cover
Contact Name
M. Miftach Fakhri
Contact Email
fakhri@unm.ac.id
Phone
082192119493
Journal Mail Official
ptk.pps@unm.ac.id
Editorial Address
Jalan Bonto Langkasa, Banta-Bantaeng, Rappocini, Banta-Bantaeng, Kec. Rappocini, Kota Makassar, Sulawesi Selatan 90222
Location
Kota makassar,
Sulawesi selatan
INDONESIA
UNM Journal of Technology and Vocational
ISSN : 25800418     EISSN : 25800434     DOI : https://doi.org/10.26858/ujtv
Core Subject : Education, Social,
UJTV invites original articles and not simultaneously submitted to another journal or conference. The journal explores about vocational in learning and efforts to address employability within the curriculum, together with coverage of innovative themes and initiatives within vocational education and training. Managing the transition from school/college to work Education-Business partnerships and collaboration Edupreneurship Curriculum Links between education and industry The graduate labour market Work experience and placements The recruitment, induction and development of school leavers and graduates Young person employability and career development Teaching and learning practice in vocational school Vocational education in electronics Vocational education in automotive Vocational behaviour
Articles 6 Documents
Search results for , issue "Volume 9, Issue 2, June (2025)" : 6 Documents clear
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS TIKTOK PADA MATA PELAJARAN INFORMATIKA Ayu Lestari; Muhammad Yahya; Abdul Muis Mappaloteng
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.7440

Abstract

This study aims to: 1) develop learning media, 2) assess the validity and practicality, and 3) measure the effectiveness of TikTok-based learning media. The research employs the Research and Development (R&D) method using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The study was conducted at SMK Negeri 2 Luwu with test subjects comprising instrument experts, material and lesson plan experts, learning media experts, and 10th-grade students from the Software Engineering and Mechanical Engineering departments. Data were collected through validation sheets and student response questionnaires. The results indicate that: 1) TikTok-based learning media for the Informatics subject was successfully developed; 2) The media was validated with a validation percentage of 98.5% from instrument experts, 97% from material experts, and 97% from learning media experts; 3) The developed media met the criteria for practicality with positive student responses of 90.27%; 4) The developed media met the criteria for effectiveness, as shown by an improvement in learning outcomes with an average post-test score of 78.57% and an average gain score of 0.55 (moderate category).
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF UNTUK MENINGKATKAN PEMAHAMAN MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR Raturayawan; Muhammad Yahya; Abdul Muis Mappalotteng
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.7457

Abstract

This study aims to develop interactive learning media for the Computer and Network Basics subject at SMK Swasta Salusiampek using the Research and Development (R&D) method. This media was developed as a solution to the limitations of conventional learning, which remains theoretical and lacks interactivity. The evaluation was conducted through validation by media experts, material experts, and student respondents using Likert and Guttman scales to measure the effectiveness, attractiveness, and ease of use of the media. The evaluation results indicate that the interactive learning media achieved an average score of above 85%, demonstrating excellent quality in terms of design, navigation, material relevance, and student engagement. This media has been proven to enhance student involvement and understanding of network topology and the OSI model through simulation, animation, and self-assessment features. However, some challenges were identified, such as limited internet access, low teacher digital literacy, and insufficient school hardware. To address these issues, it is recommended to provide teacher training, develop an offline version, and improve school technological infrastructure. Thus, this interactive learning media has the potential to be an innovative solution in enhancing learning quality in the digital era and preparing vocational students to face the growing demands of the industrial world.
PENGEMBANGAN MEDIA TRAINER ROBOTIKA BERBASIS INTERNET OF THINGS DI SEKOLAH MENENGAH KEJURUAN Gledis H, Adhe; Abd Djawad, Yasser; Jaya, Hendra
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.6494

Abstract

The objective of this research is to design and develop an IoT-based robotics trainer media for vocational high schools (SMK) using the Research and Development (R&D) method with the 4D development model (Define, Design, Development, and Dissemination). In the Define stage, a needs analysis is conducted to determine relevant learning materials. The Design stage involves designing the trainer media, IoT web platform, and Student Worksheets (LKPD). During the Development stage, validation tests, practicality tests, and effectiveness tests are conducted, resulting in media that are valid, practical, and effective. The validation results indicate that the media have a very high validity level with an average percentage of 96.03%, covering aspects such as application/device, appearance, content, language, and presentation. Trials at various stages also yielded high scores, with an average score above 80%. The test results show that the media are highly practical and effective, with a gain value of 0.75, categorized as high, indicating an improvement in students' understanding. Overall, this learning media is relevant, easy to use, engaging, and effective in supporting IoT-based robotics learning.
PENGEMBANGAN MODEL PEMBELAJARAN SOFT SKILL PADA SEKOLAH MENENGAH KEJURUAN Ansar; Yahya, Muhammad; Mappalotteng, Abdul Muis
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.6883

Abstract

Unemployment and the competitiveness of human resources are the main challenges for Indonesia, compounded by the demographic bonus of 2030-2040. Industry 4.0 demands adaptive vocational education, focusing on multi-skills, psychomotor skills, and soft skills. Vocational high school graduates often lack mental readiness and soft skills, even though their hard skills are adequate. This research aims to determine the results of developing a soft skills model for Vocational High School teachers, to ascertain whether the developed Vocational High School soft skills model meets the criteria of validity, practicality, and effectiveness, and to understand students' responses to the developed soft skills-based model. This research uses a type of research and development with relevant locations and subjects, through a development procedure that includes needs analysis, model design, material development, program implementation, and model evaluation; the data collected includes both qualitative and quantitative data, using techniques such as interviews, observations, documentation, and questionnaires, which are analyzed using descriptive and inferential data analysis techniques to test the validity, practicality, and effectiveness of the developed product. The research results show that the developed soft skills model meets the criteria of being valid, practical, and effective, and received positive responses from the students. This emphasizes the importance of integrating soft skills into vocational education to enhance graduates' readiness to face the competitive job market in the era of Industry 4.0.
PENGEMBANGAN MODUL PEMBELAJARAN BERBANTUAN APLIKASI SIMULASI CISCO PACKET TRACER Risnawaty; Muhammad Yahya; Abdul Muis Mappalotteng
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.7415

Abstract

Penelitian ini bertujuan untuk mengembangkan modul pembelajaran berbantuan aplikasi siumulasi cisco packet tracer pada mata pelajaran administrasi infrastruktur jaringan kelas XI Teknik Komputer dan Jaringan pada SMK. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development/ R&D). Prosedur pengembangan mengacu pada model ADDIE. Pengumpulan data menggunakan observasi, wawancara dan angket. Instrumen yang digunakan dalam penelitian ini adalah angket dengan skala pengukuran yang digunakan adalah skala Likert. Teknik analis yang digunakan adalah Teknik analisis data kualitatif yaitu dapat diperoleh dari hasil wawancara dan data juga diperoleh dari hasil angket validator ahli media dan ahli materi pada bagian komentar atau sarannya dan Teknik analisis data kuantitatif adalah metode yang digunakan untuk mengolah dan menganalisis data numerik(angka)dengan menggunakan statistik dan perhitungan matematis. Hasil data kevalidan modul sebesar 83% oleh ahli media dan hasil 86% oleh ahli materi dengan kategori “sangat valid”. Hasil data kepraktisan diperoleh berdasarkan hasil angket siswa sebesar 85% dengan kategori “sangat praktis”. Hasil data keefektifan diperoleh berdasarkan hasil belajar siswa pada nilai pretest-posttest sebesar 75% dengan kategori “efektif” dan memperoleh peningkatan hasil belajar dengan rata-rata 0,64% pada kategori “sedang”. Hasil ini menunjukkan modul pembelajaran layak digunakan dan diimplementasikan pada mata pelajaran Administrasi Infrastruktur Jaringan kelas XI SMK Jurusan Teknik Komputer Dan Jaringan.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATA PELAJARAN INFROMATIKA Aulia Virna Yuniar; Udin Sidik Sidin; Ruslan
UNM Journal of Technology and Vocational Volume 9, Issue 2, June (2025)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v9i2.7674

Abstract

Penelitian ini bertujuan untuk mengembangkan produk pembelajaran berupa media pembelajaran interaktif berbasis android yang valid, praktis, dan efeektif untuk siswa dan guru dalam mata pelajaran informatika. Jenis penelitian yang digunakan adalah R&D (research and development) dengan metode pengembangan yang digunakan adalah model ADDIE yang meliputi lima tahap: Analisis (analysis), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Hasil penelitian menunjukkan bahwa media pembelajaran interaktif berbasis android yang dikembangkan telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Validitas dari ahli materi sebesar 95,6% dan validitas ahli media sebesar 92,8% mengidentifikasi bahwa media pembelajaran berbasis android dalam kategori sangat baik. kepraktisan diketahui bahwa uji perorangan memperoleh rata-rata sebesar 89,77%, uji kelompok kecil sebesar 89,49%, dan uji kelompok besar sebesar 89,70%. Keefektifan media pembelajaran interaktif berbasis android didasarkan pada hasil posttes menunjukkan persentase ketuntasan kelas eksperimen mencapai 86,8%.

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