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 101 Documents
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
Analisis Diferensiasi Produk Berdasarkan Gaya Belajar Mahasiswa Pendidikan Teknologi Informasi FKIP Universitas Lampung Sagala, Margaretha Karolina; Siregar, Erimson; Rinaldi, Daniel
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i2.29441

Abstract

Education serves as a means to shape an intelligent and character-driven generation, signifying its crucial role in creating and enhancing the quality of human resources. However, in reality, lecturers have not differentiated projects or products based on students' learning styles, be it visual, auditory, or kinesthetic. This indicates a lack of implementation of differentiated learning by the lecturers. This research aims to: (1) Analyze the teaching strategies applied by lecturers while teaching in the Information Technology Education Program (PTI); (2) Analyze the types of final projects or products given by lecturers during teaching in the PTI courses; (3) Analyze the factors causing lecturers not to provide projects or products based on students' learning styles. The research design is descriptive qualitative. The population consists of students in the Information Technology Education Program (PTI) at the Faculty of Teacher Training and Education (FKIP) at the University of Lampung. The sample for this study includes PTI students taking the Digital Circuit course in the Academic Year 2022-2023. To address the research questions, qualitative data were analyzed using descriptive statistics. Learning style test data were presented as frequencies and percentages. Data from interviews were then described. Findings from the learning style tests were triangulated with the interview data. Based on the conducted research, it is evident that students with a visual learning style tend to produce projects or products in the form of PowerPoint presentations or posters. On the other hand, students with an auditory learning style tend to create projects or products in the form of podcasts. In contrast, students with a kinesthetic learning style tend to generate projects or products in the form of videos. Kata kunci: Gaya Belajar, Pembelajaran Berdiferensiasi, Pendidikan Teknologi Informasi
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
Revolusi Pendidikan Seni: Seni Pertunjukan Tari dan Musik dalam Era Teknologi Nurmalena, Nurmalena; Ernawita, Ernawita; Arnailis, Arnailis; Elizar, Elizar
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i2.29127

Abstract

Art has been an integral component of human culture for centuries, allowing individuals to express themselves creatively through various art forms, such as dance and music. However, with the advancement of technology, art education has undergone a significant revolution. This article discusses the impact of this revolution in art education, particularly in the context of performing arts such as dance and music, and how technology has changed the way art is taught, learned, and applied. This research utilizes a descriptive qualitative approach to depict the impact of technology in art education. Data was obtained through a literature review, using sources such as journals, books, and articles from platforms like Google Scholar and Crossref. The research findings indicate that the Art Education Revolution represents a significant shift in how the performing arts of dance and music are taught, learned, and applied in the age of technology. Thoughtful integration of technology in art education allows learners to harness both traditional and technological aspects for a balanced and relevant learning experience in the modern world. Technology serves as a crucial tool in achieving these goals and supports the holistic development of learners in art education.Keywords: Art Education Revolution, Music Art, Dance Art, Technology
Kesulitan Guru Ips Dalam Pemberian Penugasan Project Dalam Penerapan Kurikulum Merdeka Situmorang, Romauli; Purba, Rosma; Simbolon, Kurnia; Sianipar, Maria Dwi; Sidauruk, Tumiar
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/jptiv.v6i1.30706

Abstract

This study discusses the difficulties faced by social studies teachers in providing project assignments in implementing the independent curriculum. This statement explains that the Independent Curriculum is an approach that provides freedom and independence to teachers and students in creating a meaningful learning process. The data collection technique used is by distributing questionnaires to be filled in by respondents. The results showed that social studies teachers faced several difficulties, such as lack of technical ability, lack of time, and lack of support from the school. With this study, researchers hope to contribute to the development of an independent curriculum and improve the quality of education in Indonesia
Implementasi Algoritma Haversine Untuk Penentuan Jarak Titik Lokasi Pada Aplikasi Absensi Pegawai Berbasis Android Ahadi, Ahmad Husna; Djauhari, Teuku; Aminuddin, Fattachul Huda; Gustina, Gustina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i1.28072

Abstract

Saat ini Instansi Pemerintah yaitu Badan Kepegawaian dan Pengembangan Sumber Daya Manusia (BKPSDM) di Kabupaten Bungo telah memiliki website yang digunakan sebagai sistem absensi online berbasis website. Pada website tersebut terdapat permasalahan seperti karyawan dapat melakukan absensi dimana saja. Sehingga perlu adanya pengembangan untuk mengunci titik lokasi absensi agar pegawai hanya dapat melakukan absensi pada tempat yang telah ditentukan titik lokasi tersebut. Penelitian ini bertujuan untuk mengembangkan sistem yang sudah ada agar dapat memberikan solusi terhadap permasalahan yang terjadi. Solusi yang diberikan adalah dengan mengembangkan aplikasi absensi berbasis android sehingga dapat mengambil titik lokasi pada saat karyawan melakukan absensi. Titik lokasi karyawan saat melakukan absensi dapat diambil dengan menggunakan teknologi geolokasi pada perangkat android masing-masing karyawan. Metode haversine digunakan untuk mengukur ketepatan jarak antara titik lokasi absensi karyawan dengan titik lokasi yang telah ditentukan untuk melakukan absensi. Jarak antara dua titik ini bisa dijadikan dasar untuk mengunci lokasi. Pemodelan pembangunan aplikasi ini menggunakan Unified Modeling Language (UML). Diharapkan penelitian ini dapat mengatasi permasalahan yang terjadi.
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
Implementasi Game Wordwall Untuk Meningkatkan Hasil Belajar Bahasa Inggris di Kelas X SMK Muhammadiyah 1 Kota Sukabumi Sentani, Arlita Dwi; Yudianto, Arif; Rahmat, Dadan
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 4, No 1 (2022): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v4i1.24664

Abstract

Penelitian ini bertujuan untuk memanfaatkan media pembelajaran dalam kegiatan belajar mengajar di kelas. Pemanfaatan teknologi dalam dunia pendidikan bukanlah hal yang luar biasa lagi, Revolusi Industri 4.0 ini mencakup beberapa aspek perubahan dan salah satunya yaitu pada pendidikan. Penggunaan media yang digunakan untuk pemberian tugas dan soal - soal tes atau ulangan dengan penggunaan Whatsapp belum efektif dalam meningkatkan hasil belajar dan belum dapat merangsang minat belajar siswa. Guru harus mengemas pembelajaran kedalam sebuah permainan. Game dimainkan terutama untuk hiburan, kesenangan, tetapi dapat juga berfungsi sebagai sarana latihan, pendidikan, dan simulasi. Salah satu aplikasi berbasis web yang mudah digunakan adalah Wordwall. Wordwall dapat digunakan untuk membuat media edukasi untuk game edukasi seperti kuis, matchmaking, pairing, anagram, pengacakan kata, pencarian kata dan pengelompokan. Aplikasi ini akan memudahkan siswa dalam memahami materi pembelajaran online dan offline, yang diharapkan dapat memotivasi mereka untuk belajar. Dari hasil aktivitas pengerjaan kuis materi perfect present tense dan simple past tense menggunakan media telah efektif, dari 14 orang peserta didik di peroleh hasil 13 orang mendapatkan nilai tuntas dengan presentase 92,85%, 1 orang untuk nilai tidak tuntas dengan presentase 7,15%. Dalam penggunaan media Wordwall hasil nilai responden sebesar 31,7% dengan kriteria sangat efektif.Kata Kunci : Wordwall, Bahasa Inggris, Hasil Belajar.
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
Publisher : Universitas Lampung

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
Model Pembelajaran Berorientasi Produksi Dengan Pendekatan Teaching Factory Pada Motivasi Peserta Didik Helmia, Alifia Farah; Satibi, Ahmad; Cahyadi, Ferry Dwi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i2.28237

Abstract

The dynamic Industry 4.0 requires a workforce that meets industry standards. The quality of education, particularly in vocational high schools, significantly influences the quality of human resources. Vocational high schools are dedicated to preparing students to directly apply their learning in the working world. The aim of this research is to analyze production oriented learning using the teaching factory approach in motivating the production of 'siomay' at SMK 1 Warunggunung. This study employs a quantitative descriptive method and is validated through expert validation using the validity test based on Aiken's V index. Data collection is conducted through questionnaires, interviews, and documentation as supporting evidence. The research findings indicate that, based on the 7 indicators of the teaching factory from the Directorate of Vocational High School Development, the teaching factory approach at SMK 1 Warunggunung falls short of these 7 indicators. The analysis of the teaching factory approach toward student motivation yields an average score of 133.04 and an interval of 109, falling into the high category. This is depicted through descriptive statistical results, revealing that only a portion of students have low learning motivation and there is a need for focused guidance.  Keywords: Business World Industrial World, Industry 4.0, Learning Motivation, Teaching Factory,

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