the waterfall model, comprising four stages: needs analysis, system design, implementation, and testing. The mapping integrates data from 47 SMKs and 105 food industries in West Java. Usability testing using the System Usability Scale (SUS) showed an acceptance rate categorized as "acceptable" and an adjective rating categorized as "good." The developed WebGIS provides real-time geographic visualization of vocational schools and industry locations, along with detailed competency profiles for both entities. The findings indicate that this WebGIS effectively provides measurable information to support decision-making in aligning vocational high school programs with industry needs. Further research is recommended to incorporate predictive analytics for industry demand and graduate tracking systems.Kata kunci: WebGIS, Link and match, SMK, industri, sistem informasi geografis
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
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/31475

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

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

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
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: 10.23960/31178

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

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