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 209 Documents
Keterampilan Kerja Lulusan Pendidikan Kejuruan dan Relevansi Kompetensi Melalui Praktik Industri di Dunia Kerja Mahendra, Bayu Zulfa; Oktaviani, Silvia; Gusti, Muhamad Habil Cahaya; Wardoyo, Siswo
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: 10.23960/32506

Abstract

Vocational education plays an important role in preparing graduates who are in line with industry needs, but there is a gap between the competencies of graduates and the demands of the world of work, leading to high unemployment rates of vocational graduates. This study explores the employability skills of vocational education graduates and the relevance of their competencies through industrial practice with a qualitative approach and literature study. Of the six articles analyzed, five used qualitative methods, one quantitative, and none applied R&D methods, thus opening up opportunities for further exploration. The majority of the studies examined students and industry, with interviews and observation as the main instruments. The findings suggest that employability skills research in vocational education tends to focus on qualitative approaches and the relationship between the education sector and industry. This research is expected to provide insights for curriculum development that is more in line with the needs of the world of work.Kata kunci: Industri, Kerja, Keterampilan, Pendidikan, Praktik
Penerapan Model Pembelajaran Project Based Learning Terhadap Kemampuan Berpikir Kreatif Siswa Kelas X Pada Mata Pelajaran Informatika di SMA N 2 Gorontalo Yunus, Adinda putri; Suhada, Sitti; Ashari, Sri Ayu; Hadjaratie, Lillyan; Rohandi, Manda; Polin, Muchlis; Butsiarah, Butsiarah
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: 10.23960/31794

Abstract

This research was motivated by the lack of creative thinking of students in informatics subjects. One of the factors that influences creative thinking is the lack of use of learning models. This research aims to determine the application of the Project Based Learning learning model. There is an increase in students' creative thinking abilities in class x informatics subjects at SMA N 2 Gorontalo. This research uses a quasi-experimental research method with a nonequivalent control group design, pretest posttest and observation. The samples for this research are class X-1 with a total of 31 students as the experimental class and class X-2 with a total of 31 students as the control class. The posttest in the experimental class had an average score of 80.16 and the average posttest score in the control class was 72.74, then the hypothesis test showed a significant 2 tailed value of 0.01<0.05. The observation results show that the aspect of students' creative thinking abilities, namely elaboration, reached 84% and an N-gain of 0.3960 was obtained in the medium category because students were able to complete projects according to schedule, so it can be concluded that there is an increase in creative thinking abilities by using the Project Based Learning model.Kata kunci: Model Project Based Learning, berpikir kreatif
Project-Based Learning Strategy for Enhancing Manufacturing Drawing Techniques Competency Using Cad Rahmadani, Rahmadani; Fernandes, Erik; Zulfadli, Zulfadli
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: 10.23960/33332

Abstract

This study aims to evaluate the implementation of the Project-Based Learning (PjBL) model in improving the skills and understanding of students in the Diploma-3 Mechanical Engineering Program. The method used is Classroom Action Research (CAR), conducted in three cycles, each consisting of planning, action, observation, and reflection stages. Each cycle was followed by two face-to-face meetings. Data was collected through tests and analyzed descriptively to measure the improvement in students' learning outcomes. The research findings indicate that the implementation of PjBL is effective in enhancing technical skills, understanding of the material, and collaborative skills among students. The achievement of success indicators improved from 56.67% in Cycle I to 86.67% in Cycle III. PjBL has proven to create more applicable and interactive learning experiences, increase student motivation, and prepare them to face industry challenges. This study concludes that the PjBL model can be more widely applied in vocational education to improve students' practical skills and prepare them to meet the growing demands of the industry.Keywords: D3 Mechanical Engineering Program, Project-Based Learning (PjBL), Skill Improvement
Revitalisasi Tari Tradisional di Era Digital: Sinergi Nilai Budaya, Inovasi Teknologi, dan Seni Citrawati, A A I A; Nurmalena, Nurmalena; Oktavianus, Oktavianus; Admiral, Admiral; Hardi, Hardi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30812

Abstract

Tari tradisional Indonesia merupakan bentuk ekspresi budaya yang mengandung nilai historis, spiritual, dan sosial yang mendalam. Namun, dalam era globalisasi dan dominasi budaya populer, terjadi krisis regenerasi yang menyebabkan penurunan minat generasi muda terhadap seni tradisional. Persepsi bahwa tari tradisional bersifat kaku dan membosankan, diperparah oleh pendekatan pendidikan yang kurang inovatif, telah menggeser perhatian remaja ke arah bentuk seni modern yang lebih ekspresif dan digital. Artikel ini membahas tantangan yang dihadapi tari tradisional dalam mempertahankan relevansi kulturalnya serta peluang revitalisasi melalui pemanfaatan teknologi digital. Media sosial, digital storytelling, dan teknologi imersif seperti Augmented Reality (AR) dan Virtual Reality (VR) ditinjau sebagai sarana potensial untuk menghidupkan kembali seni tari dalam format yang lebih menarik dan interaktif bagi generasi muda. Lebih lanjut, dibahas pentingnya pendekatan pendidikan interdisipliner yang mampu menyinergikan tradisi dan inovasi secara seimbang. Temuan menunjukkan bahwa teknologi, bila dimanfaatkan secara strategis, dapat menjadi katalis bagi pelestarian sekaligus transformasi tari tradisional. Dengan menggeser paradigma pendidikan seni ke arah yang lebih kontekstual dan multimodal, tari tradisional berpeluang menjadi ruang kreativitas dan ekspresi budaya yang relevan lintas generasi.Kata kunci: ▪ Globalisasi ▪ Pendidikan seni ▪ Revitalisasi budaya ▪ Tari tradisional ▪ Teknologi digital
Pelestarian Karawitan Melalui Teknologi Digital: Peluang dan Tantangan di Era Modern Zulfahmi, Muhammad; Alfalah, Alfalah; Halim, M.; Syafniati, Syafniati; Jufri, Jufri
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.31540

Abstract

Karawitan, sebagai representasi kekayaan musik tradisional Indonesia, memainkan peran penting dalam membentuk identitas budaya dan sosial masyarakat. Namun, di tengah arus modernisasi dan perubahan gaya hidup, praktik karawitan mengalami tantangan serius seperti menurunnya minat generasi muda dan berkurangnya regenerasi. Munculnya teknologi digital memberikan peluang baru untuk pelestarian seni ini melalui dokumentasi audio-visual, aplikasi pembelajaran interaktif, perangkat lunak notasi, serta teknologi imersif seperti Virtual Reality dan Augmented Reality. Teknologi ini tidak hanya meningkatkan aksesibilitas dan jangkauan global karawitan, tetapi juga memperkaya pengalaman belajar dan apresiasi terhadap nilai budaya. Di sisi lain, proses digitalisasi juga membawa risiko, seperti penyederhanaan bentuk, komersialisasi berlebihan, serta keterputusan antara karya dan konteks budaya aslinya. Hal ini dapat mengaburkan makna filosofis dan nilai-nilai spiritual yang terkandung dalam karawitan. Oleh karena itu, pelestarian karawitan melalui teknologi digital memerlukan pendekatan kuratorial dan pedagogis yang peka budaya. Kesimpulannya, teknologi digital dapat menjadi jembatan penting dalam revitalisasi karawitan, asalkan diimbangi dengan kepekaan terhadap esensi tradisi. Dengan pendekatan yang seimbang antara inovasi dan nilai budaya, karawitan dapat tetap hidup, relevan, dan bermakna di era modern.Kata kunci: Inovasi tradisional, Karawitan, Pelestarian budaya teknologi digital, Pendidikan budaya
Pengembangan Media Pembelajaran Interaktif Berbasis Lumio Untuk Meningkatkan Motivasi Belajar Siswa Saatiah, Saatiah; Ahyar, Ahyar; Fitrianingsih, Nur
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30067

Abstract

This study aims to develop interactive learning media based on Lumio to incress the learning motivation of class X film students at SMK Negeri 1 Bolo. Limited infrastucture and conventional learning methods that are not in accordance with the characteristics of the digital generation are the bacghround of the research. The method used is research and development (R&D) with the ADDIE model which includes analysis, design, development, implementation, and evaluation. Data collection was done though observation, interviews, expet validation, and students questionnaires. The result showed that Lumio learning media was declared very feasible to use based on the validation of media and materialexperts, and effective in increasing student learning motivation. Lumio offers attractive visual displays and interactive features that require active student participation, creating a fun learning atmosphere. This research recommends integrating the use of interactive technology in learning practices to improve the quality of 21 st centuty education.Kata kunci: Lumio, Media Pembelajaran, Motivasi Siswa
Pengaruh Implementasi Media Pembelajaran Interaktif Berbasis Canva Terhadap Partisipasi Siswa Pada Mata Pelajaran Informatika Pomalo, Nurdian; Novian, Dian; Dwinanto, Arif; Mulyanto, Arip; Latief, Mukhlisulfatih; Muthia, Muthia
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30068

Abstract

Partisipasi Siswa pada saat proses pembelajaran sangat diperlukan, siswa antusias ketika di berikan pembelajaran yang menarik terutama menggunakan media pembelajaran yang interaktif. Dari hasil Observasi di SMP Negeri 4 Tilamuta, adapun permasalahan yang peneliti temukan yaitu mengenai partisipasi siswa yang dilihat dari beberapa indikator, yaitu keikutsertaan, keterlibatan, kesediaan, kemauan, dan keaktifan siswa dalam proses belajar mengajar yang disebabkan oleh penggunaan media pembelajaran yang kurang interakif. Penelitian ini bertujuan untuk mengetahui apakah implementasi media pembelajaran interaktif berbasis Canva pada mata pelajaran informatika mempengaruhi partisipasi siswa. Jenis penelitian yang digunakan adalah penelitian quasi eksperimen dengan design nonequivalent control group design. Sampel penelitian ini kelas VII-1 yang berjumlah 27 siswa dan kelas VII-2 dengan jumlah 27 siswa sehinggah jumlah keseluruhan sampel adalah 54 siswa. Instrumen penelitian berupa angket/quisioner pernyataan mengenai partisipasi siswa. Teknik analisis data yang digunakan adalah Statistik Deskriptif, uji prasyarat uji Normalitas, uji Homogenitas, uji Hipotesis menggunakan uji Independent Sample T Test. Untuk uji hipotesis pada uji Independent Sample T Test diperoleh dengan nilai 0,001 < 0,05, yang berarti terdapat perbedaan rata-rata yang signifikan secara statistik antara dua kelompok (kelas eksperimen dan kelas kontrol) setelah perlakuan. Maka implementasi media pembelajaran interaktif berbasis Canva berpengaruh terhadap partisipasi siswa pada mata pelajaran Informatika.Kata kunci: ▪ Media Pembelajaran Interaktif ▪ Canva ▪ Partisipasi Siswa ▪ Mata Pelajaran Informatika
Pengembangan Media Pembelajaran Android pada Materi Dampak Sosial Informatika Kelas X SMA Negeri 1 Anjongan Atiqah, Saziyah; Dharmayanti, Winna; Nurcahyo, Ratih Widya
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30718

Abstract

This study aims to develop and evaluate Android-based learning media on the subject of the Social Impact of Information Technology for 10th grade students at SMA Negeri 1 Anjongan. This study uses the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of this study consist of three validators: one design expert, two media experts, and one subject matter expert, as well as 35 students involved in two testing phases (five students in the small-scale pilot test and 30 students in the large-scale pilot test). The media was developed using MIT App Inventor, featuring subject matter content, instructional videos, and interactive practice questions. The validation results showed that the media received a feasibility score of 88% from the design expert, 91% from the media expert, and 90% from the content expert, categorized as “highly feasible.” Meanwhile, the student trial showed that 93% of students responded positively to the learning media, with increased student engagement and understanding of the material. The media was also deemed practical and flexible as it could be accessed independently via Android devices outside of school hours. Based on these results, the developed learning media was proven to be feasible and effective for use in teaching the Social Impact of Informatics subject at the high school level.Keywords: Android, Informatika, Media Pembelajaran, MIT App Inventor, Motivasi Belajar
Hubungan Perhatian Orang Tua Terhadap Motivasi Belajar Anak Dalam Mengerjakan Tugas Selama Pandemi di TK Harapan Bunda Gjoer, Fadila Rahma; Rahmawati, Santi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.32825

Abstract

Early childhood education is very important in starting learning in a child's life. Early childhood education is carried out through the provision of educational stimuli to help the physical and spiritual growth and development of children, as well as to prepare children to enter education at the next stage. All potential that children have will be developed in kindergartens. As in Harapan Bunda Kindergarten, every day the children will be guided to learn and develop their potential. However, when the Covid 19 pandemic spread in Indonesia, children had to study boldly at their respective homes in accordance with government policies. Children will carry out learning boldly with guidance from parents and directions from the school. The role of parents becomes very important in this courageous learning. Parents' attention to children is one of the factors that must be considered in increasing early childhood learning motivation. In this study, the author will discuss the relationship between parental attention and children's learning motivation in carrying out assignments during a pandemic. To find out the significant influence of parental attention on the learning motivation of Harapan Bunda Kindergarten children, researchers used a quantitative approach with a correlational type of research, namely taking a sample of 34 students or all children attending Harapan Bunda Kindergarten. Data collection techniques to get about the variables of parental attention and learning motivation are by distributing questionnaires to all parents of Harapan Bunda Kindergarten students. From the data you will get how much influence parents' attention has on children's learning motivation during a pandemic at Harapan Bunda KindergartenKeywords: Early Childhood, Learning Motivation, Covid-19 Pandemic, Parental Attention.
Pengembangan Media Pembelajaran Berbasis Android Materi Dasar Algoritma dan Pemrograman Kelas X SMA Negeri 1 Anjongan Sari, Helwiya; Lesmana, Chandra; Nurbani, Nurbani
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30296

Abstract

Pendidikan berperan penting dalam membentuk sumber daya manusia yang unggul. Namun, pembelajaran di sekolah masih banyak menggunakan metode ceramah yang kurang interaktif. Di SMA Negeri 1 Anjongan, antusiasme siswa terhadap pelajaran Informatika khususnya materi algoritma dan pemrograman terpantau rendah. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Android untuk meningkatkan efektivitas dan keterlibatan siswa. Menggunakan model Research and Development (R&D), proses pengembangan meliputi analisis, perancangan, implementasi, dan evaluasi. Aplikasi ini memuat materi, video, kuis interaktif, serta fitur capaian dan alur tujuan pembelajaran, dan dirancang agar dapat diakses lewat smartphone secara fleksibel. Hasilnya, media ini diharapkan layak pakai, sesuai kebutuhan siswa, dan mampu meningkatkan pemahaman serta motivasi belajar. Selain itu, aplikasi ini dapat menjadi alat bantu mengajar yang menarik bagi guru.Kata kunci: Algoritma, Siswa SMA, Android, Media Pembelajaran, Pemrograman