cover
Contact Name
Ahyanuardi
Contact Email
ahya5216@ft.unp.ac.id
Phone
+6285355194538
Journal Mail Official
jpte@ppj.unp.ac.id
Editorial Address
Jl. Prof. Dr. Hamka, Air Tawar Barat, Kecamatan Padang Utara, Kota Padang, Sumatera Barat Indonesia
Location
Kota padang,
Sumatera barat
INDONESIA
JPTE: Jurnal Pendidikan Teknik Elektro
ISSN : 27458768     EISSN : 2746461X     DOI : -
JPTE: Jurnal Pendidikan Teknik ELektro dikelola oleh Jurusan Teknik Elektro, Fakultas Teknik, Universitas Negeri Padang, dalam membantu para akademisi, peneliti dan praktisi untuk menyebarkan hasil penelitiannya. JPTE: Jurnal Pendidikan Teknik ELektro adalah jurnal hasil penelitian, artikel, atau ulasan buku sesuai dengan format dan ketentuan yang telah ditetapkan dan disediakan. Fokus pada bidang yang berhubungan dengan Pendidikan Teknik Elektro. JPTE: Jurnal Pendidikan Teknik ELektro menerima artikel ilmiah dalam ruang lingkup penelitian bidang Pendidikan Teknik Elektro, Pendidikan Teknik Listrik, dan Pendidikan Teknik Mekatronika yang terdiri dari: 1. Pendidikan Vokasi 2. Model Pembelajaran 3. Metode Pembelajaran 4. Media Pembelajaran 5. Kurikulum Pendidikan Teknik ELektro 6. Evauasi Program, Proses, dan Pelaksanaan Pembelajaran 7. Penerapan Information, Technology and comunication (ICT) dalam Proses Pembelajaran 8. Kajian-kajian Lainya dalam bidang Pendidikan Teknik Elektro
Articles 313 Documents
Penerapan Pembelajaran Berbasis Gamifikasi Menggunakan Quizizz Dalam Mata Pelajaran Electrical Hsb, Heni Saskiah; Yanto, Doni Tri Putra
Jurnal Pendidikan Teknik Elektro Vol 6 No 2 (2025): Jurnal Pendidikan Teknik Elektro
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpte.v6i2.646

Abstract

This study aims to analyze the implementation and effectiveness of gamification-based learning using the Quizizz platform in the Electrical subject at SMK Penerbangan Nusantara Ketaping. The research was motivated by the low student engagement, limited variation in teaching methods, and the lack of optimal integration of technology in the learning process. The research employed a quasi-experimental method with a Non-Equivalent Control Group Design, involving an experimental class using Quizizz and a control class applying conventional methods. The research instruments consisted of validated pre-test and post-test questions to measure students' learning outcomes. The data analysis results indicated a significant improvement in the experimental class compared to the control class, as evidenced by normalized gain (N-Gain) and t-test results. These findings suggest that the use of gamification-based digital media such as Quizizz is effective in enhancing students’ engagement and learning outcomes, while also creating a more interactive, enjoyable, and relevant learning experience aligned with vocational education needs.
Implementasi Gamification Learning menggunakan Aplikasi Kahoot! pada Mata Pelajaran Instalasi Penerangan Listrik Farhan, M.; Yanto, Doni Tri Putra
Jurnal Pendidikan Teknik Elektro Vol 6 No 2 (2025): Jurnal Pendidikan Teknik Elektro
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpte.v6i2.656

Abstract

In the Electrical Lighting Installation course, student learning outcomes were found to be below the Minimum Completeness Criteria (KKM). Several factors contributed to this issue, including students’ limited understanding of tools and materials as well as their low engagement during learning activities. Therefore, it is essential to adopt an instructional approach that aligns with students’ interests to enhance motivation and participation. Gamified learning using the “Kahoot!” application represents one such approach that can effectively address these challenges. This study employed a quasi-experimental design involving two groups: a control group and an experimental group. The experimental group received treatment through the implementation of gamified learning with “Kahoot!”, while the control group was taught using conventional methods. The research design used was a pretest–posttest non-equivalent control group design, suitable when random assignment of participants is not feasible. The study involved 25 students from class XI TITL 1 (experimental) and 29 students from class XI TITL 2 (control) at SMK Negeri 5 Padang. Data were collected through pretests and posttests to measure students’ cognitive learning outcomes before and after the intervention. The results indicated a significant improvement in the experimental group’s learning outcomes compared to the control group. Furthermore, the use of Kahoot! enhanced students’ activeness and engagement during learning activities. These findings demonstrate that the integration of gamified learning through Kahoot! is not only feasible for vocational education but also effective in creating an interactive and motivational learning environment that promotes the achievement of student competencies.
Pengembangan Trainer Battery Management System untuk Meningkatan Hasil Belajar Siswa Sekolah Menengah Kejuruan Afrianto, Dimas; Utomo, Aryo Baskoro
Jurnal Pendidikan Teknik Elektro Vol 6 No 2 (2025): Jurnal Pendidikan Teknik Elektro
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpte.v6i2.665

Abstract

The rapid growth of renewable energy technology has increased the demand for skilled workers capable of adapting to modern energy systems. Battery Management Systems (BMS) are used to monitor and protect batteries, ensuring safe and efficient energy storage operations. In vocational education, particularly at Vocational High Schools (SMK), mastering BMS technology is essential for developing competencies aligned with industrial needs in the field of Industrial Electronics Technology and the subject of Electronic Circuit Applications. However, teaching the concept of energy storage remains a challenge. Batteries, as crucial components in solar, hydro, and hybrid power systems, require a deep understanding of their characteristics and management. This study aims to analyze the impact of using a BMS trainer to improve student learning outcomes. The trainer simulates real-world systems with charging, discharging, and balancing functions, supporting contextual and practice-based learning. The development process followed the ADDIE model and was implemented at SMKN Jawa Tengah and SMKN 4 Semarang. Validation results indicated excellent feasibility, with scores of 89% from subject matter experts and 85% from media experts. Learning outcomes were evaluated using pretest–posttest and paired t-tests, showing significant improvement, with N-Gain scores of 80.8% at SMKN Central Java and 77.7% at SMKN 4 Semarang, and cognitive gains of 28.33 and 33.58 points, respectively. These findings confirm that the BMS trainer effectively enhances students’ understanding of renewable energy concepts.