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
Analisis Peran Infrastruktur Digital Publik dalam Mendorong Literasi Digital Siswa di Wilayah Pedesaan: Studi Kasus Desa Pilanggede Amir, Day Ramadhani; Fahmi, M. Amirul; Erwanda, Rendy Priyantama
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

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

Abstract

Penelitian ini menganalisis peran infrastruktur digital publik dalam mendorong literasi digital siswa pedesaan melalui studi kasus di Desa Pilanggede, Kecamatan Balen, Kabupaten Bojonegoro, di tengah kesenjangan digital desa–kota yang memengaruhi akses pendidikan dan keterampilan teknologi. Dengan pendekatan kualitatif studi kasus, penelitian ini menggali pengalaman sosial-kultural masyarakat dalam memanfaatkan fasilitas digital publik seperti WiFi balai desa dan jaringan di SDN 1 Pilanggede. Data diperoleh melalui wawancara mendalam, observasi partisipatif, dan dokumentasi terhadap 10 partisipan yang terdiri dari siswa, relawan digital, dan warga desa, kemudian dianalisis menggunakan analisis tematik. Hasil penelitian menunjukkan bahwa infrastruktur digital publik berperan strategis dalam memperluas akses belajar, memperkuat literasi digital, dan mendorong kolaborasi sosial komunitas. Enam tema utama yang teridentifikasi mencakup fungsi akses digital sebagai ruang belajar, peran infrastruktur sekolah dan desa, keterlibatan masyarakat dalam dukungan teknis, pemanfaatan untuk aktivitas ekonomi dan edukasi, peran orang tua serta relawan, serta dinamika kendala dan kemandirian belajar digital. Penelitian ini berkontribusi pada pengembangan teori literasi digital berbasis komunitas di wilayah pedesaan dan menegaskan bahwa keberhasilan digitalisasi ditentukan tidak hanya oleh teknologi, tetapi juga oleh partisipasi sosial dan dukungan kultural, dengan implikasi pada pentingnya penguatan kebijakan infrastruktur digital publik dan pelatihan literasi digital berbasis masyarakat.Kata kunci: ▪ Case study ▪ Digital literacy ▪ Digital village ▪ Public digital infrastructure ▪ Rural education
Perancangan Sistem Informasi Manajemen Klinik Berbasis Mobile Dengan Metode Design Thinking Untuk Optimalisasi Layanan Kesehatan Alda, Muhamad; Fadillah, Muhammad Rizki; Tirta, M Prahmana; Putri, Masayu Wianda
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i2.33588

Abstract

Transformasi digital di sektor kesehatan menuntut klinik untuk memiliki sistem informasi yang efisien, adaptif, dan berorientasi pada pengguna. Penelitian ini bertujuan merancang Sistem Informasi Manajemen Klinik berbasis Mobile dengan menggunakan metode Design Thinking sebagai pendekatan inovatif untuk mengoptimalkan layanan kesehatan primer. Masalah utama yang diidentifikasi adalah rendahnya tingkat digitalisasi klinik skala kecil dan menengah di Indonesia, di mana lebih dari 60% masih menggunakan pencatatan manual dan belum memiliki integrasi data antarbagian (Kemenkes RI, 2023). Pendekatan Design Thinking yang terdiri dari lima tahapan—empathize, define, ideate, prototype, dan test—diterapkan untuk memahami kebutuhan pengguna secara mendalam dan menghasilkan sistem berbasis mobile yang user-friendly, efisien, serta sesuai dengan kebijakan SATUSEHAT nasional. Hasil pengujian menunjukkan peningkatan efisiensi pencatatan data sebesar 38%, penurunan kesalahan input 41%, serta peningkatan kepuasan pengguna hingga 92%. Penelitian ini menegaskan bahwa integrasi Design Thinking pada pengembangan sistem informasi klinik mampu menciptakan solusi digital yang tidak hanya fungsional secara teknis, tetapi juga relevan dengan kebutuhan nyata di lapangan, sehingga mendukung terwujudnya ekosistem Smart Healthcare yang inklusif dan berkelanjutan.Kata kunci: ▪ Design Thinking ▪ Digitalisasi Kesehatan ▪ Mobile Health ▪ Sistem Informasi Klijnik ▪ Smart Healthcare
Pemanfaatan Kecerdasan Buatan Untuk Indentifikasi Jenis Tanaman Menggunakan Citra Daun Gunawan, Heru; Alghifari, Luthfi Adam; Saputra, Aden Asywak; Panggabean, Gempar Galang Al Fallah; Amsury, Fachri; Fahlapi, Riza
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i2.33675

Abstract

Penelitian ini merancang dan mengimplementasikan PlantSense AI, sebuah sistem identifikasi tanaman yang memanfaatkan integrasi teknologi Computer Vision (CV) untuk akuisisi citra dan Multimodal Large Language Model (LLM) Google Gemini untuk analisis botani. Tujuannya adalah menyediakan layanan identifikasi yang tidak hanya akurat secara visual tetapi juga kaya informasi, guna mengatasi keterbatasan metode konvensional yang kaku. Sistem dikembangkan menggunakan metode Prototyping dengan bahasa pemrograman Python, antarmuka CustomTkinter, dan pustaka OpenCV yang terintegrasi dengan API Gemini. Berbeda dengan pendekatan klasifikasi standar, sistem ini menyuntikkan data citra ke dalam model generatif untuk menghasilkan analisis ilmiah yang komprehensif secara real-time. Hasil pengujian Black Box memverifikasi tingkat keberhasilan fungsionalitas teknis sebesar 100%. Evaluasi Pengguna (N=8) menunjukkan tingkat kepuasan rata-rata 4,68 (Sangat Setuju), memvalidasi bahwa pendekatan hibrida ini efektif dalam meningkatkan pemahaman pengguna terhadap objek tanaman. Penelitian ini berimplikasi pada pengembangan alat edukasi botani digital yang interaktif, meskipun penerapannya saat ini masih memiliki batasan pada ketergantungan koneksi internet dan sensitivitas terhadap kondisi pencahayaan rendah.Kata kunci: ▪ Kecerdasan Buatan ▪ Klasifikasi Citra ▪ Computer Vision ▪ Gemini ▪ Tanaman
Bibliometric Study of TVET and Industry Synergies in the Digital Era on Global Research Direction and Strategy Rahmatya, Aura Salsabillah; Widodo, Suprih; Elviani, Ulva
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

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

Abstract

This study aims to assess the direction and strategy of global research related to the synergy between vocational education and training (TVET) and industrial needs in the digital era through a bibliometric approach. The analysis was conducted on 500 scientific documents obtained from the Scopus database using VOSviewer and Biblioshiny software. The analysis showed that keywords such as higher education, vocational education, workplace learning, innovation, employability, and industry 4.0 dominated the scientific discourse, signalling the important role of TVET in building employability skills based on digital industry needs. The thematic visualisation identified four main clusters in the research: (1) education and training, (2) digitalisation and innovation, (3) outcome orientation such as entrepreneurship and employability, and (4) sustainable development and well-being. Geographically, countries such as Germany, Australia, Malaysia, China, Indonesia, South Africa, and Nigeria emerged as major contributors with varied research focuses. Highlighted global strategies include revitalising TVET curricula, strengthening, triple helix collaboration (academic, industry, government), enhancing employability skills through work-based learning approaches, and digitalising learning processes. The findings provide a useful conceptual mapping for stakeholders in developing adaptive, collaborative, and sustainable vocational education policies and practies in the digital era.
Multimedia Interaktif Sebagai Media Visualisasi Perakitan Komputer Wahyudiani, Evi; Rasyid, Harun; Saputra, Hendra Nelva
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 1 (2020): Edisi Juni
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v2i1.20933

Abstract

This research was based on complex process in implementing computer assembly with the limitation of facilities that cause the low concept mastery and not growing critical thinking skills of students. The purpose of this research was to facilitate the mastery of concepts and improvement of students' critical thinking skills by utilizing visualization techniques in interactive multimedia. The research method used in this study was Lee and Owens (2004) development model consisting of 4 steps namely analysis, design, implementation and development, and evaluation. The development product produced was an interactive multimedia. The results of an interactive multimedia feasibility based on the assessment of the media experts, subject matter experts, and the students received a level of validity of 84.4% from the media expert, 83% from content expert, and 81.6% from students with the interpretation of worthy of use. The concept mastery of students based on the pretests gets an average value of 51.7 and gets an average value of 82.3 at post-test. The comparative assessment of critical thinking skills gained from pretests and posttest responses has always shown an increase in each indicator. The results of this study proved that interactive multimedia is effectively used in learning.Keywords: Interactive Multimedia, Concept Mastery, Critical Thinking Skills, Computer AssemblyDOI : http://dx.doi.org/10.23960/jpvti.v2.i1.202005.
Desain Lembar Kerja Siswa Model Blended Learning Untuk Melatihkan Higher Order Thinking Skills Umu Kamila, Ariana; Suana, Wayan; Maharta, Nengah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 1, No 1 (2019): Edisi Juni
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v1i1.19952

Abstract

Penelitian ini bertujuan untuk menghasilkan lembar kerja siswa (LKS) oerorientasi higher order thinking skills (HOTS) untuk pembelajaran fisika model blended learning. Penelitian ini adalah jenis penelitian pengembangan dengan mengacu pada tahapan pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Desain LKS menggunakan model blended learning dengan format online learning-tatap muka-online learning, untuk satu siklus pembelajaran. Uji kelayakan produk dilakukan oleh tiga orang ahli dalam bidang pendidikan fisika dan uji keterbacaan produk dilakukan oleh tiga orang siswa. Hasil uji kelayakan isi dan kelayakan konstruk diperoleh keduanya berkategori sangat valid. Adapun hasil uji keterbacaan juga diperoleh hasil sangat baik. Dengan demikian, LKS yang dikembangkan telah memenuhi kriteria validitas internal untuk kemudian diujicobakan untuk pembelajaran di kelas.Kata Kunci: Blended learning, higher order thinking skills (HOTS), lembar kerja siswa (LKS)
The Effect of The Use of E-Learning Based on The Skype Application on Students' Learning Outcomes At YPSEI Vocational School, Palangka Raya Academic Year 2020/2021 Agrapta, Kasepta; Toendan, Krisnayadi; Centauri, Beta
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v3i1.22396

Abstract

The use of electronic technology in learning provides reinforcement for the pattern of changing the learning paradigm. The E-Learning system is a form of learning implementation that utilizes technology and is not limited by space and time. Skype is one of the most popular applications and has the most users. In terms of user interface (User Interface) Skype is more attractive, and has complete features but still looks simple. The picture and sound quality is better, so most people prefer to use the Skype application compared to other applications. This study was conducted to determine the effect of using Skype application-based E-Learning on student learning outcomes at SMK YPSEI Palangka Raya for the academic year 2020/2021. This research is a descriptive research with a quantitative approach. The research sample is the students of SMK YPSEI Palangka Raya for the academic year 2020/2021 as many as 100 74 students. Data collection using questionnaires and documentation. While the data analysis technique using the Simple Regression test. The results showed that there was an effect of using Skype application-based E-Learning on student learning outcomes at SMK YPSEI Palangka Raya for the academic year 2020/2021 with the acquisition of a tcount of 14,744 and a significance value of 0.000 <0.05. So it can be concluded that the better the use of Skype application-based E-Learning, the higher the learning outcomes of students at SMK YPSEI Palangka Raya for the 2020/2021 school year. Keywords: Use of E-Learning, Skype Application, Learning OutcomesDOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202103
Development of Android Assisted E-Modules on Wireless Network Materials For Class XI Students of Computer Network Engineering Ihsan, Iqbal Muhammad; Firdaus, Rangga; Sesunan, Feriansyah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 2 (2021): Jurnal Pendidikan Teknologi Informasi dan Vokasional
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v3i2.23349

Abstract

This study aims to develop an Android-assisted e-Module on wireless network material for class XI students of computer and network engineering that is valid and practical. The subject of this research is class XI majoring in computer and network engineering at SMKN 1 Bandar Lampung, amount 34 people. The method used in this research is R&D with a development model which includes the steps of ADDIE analysis (preparation and needs analysis), design (designing the product to be developed), development (testing content, constructs, and media experts), product implementation (planning, preparation, teacher perception test and student readability), evaluation. This research and development resulted in a valid and practical product. This android-assisted e-Module that was developed has been validated and meets the criteria for a good and appropriate learning media to use, where the average content expert test result is 3.54, validation by constructor is 3.66 and validation test by media expert is 3, 69 with a very valid category. Android-assisted e-Modules also get very good scores from the student readability test with an average of 85% and also get an average of 97% from the teacher's perception test assessment. Keywords: android, e-Modul, wireless network DOI: http://dx.doi.org/10.23960/jpvti.v3.i2.202104
Development of Learning Media Programmable Logic Control on Electric Motor Installation Courses in SMKN 2 City of Serang Perdana, Gilang; Permata, Endi; Fatkhurrokhman, Mohammad
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 3, No 1 (2021): Edisi Juni
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v3i1.22578

Abstract

The focus of this research is to find out the process of making PLC learning media, measuring the feasibility level of PLC media, measuring the feasibility level of learning jobsheets, and measuring the effectiveness of learning media and jobsheets at SMKN 2 Serang City. The research method used in this study is Research and Development (R&D) with the ADDIE model developed by Robert Branch and reduced according to the needs of the researcher, which includes: (1) Analyze, (2) Design, (3) Develop, (4) Implement, (5) Evaluate.Tahap got problems not already own analysis of instructional media for subjects PLC Installation Motor Listrik.Tahap Design is a step for designing learning mediaPLC and jobsheet learningPLC.TahapDevelopment is a stage further learning media making media created rated by experts media andexperts worksheet. The implementation phase was carried out in class XI TL 1 SMKN 2 Serang City starting with a pretest to determine the extent of students' knowledge about PLC and then applying the learning media that had been developed. The last stage of evaluation is done by post test to determine the effectiveness of the media that has been made. Based on the results of the study, the results obtained: (1) PLC learning media and PLC learning  worksheets were developed based on themethod Research and Development with the ADDIE development model, (2) The feasibility of the media based on the assessment of media experts got a score of 114 "very feasible", (3) The feasibility of the jobsheet based on theexpert's jobsheetassessment got a score of 78.3 "very decent", (4) The level of effectiveness of the use of the developed media reached 0.88 "very effective" as measured by N-gain. SMK students are required to be able to keep up with technological developments in the industry, for example, being able to operate PLC (Programmable Logic Control). In PLC learning, students are advised to have their respectiveworksheets PLC learning, because it makes it easier for students to study independently both at school and at home. On the media used, routine maintenance needs to be done so that this PLC learning media can work optimally. Keywords: Electric Motor Installation, ADDIE, PLCDOI: http://dx.doi.org/10.23960/jpvti.v3.i1.202108
DEVELOPMENT OF VIDEO TUTORIAL LEARNING MEDIA FOR STUDENTS AT UNIVERSITAS MUHAMMADIYAH SUKABUMI Al Afiah, Ferdiansyah Ulul Azmi; Yudianto, Arif; Maharani, Isma Nastiti
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 2 (2020): Edisi Desember
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v2i2.22018

Abstract

AbstractThis study aims to develop a video tutorial media design that will be used as a learning medium and test the feasibility of the resulting product. This research is a development research with development procedures according to Borg and Gall stages such as 1) Potential and Problems, 2) Data Collection, 3) Product Design, 4) Design Validation, 5) Design Revision, 6) Product Testing, 7) Product Revision, 8) Trial Use, and 9) Product Revisions. The research subjects were students of Information Technology Education at Muhammadiyah Sukabumi of University. The object of this research is the development of instructional media for video tutorials on shooting techniques and camera movement. Data collection to determine the assessment of material experts, media experts and students of this tutorial video learning media using a Likert type questionnaire with a score range of 1 to 5. Based on the evaluation of material experts by 91%, media experts by 95% and students by 88% who included in the very feasible category, this video tutorial learning media is suitable for use as a learning medium in videography courses at the Information Technology Education, Muhammadiyah University of Sukabumi. Keywords: learning media, videography, video tutorialsDOI: http://dx.doi.org/10.23960/jpvti.v2.i2.202002

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