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 99 Documents
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.
Rancang Bangun Sistem Informasi Pengelolaan Penyewaan Kamera Berbasis WEB Sujana, Faris Syafiq; Huda, Yasdinul
Jurnal Vokasi Teknik Informatika Vol 2 No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i2.82

Abstract

This research is based on problems in the management of information and data that still use manual methods at Highspeed Studio. Highspeed Studio is a business engaged in the field of camera rental and other photographic equipment. The purpose of this research is to design and build a website-based system, where information and rental processes can be done and managed properly and efficiently. The method used in this study is waterfall method which consists of several stages including: (1) needs analysis, (2) application and system design, (3) implementation, (4) testing, and (5) maintenance. The results of this study provide effectiveness in the process of booking far away (booking) on goods that will be rented, and provide information related to rental activities that have been done within a certain period of time.
Penerapan Hasil Media Pembelajaran Berbasis Android Khairani, Nikmatul
Jurnal Vokasi Teknik Informatika Vol 2 No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i2.5

Abstract

Perkembangan teknologi informasi dan komunikasi yaitu android yang semakin mendorong upaya-upaya pembaharuan dan dapat menunjang suatu proses pembelajaran dalam pemanfaatan hasil-hasil teknologi dalam proses belajar. Berdasarkan tujuan dari hasil penilitian pustaka (library research) mengetahui dan membangkitkan kompetensi belajar peserta didik dalam mengunakan produk media pembelajaran pada berbasis android. Dari penelitian pustaka (library research) yang didapatkan dimana telah dibuktikan bahwa media pembelajaran pada berbasis android yang disenangi oleh para peserta didik.. Media pembelajaran yang telah diujikan dimana dengan menggunakan media tersebut dapat membuat peserta didik menjadi semangat atau tidak merasa bosan saat mengikuti proses belajar dan dengan media tersebut peserta didik dapat belajar dimana peserta didik berada tanpa terbatas nya waktu yang digunakan. Media pembelajaran dengan berbasis android juga dapat peserta didik menjadi efektif dan praktis dalam proses pembelajarannya. Sehingga media pembelajaran pada berbasis android telah digunakan untuk belajar mandiri bagi peserta didik.
Iptek Pengembangan Sistem Informasi Akademik Menggunakan Web Responsive PHP dan Database Mysql di SMK Negeri 8 Padang Putra, Teguh Ikhsani
Jurnal Vokasi Teknik Informatika Vol 2 No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i2.15

Abstract

This study aims to master the validity, practicality and effectiveness of Academic Information System Development using a Responsive PHP Website and MySQL Database. In Vocational High Schools (SMK) N 8 Padang, this research stage is Research and Development (R&D). The research procedure using this analytical model is the development of the main stages 4- D, namely Define (Definition), Design (design), Develop (development), and Disseminate (spread) the main steps in the study are not in accordance with the original but are adjusted to the characteristics of the subjects and place of origin of test takers. The trial was tested on 6 teachers and 30 students at State Vocational High School (SMKN) 8 Padang. Starting from the research that tried to validate the totality, the results were 91, the practicality inverse test results for the totality of 98% were 90.97%, and the results of the totality effectiveness test were 91.6%.
Rancang Bangun Virtual Laboratory pada Materi Praktikum Jaringan LAN Hasim, Abdul; Hadi, Ahmaddul
Jurnal Vokasi Teknik Informatika Vol 2 No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i2.78

Abstract

Rancang bangun virtual laboratory pada mata pratikum jaringan LAN sangat bermanfaat untuk meningkatkan penguasaan serta penguatan konsep pembelajaran pada siswa. Tujuan tugas akhir ini adalah menghasilkan sebuah aplikasi virtual laboratory dengan menggunakan teknologi virtual reality yang dapat membantu proses belajar mengajar antara siswa dan guru serta meningkatkan keaktifan siswa dalam materi instalasi jaringan LAN karena teknologi virtual reality dapat menggabungkan antara materi dengan objek 3D menggunakan software Unity. Pembelajaran secara virtual dengan menggunakan teknologi virtual reality sama halnya seperti menggunakan simulasi komputer interaktif terutama yang berbasis 3 dimensi. Simulasi komputer ini memungkinkan untuk memberikan pengalaman yang tidak tersedia dalam kenyataan. Pembuatan aplikasi Virtual Reality ini dilakukan dengan beberapa tahap yaitu : analisis, desain/perancangan, pengembangan, dan uji validasi. Pada tahap analisis dilaksanakan beberapa analisis diantaranya adalah analisis kebutuhan sistem dan analisis materi. Selanjutnya dilaksanakan tahap perancangan aplikasi. Dalam pembuatan aplikasi virtual reality ini software yang digunakan adalah Unity dan software blender digunakan untuk pembuatan aset objek 3D.Uji validasi ahli materi dilakukan oleh dosen bidang jaringan di Program Studi Pendidikan Teknik Informatika Fakultas Teknik Universitas Negeri Padang dan untuk uji validasi ahli media dilakukan oleh salah satu dosen di Program Studi Animasi Fakultas Teknik Universitas Negeri Padang yang ahli dalam hal tersebut. Hasil penelitian menunjukkan bahwa terciptanya aplikasi virtual reality yang didalamnya terdapat simulasi praktikum membangun jaringan LAN secara virtual menggunakan software Unity dengan kategori layak dan tanpa melakukan revisi yang terlalu banyak
Evaluasi Program Pembelajaran dalam Jaringan (Daring) di SMK Negeri 1 Tanjung Baru Asdi, Renol Fitria; Triati, Triati; Chandra, Rofi; Afdani, Chici Cania
Jurnal Vokasi Teknik Informatika Vol 2 No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i2.111

Abstract

Based on the observation that have done at SMK Negeri 1 Tanjung Baru, there are some problems on implementation of learning in networks. One of which had never done an evaluation of online learning program. This study aimed to evaluate the component of context, input, process, and product on implementation learning in networks at SMK Negeri 1 Tanjung Baru. The method used is a qualitative method. quantitative data were collected by questionnaire and analyzed by descriptive analysis using Respondent Achievement Level. The result of this reasearch showed that the component of the context, input, process, and product on impelmentation of learning in networks at SMK Negeri 1 Tanjuang Baru was at enought category. The component of process and product should be improved to make the implementation of learning in networks to be more optimal. The recommended is the implementation of learning in networks can proceed with the improvement at each of its components.
Penggunaan Multimedia Interaktif dan Augmented Reality Untuk Meningkatkan Hasil Belajar Sistem Kelistrikan Nofiandri, Ernal
Jurnal Vokasi Teknik Informatika Vol 2 No 2 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v2i2.113

Abstract

Tujuan dari penulisan Best Practice ini untuk mendiskripsikan penggunaan multimedia interaktif dan augmented reality yang dapat meningkatkan minat/motivasi peserta didik pada proses pembelajaran sehingga pencapaian hasil belajar menjadi lebih baik dan untuk mengetahui peningkatan pemahaman terhadap materi pelajaran serta memberikan dampak positif terhadap penggunaan alat-alat teknologi informasi seperti komputer dan smartphone yang dimiliki siswa. Best practice ini menggunakan metode dan strategi pemecahan masalah. Pada penggunaan multimedia interaktif dan augmented reality untuk meningkatkan hasil belajar peserta didik diperoleh hasil nyata dan signifikan bahwa terjadi peningkatan minat/motivasi peserta didik dalam belajar dan meningkatnya hasil belajarnya pada kompetensi sistem kelistrikan peserta didik kelas XI Teknik Kendaraan Ringan Otomotif (TKRO) pada SMK Negeri 1 Calang

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