cover
Contact Name
Asrul Huda
Contact Email
asrulhuda@gmail.com
Phone
+6281363777678
Journal Mail Official
javit@ppj.unp.ac.id
Editorial Address
Jl. Prof. Hamka, Air Tawar, Padang 25131, Sumatera Barat, Indonesia
Location
Kota padang,
Sumatera barat
INDONESIA
Jurnal Vokasi Informatika (JAVIT)
ISSN : -     EISSN : 27756807     DOI : -
Core Subject : Science, Education,
Jurnal Vokasi Informatika (JAVIT) merupakan jurnal berskala nasional yang berfokus pada publikasi penelitian dalam bidang pendidikan vokasi informatika. Semua artikel yang masuk ke JAVIT harus melalui proses peer-review yang cepat namun komprehensif yang ditangani oleh editorial yang professional. JAVIT menerima artikel-artikel berkualitas tinggi dalam bidang Pendidikan Teknik Informatika dan Komputer. Bidang artikel penelitian di JAVIT meliputi: 1. Pendidikan Teknik Informatika dan komputer. 2. Model pembelajaran berbasis ICT. 3. Multimedia. 4. Pengembangan media pembelajaran berbasis IT. 5. Sistem Informasi. 6. Teknologi Mobile. 7. Database, Data Mining, Data Warehouse dan aplikasinya. 8. Algoritma, Models, Simulasi beserta implementasinya. 9. Jaringan, Teknologi wireless.
Articles 7 Documents
Search results for , issue "Vol 2 No 1 (2022)" : 7 Documents clear
Rancang Bangun Media Pembelajaran Pengenalan Kamera dan Lensa pada Materi Ajar Fotografi Menggunakan Teknologi Augmented Reality di SMK N 2 Pariaman Ramadhani, Liza; Delianti, Vera Irma
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.71

Abstract

Rancang bangun media pembelajaran fotografi berbasis augmented reality ini memiliki tujuan untuk (1) Menghasilkan media pembelajaran Fotografi untuk mempermudah mempelajari materi Pengenalan Kamera dan Lensa, (2) Menghasilkan media pembelajaran berbasis Augmented Reality, 3) Menghasilkan Aplikasi media pembelajaran yang dapat dijalankan melalui smartphone dengan platform android. Proses pembelajaran yang baik haruslah memuat aspek interaktif, menyenangkan, menantang, memotivasi dan memberikan ruang yang lebih bagi siswa untuk dapat mengembangkan kreativitas dan kemandirian, sesuai dengan bakat dan minat siswa. Pemanfaatan media pembelajaran dengan Augmented Reality sangat bermanfaat dalam meningkatkan proses belajar serta minat peserta didik dalam belajar karena dalam Augmented Reality sendiri memiliki aspek-aspek hiburan yang dapat meningkatkan minat peserta didik dalam belajar dan bermain serta memproyeksikannya secara nyata dan melibatkan interaksi seluruh panca indera peserta didik. Media pembelajaran berbasis Augmented Reality pada prinsipnya adalah teknologi yang mampu menggabungkan benda maya dua dimensi ataupun tiga dimensi kedalam sebuah lingkungan nyata kemudian memproyeksikanya. Media pembelajaran ini menggabungkan Buku teks dengan teknologi Augmented Reality. Marker yang terdapat pada buku teks akan ditangkap oleh kamera mobile device, diproses dan akan tampil animasi 3D dari jenis-jenis kamera dan lensa pada layar handphone secara realtime. Metode penelitian yang digunakan adalah metode ADDIE, metode ini terdiri dari lima tahap yaitu tahap analisis, desain, development, implementasi, evaluasi. Pada penelitian ini metode ADDIE tahapan nya dibatasi sampai tahapan development. Dalam perancangan media pembelajaran fotografi ini pembuatan aplikasi menggunakan software unity dan blender, untuk manajemen data base mnggunakan vuforia. Hasil akhir penelitian ini berupa media pembelajaran pada materi ajar fotografi berbasis Augmented Reality.
Analisis Kepuasan Pengguna dalam Pemanfaatan E-Learning pada Masa Pandemi Covid-19 Menggunakan Metode End User Computing Satisfaction (EUCS) di SMK N 2 Pariaman Asni, Yuli; Irfan, Dedy
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.75

Abstract

Di era globalisasi dunia pendidikan saat ini, dibutuhkan sistem e-learning. E-learning sudah menjadi kebutuhan metode pembelajaran berbasis teknologi dimana kegiatan pembelajaran dilakukan secara online melalui suatu sistem atau aplikasi yang dapat memudahkan pengguna untuk mengaksesnya kapan saja dan dimana saja tanpa ada batasan ruang dan waktu. E-learning sebagai metode pembelajaran jarak jauh dapat digunakan untuk mengadaptasi kebutuhan pembelajaran yang mendukung pembelajaran konvensional. Dengan adanya aplikasi e-learning, SMK N 2 Pariaman saat ini menyediakan e-learning untuk semua jurusan di SMK N 2 Pariaman. Tujuan dari penelitian ini adalah untuk mengetahui kepuasan pengguna terhadap penggunaan e-learning di SMK N 2 Pariaman dengan menggunakan metode End User Satisfaction (EUCS). Teknologi informasi yang dapat menimbulkan pengaruh perubahan pada setiap elemen kehidupan yang meliputi setiap bidang ilmu dalam dunia pendidikan. Perkembangan teknologi khususnya dunia pendidikan telah banyak mengeluarkan hal-hal baru yang membantu proses pendidikan. Sampel penelitian adalah siswa dan guru SMK N 2 Pariaman yang terdiri dari 78 responden siswa dan 15 responden guru. Penelitian ini menggunakan metode kuantitatif, dengan menyebarkan angket kepada siswa dan guru sebagai pengguna. Hasil analisis data menunjukkan bahwa variabel-variabel dalam metode EUCS secara bersama-sama memberikan kontribusi signifikan 56% terhadap kepuasan pengguna (mahasiswa) dan 88. 9% terhadap kepuasan pengguna (guru) e-learning di SMK N 2 Pariaman. Dalam pencapaian penelitian yang telah dilakukan, diharapkan dapat memberikan kontribusi terhadap penyelenggaraan e-learning dalam rangka peningkatan kualitas e-learning di SMK N 2 Pariaman.
Rancang Bangun Sistem Informasi KKN UNP Berbasis Web Menggunakan Framework Codeigniter Aziz, Muhamamd Haikal; Tasrif, Elfi
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.79

Abstract

KKN UNP is a unit for implementing real work lectures at UNP that must be committed to supporting the development of UNP in the future. Kuliah Kerja Nyata (KKN) is one of the activities that must be carried out by every student at Padang State University as a real form of community service. The purpose of this research is to produce an information system that can overcome the KKN registration process, distribution of supervisors, assessment of student KKN implementation, and become a means of information related to KKN. The result of this design is to produce a system that can improve service and management of KKN, as well as expedite the administrative process. This system is designed using Context Diagrams, User Case Diagrams, Activity Diagrams, Entity Relation Diagrams, Normalization, and is built using the PHP programming language with the Codeigniter framework, MySQL as a DBMS. The result of this final project is a UNP KKN Information System that will assist the process of implementing KKN activities at UNP.
Pengembangan Media Pembelajaran Berbasis Android pada Mata Kuliah Pemrograman Visual dengan Metode Addie Juanda, Yeni Marita; Hendriyani, Yeka
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.81

Abstract

Learning media is a medium used to support learning and teaching proccess. Through the use of learning media, both educators and students can be facilitated by using learning media. The development of learning media aims to improve the quality and quantity of understanding and comprehending of a teaching material for each student. The learning media in the Visual Programming course of the Informatics Engineering Education Study Program, Department of Electronics Engineering, FT UNP usually uses a jobsheet. Since the Corona Virus Disease 2019 (Covid-19) pandemic, the lecture process for these courses, both lecturers and students, has been facing several problems. One of the problems experienced is that direct interaction in the FT UNP Laboratory cannot be carried out when doing this practicum. According to the problems occured, it is required to develop a learning media. The solution given to these problems is to develop a video tutorial-based learning median. Development of video tutorial-baseds learning median aims to support the learning process in Visual Programming courses for students of the Informatics Engineering Education Study Program. The method used in the development of this learning media is ADDIE. Video tutorial-based learning media developed by utilizing Camtasia Studio 8.0 and Android Studio as the main tools. This learning media provides several main menus including RPS, materials, videos, quizzes, scores, and about. Through this learning media application, both students and lecturers will be helped in organizing teaching and learning activities both online and offline.
Pemanfaatan Video Pembelajaran Pada Google Classroom Untuk Meningkatkan Hasil Belajar Mata Pelajaran Sistem Komputer Di SMK Yanto, Rudi
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.101

Abstract

Current technology developments have altered the order of human life activities. A touch of technology provides several conveniences in carrying out duties. This is also evident in the educational sector. For education to be integrated, it must undergo a transformational process. Various breakthroughs in curriculum creation, learning innovation, and educational facility and infrastructure fulfillment are required to increase educational quality. Teachers must make learning more inventive so that students may learn effectively in both independent and classroom settings. Initially, in the distance learning process, the teacher just delivered module files or electronic books on the learning platform. However, the learning process has not yielded the best outcomes, necessitating the development of new ways to address these issues. One of the innovations that teachers can do is to design video-based learning media. A learning video has the advantage of being able to present audio (sound) and visuals (images) that describe and explain concepts and procedures for learning material. The purpose of this study was to determine the effect of using learning videos on improving learning outcomes in computer systems subjects in vocational schools. The research method used is a one-group pretest-posttest design, which involves only one experimental class to determine the effect of using learning videos on Google Classroom to improve learning outcomes for computer systems subjects in SMK. According to data analysis results, the utilization of learning videos is highly beneficial in increasing student learning outcomes in computer systems subjects. The percentage increase in student learning outcomes is 9.24%.
Pelatihan Peningkatan Kompetensi Guru Menggunakan Media Pembelajaran Jarak Jauh Menggunakan Google Classroom, Zoom, dan Google Meet di SMAN 1 Teluk Sebong Bintan Sara, Michelle Firsta Karima; Zakaria, Zakaria
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.104

Abstract

The government's approach to preventing the spread of the COVID-19 virus is to establish social distance. According to observations, teachers at SMAN 1 Teluk Sebong are still quite inexperienced in managing online learning during the COVID-19 epidemic. The goal of this research was to increase teacher competency in utilizing the Google Classroom, Zoom, and Google Meet application media. The advantage of research is that it may expand knowledge in the field of education, particularly in increasing abilities using the Google Classroom, Zoom, and Google Meet applications as reference material for every instructor in carrying out the learning process. Methods This study employs an R & D (Research and Development) research paradigm based on the ADDIE model. According to the findings of this study, school-based training might increase teacher competency in the online teaching and learning process throughout the pandemic. This is based on data from pretest and posttest findings, as well as the training process used by schools to increase instructors' professional abilities in the online teaching and learning process. The average pretest score is 1.62, while the average posttest score is 3.14. It was decided that the training offered at SMAN 1 Teluk Sebong benefited instructors by strengthening their professional competence in the online teaching process. Continual and continuous training gives instructors an excellent opportunity to expand their knowledge and develop their abilities.
Pengembangan Media Pembelajaran Berbasis Video pada Mata Pelajaran Pemograman Dasar di Sekolah Menengah Kejuruan Sari, Yosi Nofita; Ridhani, Deviana; Dewi, Afriola
Jurnal Vokasi Teknik Informatika Vol 2 No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i1.105

Abstract

Learning media is a way of delivering messages or information to students during the teaching and learning process in order to pique their interest in learning. There is a demand for video-based learning media, and learning media may be developed using Basic Programming learning resources. The goal of this research is to provide video-based learning medium for Basic Programming classes in vocational high schools. This is a research and development (R&D) project that uses a four-dimensional model (define, design, develop and disseminate). T category, often known as a practical medium to which the instructor replied, received a score of 0.93. The teacher's answer has a practicality of 0.85, and it may be employed successfully with the post-test findings, as evidenced by the students' classical completeness of 0.81 in the high category.

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