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 110 Documents
Pengembangan Media E-Learning Dengan Schoology Sebagai Suplemen Pembelajaran Materi Fluida Statis Susilowati, Dewi; Wicaksono, B. Anggit
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 1, No 1 (2019): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v1i1.20061

Abstract

Tujuan penelitian ini yaitu mengembangakan produk berupa media e-learning dengan mengunakan schoology sebagai suplemen pembelajaran fisika materi Fluida Statis serta mendeskripsikan kemudahan, kemenarikan, kemanfaatan dan keefektifan. Pengembangan media e-learning dengan menggunakan schoology berdasarkan dari prosedur penelitian pengembangan Suyanto dan Sartinem adalah analisis kebutuhan, identifikasi sumber daya, identifikasi spesifikasi produk, pengembangan produk, uji internal, uji eksternal, serta produksi. Penelitian ini telah dilaksanakan pada semester ganjil tahun ajaran 2018/2019 di SMA Muhammadiyah 2 Bandar Lampung. Hasil uji eksternal yang menunjukkan kualitas media e-learning dengan schoology mudah, menarik, bermanfaat serta efektif digunakan untuk suplemen pembelajaran, sebab 80 % siswa telah lulus KKM. Melalui media e-learning dengan schoology ini siswa dapat mengakses pembelajaran secara online serta belajar secara mandiri yang bisa dilaksanakan dimanapun serta kapanpun mereka inginkan. Materi dalam media e-learning bisa divisualisasikan kedalam berbagai format serta bentuk yang interaktif dan dinamis sehingga siswa termotivasi untuk terlibat lebih jauh dalam proses pembelajaran. Kata kunci: fluida statis, media e-learning, pengembangan, schoology.
Digital Literature Culture For the Millenial Generation in the World of Education Muryati, Afri; agustin, wulan dwi; Putri, Fauziah Rizky
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 2 (2021): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v3i2.23401

Abstract

This study discusses digital literacy specifically in the millennial generation and the world of education where literacy itself is defined as the individual's ability to manage and understand information in carrying out a reading or writing activity. And it can also be said that literacy is a person's skills and abilities in reading, writing, and solving problems in everyday life. With increasingly sophisticated technology, especially in the digital world, many people prefer to use simple things by utilizing digital technology. Therefore, there are many other ways or methods to develop literacy, especially in the world of education, namely with digital literacy. which in this way can certainly greatly facilitate people to develop literacy, especially in the world of education, not only digital literacy, but also many other developments to facilitate teaching and learning activities using digital technology, namely the existence of digital libraries and also e-learning, which means a digital library is a system that has various services and information objects that support access to information objects through digital devices. While e-learning itself is an activity in learning that utilizes networks such as the Internet, LAN, WAN as a method of delivery, interaction, and facilitation and is supported by many other forms of learning servicesKeywords: literacy, digital, education DOI: http://dx.doi.org/10.23960/jpvti.v3.i2.202102
THE EFFECT OF GIVING ONLINE DISCUSSION ON STUDENT LEARNING OUTCOMES IN IMPULS AND MOMENTUM MATERIALS Azzizurrachman, Achmad; Maharta, Nengah; Suana, Wayan
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 2 (2020): Edisi Desember
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v2i2.22013

Abstract

AbstractThis study aims to determine the effect of online discussion on student learning outcomes on Impulse and Momentum material. The population in this study were all XI classes of SMA Negeri 15 Bandarlampung who were taking the even semester in the 2017/2018 school year. The method used in this research is Quasi Experimental with the research design of The Nonequivalent Control Group Design, in which one group of subjects is given a certain treatment (experiment), while another group is used as a control class group. The data from the results of this study are quantitative, consisting of the pretest and posttest scores carried out at the beginning and end of the learning process carried out. Based on the research results, there is an effect of providing online discussions on student learning outcomes on Impulse and Momentum material. This is indicated by the N-gain average value of learning outcomes in the experimental class of 0.67, while the average N-gain of learning outcomes in the control class is 0.43. The difference in the average learning outcomes in the experimental class and the control class can be seen from the learning process in each class. In the experimental class, the teacher provides Impulse and Momentum material learning by using an online assignment system outside face-to-face hours at school. Discussions conducted by students before face-to-face learning will make students have a better picture of what material will be studied at the next meeting. This makes students more ready to receive learning material and can understand concepts faster. This is because students have discussed with their friends the problems related to the material during online discussions. On the other hand, not all students in the control class learn the material that the teacher will deliver at the next meeting, so students do not have sufficient initial knowledge. Students who are given online discussion assignments after learning also benefit, they will be reminded again about the material that has been taught in class so that the concepts that have been obtained are increasingly embedded in students. Keywords: Online Discussion, Learning Outcomes, Impulse and Momentum, WhatsAppDOI: http://dx.doi.org/10.23960/jpvti.v2.i2.202003
Struktur Bahasa Indonesia Dalam Perancangan Prompt AI Generatif Zuhad Zuhad; Boedy Irhadtanto
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

Perkembangan kecerdasan artifisial generatif mendorong munculnya praktik penulisan prompt sebagai keterampilan baru dalam pemanfaatan teknologi informasi. Prompt yang dirancang menggunakan bahasa alami sangat dipengaruhi oleh struktur linguistik bahasa yang digunakan. Penelitian ini mengkaji pengaruh struktur Bahasa Indonesia dalam penyusunan prompt terhadap kualitas respons AI generatif. Pendekatan deskriptif kualitatif digunakan dengan menganalisis variasi struktur sintaktis dan semantis pada prompt berbahasa Indonesia. Data diperoleh melalui eksperimen interaksi pengguna dengan sistem kecerdasan artifisial berbasis teks serta analisis terhadap respons yang dihasilkan. Hasil penelitian ini menunjukkan bahwa keakuratan struktur kalimat, pilihan kosakata, dan kejelasan makna berpengaruh langsung terhadap relevansi dan ketepatan respons AI. Prompt yang tersusun secara efektif menghasilkan keluaran yang lebih optimal dibandingkan prompt yang ambigu atau tidak gramatikal. Temuan ini menunjukkan pentingnya kompetensi berbahasa Indonesia dalam pengembangan literasi AI pada bidang pendidikan teknologi informasi.Kata kunci: ▪ Bahasa Indonesia ▪ Kecerdasan artifisial generatif ▪ Pendidikan teknologi informasi ▪ Prompt AI ▪ Struktur bahasa
The Impact Of Artificial Intelligence Usage On Learning Effectiveness and Academic Motivation Among University Students Ariel Febrian; Zidni Ma'ruf; Keyza Ariq Ronaldi; Royan Hidayah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 8, No 1 (2026): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v8i1.33811

Abstract

The rapid development of artificial intelligence (AI) has increasingly influenced higher education, including the emergence of AI-based learning applications such as ChatGPT, DeepSeek, and Perplexity. While prior studies have examined the role of AI in general academic settings, limited attention has been given to its use within vocational, practice-based education, where learning outcomes are closely tied to technical skill development. This study aims to describe vocational students' perceptions of AI use in learning, particularly in relation to learning effectiveness and academic motivation, among students at a vocational institution in Palembang. A quantitative descriptive design using the survey method was employed, involving 50 respondents selected through purposive sampling based on their active use of AI-based learning applications. Data were collected through a 15-item Likert-scale questionnaire distributed online and analyzed descriptively using frequency and percentage distributions. The findings indicate that most respondents held positive perceptions of AI, particularly regarding its role in helping them understand lecture material, complete assignments more efficiently, and study independently. However, perceptions were more divided regarding the accuracy of AI-generated information and its contribution to time management, suggesting that the perceived benefits of AI are not uniform across all aspects of learning. Respondents also emphasized that AI cannot replace the role of lecturers. These findings suggest that, when used appropriately alongside critical thinking and lecturer guidance, AI is perceived by vocational students as a supportive tool for practice-based learning. This study is limited by its small sample size, single-institution scope, and reliance on self-reported data without inferential analysis, and future research employing larger samples, validated instruments, and objective learning measures is recommended.Keywords: Artificial Intelligence; Learning Effectiveness; Academic motivation; Vocational Education; Vocational Student       
Literature Review: Analisis Kematangan Manajemen Layanan TI Perhotelan Menggunakan Framework ITIL V.3 M. Ridho Kurniawan; Arya Bharata Sena; Latif Nurakhman; Eriene Dheanda Absharina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 8, No 1 (2026): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat kematangan manajemen layanan Teknologi Informasi (TI) pada industri perhotelan di Indonesia dengan menggunakan kerangka kerja ITIL V.3 serta mengevaluasi kontribusinya terhadap kualitas pelayanan melalui lima dimensi Service Quality (ServQual). Metode yang digunakan adalah Systematic Literature Review (SLR) terhadap empat studi kasus utama yang mencakup hotel skala menengah hingga berbintang di Indonesia. Analisis dilakukan dengan menyintesis data sekunder terkait skor indeks kematangan (maturity level), hambatan operasional, dan efektivitas pemetaan peran melalui matriks RACI. Temuan penelitian menunjukkan bahwa tingkat kematangan manajemen layanan TI di sektor perhotelan mayoritas berada pada level 2 (Repeatable) hingga level 3 (Defined). Kendala fundamental yang ditemukan meliputi lemahnya budaya dokumentasi, manajemen insiden yang masih bersifat manual, serta ketergantungan operasional yang tinggi pada figur individu tertentu (person-dependent). Dari perspektif kualitas layanan, dimensi keandalan (reliability) dan daya tanggap (responsiveness) menjadi aspek yang paling terdampak oleh inefisiensi tata kelola TI. Penelitian ini menyimpulkan bahwa standarisasi manajemen layanan melalui ITIL V.3 sangat krusial untuk mentransformasi infrastruktur TI dari sekadar alat pendukung menjadi pendorong nilai bisnis yang strategis, terukur, dan mampu meningkatkan kepuasan tamu secara berkelanjutan.Kata kunci: Industri Perhotelan, ITIL V.3, Literature Review, Manajemen Layanan TI, Tingkat Kematangan
MURAQI: Prototipe Aplikasi Pembelajaran dan Murojaah Al-Qur’an Anak Berbasis Flutter dan Kecerdasan Buatan Atika Istiqomah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 8, No 1 (2026): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

Penelitian ini bertujuan merancang prototipe aplikasi belajar dan menghafal Al-Qur’an untuk anak yang mengintegrasikan latihan membaca, murojaah hafalan, podcast islami, dan sejarah Islam dalam satu ekosistem digital. Kebaruan penelitian terletak pada perumusan dua sintesis metode kontekstual, yaitu MURAQI sebagai alur belajar digital berbasis menyimak, ulang-terbimbing, rekam, analisis AI, qisah penguat, dan interval ulang, serta SAHABAT sebagai metode penyusunan aplikasi berbasis studi pengguna, arsitektur modul, human-centered flow, AI modularization, build prototype cepat, assessment iteratif, dan tashih konten. Penelitian menggunakan design science research yang dipadukan dengan human-centered design dan rapid prototyping. Flutter dipilih sebagai platform utama karena sesuai untuk perekaman suara, penggunaan harian anak, dan pengembangan lintas platform dari satu basis kode. Hasil rancangan menunjukkan bahwa prototipe layak dikembangkan sebagai media belajar Al-Qur’an yang interaktif, bertahap, dan ramah anak, dengan AI diposisikan sebagai pendamping latihan, bukan pengganti guru.
Analisis Infrastruktur Layanan Teknologi Informasi Menggunakan Framework ITIL pada Operasional Perusahaan PT. Pinago Utama Tbk Latif Nurakhman; Hafiz Kurnia Ramadhan; M Alie Nur Wahid; Fenny Purwani
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 8, No 1 (2026): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

The development of information technology in the digital transformation era encourages companies to improve the management of information technology service infrastructure to support company operational activities. This study aims to analyze the information technology service infrastructure using the Information Technology Infrastructure Library (ITIL) Service Operation domain framework in the operations of PT. Pinago Utama Tbk, an agribusiness company in the field of Crude Palm Oil (CPO) processing with its administrative office in Palembang. The study was conducted on November 17, 2025, during the Field Work Lecture (KKL) activity using descriptive qualitative methods through interviews with the IT Manager, direct observation of the IT infrastructure, and documentation studies. The analysis was carried out on five ITIL Service Operation domains, namely event management, incident management, problem management, request fulfillment, and access management, using a gap matrix between actual conditions and ITIL best practices as an evaluation instrument. The results of the study indicate that the company's information technology infrastructure, which includes computer networks, servers, distribution information systems, fleet GPS tracking, and data communication services, has adequately supported operational activities. The implementation of the ITIL framework helps the company in monitoring IT services, handling system disruptions, and managing information access security. However, several aspects still need improvement, including unstructured incident documentation, inconsistent information security monitoring, and reactive problem management. Overall, the implementation of the ITIL framework has positively contributed to increasing the effectiveness of IT service infrastructure management and supporting the company's ongoing operational stability. Kata kunci: framework ITIL, infrastruktur teknologi informasi, operasional Perusahaan, service operation, sistem informasi.
Pengembangan Media Pembelajaran Digital Berbasis Kooperatif Tipe Numbered Head Together Pada Materi Sistem Komputer Ridha Alvariza Anwar; Sitti Suhada; Arif Dwinanto; Dian Novian; Nikmasari Pakaya; Sunardi Sunardi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

Manajemen proses pembelajaran yang menarik dan penerapan media pembelajaran interaktif di dalam kelas, akan memudahkan guru dalam melaksanakan pengajaran dan menciptkan suasana belajar yang terarah dan menyenangkan bagi siswa. Namun, hal tersebut belum diterapkan pada proses belajar mengajar kelas X di SMA Negeri 1 Bolangitang khususnya pada materi Sistem Komputer. Penelitian ini bertujuan untuk mengembangkan media pembelajaran yang dirancang secara digital berbasis kooperatif tipe Numbered Head Together serta menguji kelayakan dan kepraktisan media, agar nantinya dapat diterapkan oleh guru dalam proses pembelajaran materi sistem komputer dengan berbantuan LMS Google Classroom. Metode yang digunakan dalam penelitian ini ialah metode pengembangan Research and Development dengan model Analysis, Design, Development, Implementation dan Evaluation (ADDIE). Hasil pengujian kevalidan ahli materi menunjukan persentase 95% dengan kategori “Sangat Valid”, hasil pengujian kevalidan ahli media dengan persentase 91% dengan kategori “Sangat Valid”, hasil uji kepraktisan produk pada responden siswa berdasarkan seluruh indikator menunjukan persentase 88% dengan kategori “Sangat Praktis”, serta hasil uji kepraktisan produk pada responden guru berdasarkan seluruh indikator menunjukan persentase 96% dengan kategori “Sangat Praktis”. Sehingga, dapat disimpulkan bahwa media pembelajaran digital berbasis kooperatif tipe Numbered Head Together ini layak digunakan dalam proses belajar mengajar di dalam kelas untuk memudahkan guru dalam melaksanakan pengajaran dan menciptkan suasana belajar yang terarah dan menyenangkan bagi siswa.
Pengembangan Media Pembelajaran Interaktif Menggunakan Lumio by Smart Pada Mata Pelajaran Informatika di Kelas X SMA Negeri 1 Kabila ErvinDjanu Diu; Ihsanulfu’ad Suwandi; Mukhlisulfatih Latief; Syaiful Rijal; Hermila Hermila
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 8, No 1 (2026): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

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

Abstract

Based on the results of observations conducted on September 26, 2024 at SMA Negeri 1 Kabila, it shows that students still experience various obstacles in learning, such as laziness in learning, fear of asking questions, lack of attention and enthusiasm that impacts material understanding, and difficulty in understanding informatics material. The purpose of this study is to determine how the development of interactive learning media using Lumio By Smart media, whether it has met the criteria of feasibility, practicality, and effectiveness. The method used is Research and Development (R&D), with the ADDIE development model. This model has five stages including Analysis, Design, Development, Implementation, and Evaluation. The results of research that has been carried out on the development of learning media by utilizing Lumio By Smart media have been proven to increase understanding and student involvement in the learning process, with the results of the feasibility test, namely from the validation of material experts 98.33% which is included in the very feasible category and the results of the media validation test 91.67% very feasible, the results of the practicality test 96.22% very practical, and the results of the effectiveness analysis show that student scores increased in the post-test by 86.29% very effective. So that interactive learning media by utilizing Lumio By Smart media is worthy of being used as an innovative learning media in informatics subjects.Kata kunci: ▪ Pengembangan ▪ Media Pembelajaran Interaktif ▪ Lumio By Smart ▪ Informatika ▪ SMA

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