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 112 Documents
EVALUASI PELAKSANAAN TEACHING FACTORY DALAM MENINGKATKAN KETERAMPILAN DAN MOTIVASI BERWIRAUSAHA SISWA SMK DI KOTA MAKASSAR Harianti; Muhammad Yahya; andi muhammad irfan
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to discover (1) the implementation of teaching factory at SMK in Makassar city based on the context, input, and process components and (2) the implementation of teaching factory at SMK in Makassar city in terms of product components based on the students' entrepreneurial skills and motivation. The study was conducted with an evaluation approach with a context, input, process, product model. The respondents of the study were educators and students at SMK with the total of 42people. Data collection techniques employed document studies, observations, and questionnaires. Data were analyzed descriptively by percentage. The results of the study reveal that the overall teachingfactory implementation of CIPP components is in very good category, which includes: the context component is in "very good" category, the input component is in "very good" category, the process component is in "very good" category, and the product component is in "very good" category. Furthermore, the implementation of the teaching factory is effectively used to improve the entrepreneurial skills and motivation of SMK students in Makassar city.
PENGEMBANGAN MODUL PEMBELAJARAN MATA KULIAH JARINGAN KOMPUTER BERBASIS CISCO PACKET TRACER DI JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER FAKULTAS TEKNIK UNIVERSITAS NEGERI MAKASSAR. Hendrawansyah; Mustari Lamada; Hendra jaya
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The objectives of this study (1) are to develop a learning module for a Cisco Packet Tracer-based computer network course in the Department of Informatics and Computer Engineering, Faculty of Engineering, State University of Makassar. (2) To produce a valid learning module in the computer network course at the Department of Informatics and Computer Engineering, Faculty of Engineering,Makassar State University. (3) To produce practical learning modules in the Computer network course at the Department of Informatics and Computer Engineering, Faculty of Engineering, Makassar State University. (4) To produce an effective learning module in the computer network course at the Department of Informatics and Computer Engineering, Faculty of Engineering, Makassar StateUniversity. The type of research used is research and development (Research and Development) which aims to develop and produce a product. The development procedure refers to the ADDIE development model. The result obtained is the development of the learning module for the computer network course. The research instrument used an assessment sheet according to 2 expert lecturers and 30 student responses. The results of the validity of the module material are 89% in the "very valid" category, the module design validity 90% in the "very valid" category, the practicality of the module by the validator 90% in the "very practical" category, student responses 84% in the "very valid" category, the practicality of the module by students 84 % category "very practical" and the effectiveness of the module68% category "effective".
ANALISIS PEMBELAJARAN SECARA SINKRON DAN ASIKRON PADA PEMBELAJARAN DIGITAL Haekal febriansyah; Muhammad Yahya; Abdul Muis Mapalotteng
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The purpose of thisstudy isto collect, process, and describe data regarding (1) The level of effectiveness of synchronous and asynchronous learning on postgraduate students during the digital learning era (2) The level of satisfaction of postgraduate students with synchronous and asynchronous learning during the digital learning era (3) Combination of synchronous and asynchronous learning in one course according to postgraduate students. The type of research conducted is descriptive qualitative research. The population of this study were postgraduate students from Makassar State University and the University of Indonesia with probability sampling technique using simple random sampling method. The results of this study indicate that the average value of the effectiveness of synchronous learning forpostgraduate students is 4 out of 5 and asynchronous learning is 3.70 out of 5 while the average value of postgraduate student satisfaction for synchronous learning is 3.94 out of 5 and for asynchronous learning is 3.76 out of 5, and all interview respondents agreed that synchronous and asynchronous learning can be combined in one course.
Pengaruh Keterampilan Kebekerjaan dan Efikasi Diri Terhadap Kesiapan Kerja Siswa SMK Negeri 2 Gowa Fitri; Ruslan; Anas Arfandi; Abdul Muis Mapalotteng; Alimuddin Sa'ban Miru
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2036

Abstract

The study aims to examine: (1) the influence of employability skills on the students’ work readiness at SMKN 2 Gowa; (2) the influence of self-efficacy on the students’ work readiness at SMKN 2 Gowa; and (3) the influence of employability skills and self-efficacy on the students’ work readiness t SMKN 2 Gowa. The type of research used is quantitative using the Ex-post Facto method. The research samples were 184 students of grade XII. Data collection techniques employed questionnaire, and documentation. Data were analyzed using descriptive statistical analysis, analysis prerequisite test, and hypothesis testing. The results of the study reveal that (1) there is an influence of employability skills on the students’ work readiness at SMKN 2 Gowa; (2) there is an influence of self-efficacy on the students’ work readiness at SMKN 2 Gowa; and (3) there is an influence of employability skills and self-efficacy collectively on the students’ work readiness at SMKN 2 Gowa.
Pengembangan Media Interaktif Berbasis Model Pembelajaran Guided Inquiry Pada Mata Pelajaran Simulasi Digital Zulfahmi Lutfi; Riana T. Mangesa; Hendra jaya
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2037

Abstract

This study aims to determine (1) The results of developing interactive media based on guided inquiry. learning models in digital simulation subjects; (2) the effectiveness of using interactive media based on guided inquiry. learning models to foster student interest and learning activities; (3) The practicality of using interactive media based on guided inquiry. learning models in digital simulation subjects. This research is a type of Research and Development (R&D) research with the ADDIE development model which consists of several stages, namely analysis, design, development, implementation and system evaluation. The data analysis technique used is descriptive analysis. The subjects of this research product trial were 2 learning media experts, 1 material expert, 3 teachers and 35 students of SMK Nasional Makassar City. Data collection techniques in this study used observation, documentation and questionnaires. The results showed that the development of interactive media based on the quided inquiry learning model can motivate students to learn independently, creatively, effectively and efficiently with an assessment of the elements of validity given by media experts, which is an average of 4.74. Then the material expert gives an average assessment of 4.81, the average on each of these results is greater than the median Likert scale. Thus it can be said that learning media based on the quided inquiry learning model is very feasible to use. then in the element of effectiveness given by 3 teachers in the field trial, the average was 4.69 and for the large-scale trial of 35 students got an average of 4.70.The average of each result is greater than the median of the Likert scale.Thus it can be said that learning media based on the quided inquiry learning model is very effective.Then in the element of practicality given by 3 teachers in the field trial, the average was 4.76 and for the large-scale trial of 35 students got an average of 4.81.The average of each result is greater than the median of the Likert scale.Thus it can be said that learning media based on the quided inquiry learning model is very practical.
Analisis Faktor-Faktor Yang Mempengaruhi Kinerja Guru Yang Bersertifikasi Pendidik Pada Sekolah Menengah Kejuruan Negeri Kota Makassar Suriany Sukardi; Purnamawati; Anas Arfandi
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2038

Abstract

This study aims to determine: (1) the effect of education level on the performance of educator certified teachers in Makassar City; (2) the influence of work motivation on the performance of educator-certified teachers in Makassar City; (3) the effect of teaching experience on the performance of educator-certified teachers in Makassar City (4) the effect of education level, work motivation and teaching experience on the performance of educator-certified teachers in Makassar City. The type of research used is descriptive quantitative. The sample in this study were 134 certified educator teachers in Makassar City. Data collection techniques using questionnaires and documentation. Data were analyzed using descriptive statistical analysis, analysis prerequisite test, and hypothesis testing. The research results show that; (1) there is an effect of education level on the performance of educator-certified teachers in Makassar City; (2) there is an effect of work motivation on the performance of educator-certified teachers in Makassar City; (3) there is an effect of teaching experience on the performance of educator-certified teachers in Makassar City (4) there is an influence of education level, work motivation and teaching experience on the performance of educator-certified teachers in Makassar City
PENGARUH PENERAPAN GAME KAHOOT DALAM MENINGKATKAN HASIL BEALAJAR PADA MATA PELAJARAN DESAIN GRAFIS KELAS X DI SMKT SOMAOPU Dasmayanti Lestari; Abdul Muis Mapalotteng; Ruslan
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2039

Abstract

This research is a quasi-experimental or quasi-experimental research with the aim of 1. Knowing the application of the kahoot game 2. Knowing whether there is an effect of implementing the Kahoot Game in Improving Learning Outcomes in Class X Graphic Design Subject at SMKT Sombaopu 3. Knowing student responses to the kahoot game. This study consisted of two variables, namely the Kahoot Game media as the independent variable and student learning outcomes as the dependent variable, using the Pretest and Posttest Control Group Design research designs. The population in this study were all students of class X TKJ consisting of 2 classes with a total of 34. The research sample was class X TKJ 1 as a control class with 17 students and X TKJ 2 as an experimental class with 17 students selected through Simple Random. sampling. The data obtained were analyzed with descriptive statistics and inferential statistics. The results of the descriptive statistical analysis show that in the experimental class with the Kahoot Game learning media, the average pretest and posttest were 74.35 and the pretest was 74.35, while the learning using the lecture method obtained the average pretest was 34.59 and the posttest was 57.18, while the control class students' mastery was 6. % and 82% experimental class. The average result of the n-gain test for the experimental class was 0.46 and that for the control class was 0.3. The average effectiveness of the control class was 33.62 and the experimental class was 46.88. The results of inferential statistical testing with the Independent Samples T-Test obtained a significance value for the pretest and posttest p = 0.000 <α = 0.05. This means that H0 is rejected and H1 is accepted, thus the kahoot game learning media influences student learning outcomes in Class X Graphic Design Subject at SMKT Sombaopu. Student response test as many as 34 people get a score of 4.30 with a presentation of 86.14% in a very interesting category.
PENGARUH MOTIVASI BELAJAR DAN KEMANDIRIAN BELAJAR TERHADAP HASIL BELAJAR KETERAMPILAN TATA BUSANA SISWA KELAS XII SEKOLAH LUAR BIASA (SLB) DI KOTA MAKASSAR Asra Ali; Hamidah Suryani; Aisyah Hading
UNM Journal of Technology and Vocational Volume 6, Issue 1, February (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study is a quantitative study that aims to determine: 1) the effect of learning motivation on learning outcomes of fashion skills; 2) the influence of independent learning on learning outcomes of fashion skills; 3) the influence of learning motivation and learningindependence on learning outcomes of special school fashion skills. The samples in this study were students of class XII Special Schools (SLB) in Makassar City, namely SLB Negeri 1 Makassar, SLB-B YPPLB Makassar and SLB YPAC Makassar a total of 24 students. Research data obtained through documentation, interviews, and questionnaires. The data were processed using descriptive statistical analysis with regression analysis. The results of the study show that 1) learning motivation has a significant effect on learning outcomes for fashion skills with an R Square value of 16.9%. 2) learning independence has a significant effect on learning outcomesof fashion skills with an R Square value of 16.3%. 3) learning motivation and learning independence together have a significant effect on learning outcomes of fashion skills with an R Square value of 26.4% and have the influence of other variables of 73.6% influenced by other factors outside this study.
PENGEMBANGAN DAN IMPLEMENTASI MOODLE SELF HOSTED SEBAGAI E-LEARNING MANDIRI SEKOLAH DALAM MENUNJANG MODEL PEMBELAJRAN BLENDED LEARNING DI SMP NEGERI 1 PAJO Rahmatul Rizky; Syahrul
UNM Journal of Technology and Vocational Volume 6, Issue 1, February (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to produce an e-learning Portal based on Moodle Self-Hosted as a virtual classroom for various activities such as uploading and downloading subject matter, assignments, quizzes, as well as conducting attendance and video conferencing between teachers and students. This system is based on a website that is connected to Moodle Mobile Apps on Android and iOS operating systems. This research is Research and Development (R&D) research with ADDIE development model which consists of several stages, namely analysis, design, development, implementation and evaluation of the system. The results of this study are (1) the implementation of online learning using the web-based and mobile-based Moodle Self-Hosted e-learning portal.(2) The results of application testing using the ISO 25010 standard on aspects of functional suitability, performance efficiency, compatibility and portability have good quality. (3) The Moodle Self-Hosted e-learning portal received a very decent response from users based on software testing using the ISO 25010 standard on usability aspects
PENGARUH KINERJA GURU PRODUKTIF TERHADAP MINAT BELAJAR DAN KREATIVITAS SISWA PROGRAM KEAHLIAN TATA BUSANA DI SMK NEGERI 2 GOWA Devi Darnita; Muhammad Andi Idkhan; Aisyah
UNM Journal of Technology and Vocational Volume 6, Issue 1, February (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The purpose of this study was to discover the level of productive teacher’s performance, level of learning interest, and level of creativity as well as the influence of productive teacher’s performance on learning interest, and the influence of productive teacher’s performance on students’ creativity in Fashion Design Program at SMKN 2 Gowa in academic year of 2020/2021. This type of research is quantitative research, and the sampling technique used is the proportional cluster random sampling technique with a sample of 64 respondents. Methods of data collection employed observation, documentation, and questionnaires. The results show that 56.3% of teacher's performance is in high category, 68,8% of students is in medium level of learning interest, and 57,8% of students is in medium level of creativity. Based on the results of the study, partially the teacher's performance has a significant influence on learning interest with a percentage of 28.2%, while the teacher's performance has no influence on students' creativity.

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