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Journal of Vocational and Career Education
ISSN : -     EISSN : 25032305     DOI : https://doi.org/10.15294/jvce
Core Subject : Education,
Journal of Vocational and Career Education starting in 2024 migrates from OJS 2 to OJS 3 to better secure from various unwanted things, including journal hacking and so on. To submit, the author please visit the new website page of our journal at the link https://journal.unnes.ac.id/journals/jvce
Articles 70 Documents
The Development of Android-Based Scar Media Differentiated Learning Model Anti Lock Brake System Material Light Vehicle Engineering Competence Class XII Vocational School Sardi, Sardi; Anis, Samsudin; Rubai Wijaya, Burhan
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The achievement of student competence was still relatively low, one of the causes was the lack of maximum teacher creativity in developing innovative and creative learning media by utilizing digital technology in teaching and learning activities with differentiated learning models. One of the utilization of digital technology was the development of Android-based SCAR on ABS brake system material for class XII Vocational School. The purpose of this research was to improve students' cognitive scores and psychomotor/practical abilities that were abstract. This research applied the R&D (Research and development) method. The research design chosen was the ADDIE model, which consisted of five stages namely Analysis, Design, Development, Implementation, and Evaluation. The unit of analysis of this research was the development of Android-based SCAR. The instruments used in this research were (1) assessment sheet; (2) practicality questionnaire and (3) feasibility questionnaire. The validity of the assessment sheet was obtained from the CVR calculation and reliability using the ICC formula. The validity of the practicality questionnaire used the point biserial correlation coefficient formula, and the reliability of the questionnaire usef the KR20 formula. The validity of the effectiveness questionnaire used rhitung and reliability using Cronbach's Alpha formula. The data analysis used in this research were (1) categorial to determine the level of feasibility; (2) Guttman categorial; and (3) N-Gain and N-Gain difference test using t test. The results showed that the feasibility test of media expert and material expert responses was very feasible, the practicality test was very feasible, while the effectiveness test was quite effective and significant to improve students' cognitive scores and abstract psychomotor/practical abilities.
Supporting Factors for Implementing Project-Based Teaching Factory Learning in Wood and Rattan Craft Workshops Faridah Nur Amalina; Anis, Samsudin; Na’am, Fakhrihun
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

This study aims to determine and analyze the implementation of the Teaching Factory learning program and analyze the implementation of the Teaching Factory learning based on the production unit of the Creative Wood and Rattan Craft Expertise Program at SMK Negeri 9 Surakarta. The research method used a qualitative descriptive approach with a case study research design. This method is suitable for the issue we investigated regarding the implementation of project-based Teaching Factory learning in wood and rattan craft workshops. In the planning phase of Teaching Factory learning, the research results are explained related to the implementation process as the basis for implementing Teaching Factory learning implementation in schools, namely supporting policies divided into central policies, and school policies. The implementation of Teaching Factory learning is conducted through document studies and interviews. The determination of the produced products aligns with the stages of developing the Teaching Factory model 4, which are products/services that are correct, neat, have marketability, meet societal demands, and can be mass-produced by teams. Implementation aspects ranging from planning, implementation and evaluation are highly dependent on learning implementation activities in which there are main elements of students who are active, creative and can work together.
Development of Gamification Learning Media Based on Google Sites Website for Technical Drawing Projection Material in Vocational Schools Mukhadik, Fahrul; Wijanarko, Dwi; Qudus, Nur
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The conventional use of media induces boredom among students, largely due to the limited exploration of creativity among teachers in crafting innovative and engaging learning materials using digital technology in teaching and learning processes. One application of digital technology involves developing gamification media based on the Google Sites website for technical drawing projection material in 10th grade in SMK. This research applies the Research and development (R&D) method. The research design chosen was the ADDIE model, which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The unit of analysis for this research is the development of gamification learning media based on the Google Sites website. The instruments used in this research were (1) assessment sheet and (2) feasibility questionnaire. The validity of the assessment sheet is obtained from CVR calculations and reliability using the ICC formula. The validity of the effectiveness questionnaire uses rcount and reliability uses the Cronbach's Alpha formula. The data analysis used in this research is (1) categorical to determine the level of eligibility; (2) and N-Gain difference test using the t test. The research results show that the feasibility test for responses from media experts and material experts is very feasible, while the effectiveness test is quite effective and significant in increasing student understanding. Therefore, it can be concluded that the development of gamification learning media on the Google Sites website can improve understanding among the students.
Development of Android-Based Interactive Learning Media on the Application of Electronic Systems in Automotive Technology Susilo, Budhi; Wijanarko, Dwi; Sutopo, Yeri
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

Student understanding of the material is still relatively low, one of the causes being the impractical use of learning media that leverages information and communication technology. One utilization of information and communication technology is the development of Android-based interactive learning media on the application of electronic systems in automotive technology, a core subject in the automotive engineering expertise program at vocational high schools. This research aims to improve the understanding of students regarding the subject matter. The research method uses R&D (research and development) with the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The instruments used are: (1) The product, which is an Android-based interactive learning media application called SAC, focusing on the application of electronic systems in automotive technology; (2) The product is deemed suitable based on the Content Validity Index (CVI) score from media experts, which is 0.92, and the Percentage of Agreement (PA) of 96%, while the CVI score from material experts is 0.96 and PA 98%; (3) The product trial results show a high level of effectiveness based on the Independent Sample t Test for N-gain Score with a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference in effectiveness between the experimental and control groups; and (4) The reproducibility coefficient (Kr) and scalability coefficient (Ks) test results are 95% and 90%, respectively, indicating that the Android-based interactive learning media on the application of electronic systems in automotive technology is very practical.
The Development of an Android-Based Continental Food Appetizer Processing and Presentation of E-Module Wulandari, Desy; Sugeng, Bambang; Khumaedi, Muhammad
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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The 21st century is a century where science and technology develop very quickly and sophisticatedly, therefore in the development of the 21st century, teachers must be able to utilize technology in learning which can form a creative, innovative, and competitive generation. This research aims to test the validity and reliability of the e-module based on expert assessment, test the e-module in improving student learning outcomes, and analyze the improvement of student learning outcomes regarding the use of the e-module. This research model applied ADDIE. The subjects of this research were 35 students of XI grade students in culinary program at SMK Negeri 1 Kudus. The research results showed that the Android-based e-module considered feasible by media experts and material experts with CVR results > 0.75. The use of e-modules in learning depicted an improvement in learning outcomes through the results of the t-test and N-gain test of 76.25%. Based on these results, Android-based e-modules were effectively applied in the learning process to improve student learning outcomes. Meanwhile, the practicality test of e-modules portrayed the percentage of user responses from teachers and students gained 85% and 82% so the e-module learning media was categorized as very practical to use in the learning process. Based on the research results, e-module developed had been declared feasible, practical, and effective to use in processing and serving appetizer dishes learning and could improve student learning outcomes.
Development of a Gamified Website Using the Rapid Application Development (RAD) Method for Computational Thinking Elements in Vocational High Schools Latifah, Luluk; Wijanarko, Dwi; Anis, Samsudin
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The competency in computational thinking elements among students at SMK Al-Musyawirin is still lacking. The learning outcomes, averaging 75, are below the minimum passing criteria. Currently, the teaching method relies solely on textbooks, resulting in insufficient understanding of the material by the students.  To address this issue, there is a need for an educational medium that can enhance students comprehension of the subject matter, such as a website. This study aims to develop a gamified website as a learning medium to improve students understanding of computational thinking elements. The website was developed using the Rapid Application Development (RAD) method, which involves stages of requirements planning, RAD design workshop, and implementation. The instruments used were: (1) black-box questionnaire; (2) material feasibility questionnaire; (3) User Acceptance Testing questionnaire; and (4) objective tests. The validity of the instruments was calculated using CVR, while their reliability was measured using Cronbach's Alpha, ICC, and Spearman-Brown. Finally, test reliability was assessed using the Spearman-Brown formula. Data analysis employed categorical analysis for media and material feasibility, as well as user acceptance levels. The effectiveness of the website was measured using N-Gain and t-tests. Results indicated that the website is feasible in terms of media and material, well-received by students, and effective and significant in improving computational thinking competencies, particularly in the conversion between number systems (binary, decimal, hexadecimal).
The Implementation of Quizizz-Supported Learning Media to Enhance Achievement and Independent Learning in Basic Beauty Education Dewani, F.Sekar Hayu; Widowati, Trisnani; Wahyuningsih, Sri Endah
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

The rapid advancement of technology has led to significant changes in the fields of economy, information, and education. An essential component of education that plays a vital role in fostering technological development is Learning Media. One aspect that can be optimized in the learning process is the use of learning media and evaluation tools. Numerous online platforms, such as the Quizizz application, can currently be utilized as learning media. This study aims to understand the development process, feasibility, and effectiveness of Quizizz as a medium and evaluation tool in Basic Beauty courses.This research employs the Research and Development (R&D) method using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The study follows a Quasi-Experimental design with a Two-Group Pretest-Posttest format. The products generated in this study are learning media and evaluation tools for basic beauty education.The results of this study, based on feasibility testing and effectiveness testing of Quizizz as a learning medium for basic beauty, indicate that it is highly feasible according to media experts, educational technology experts, and subject matter experts. Effectiveness testing in the experimental class showed that the media could enhance learning outcomes in the anatomy and physiology of beauty. Student responses regarding learning independence showed high levels of self-directed learning when using the Quizizz application developed as a learning medium for Basic Beauty courses.
Development of an Internet of Things-Based Scoreboard Learning Media for Mechatronics Control Technique Education Fauzi, Yoyon; Sutopo, Yeri; Widjanarko, Dwi
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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This research is motivated by the need for students in the Electronics Engineering program to master technology that meets the demands of the workforce, one of which is the Internet of Things (IoT). However, based on observations and interviews with Control Engineering teachers at SMK Negeri 1 Bawang, this technology has not been optimally taught. Therefore, there is a need to develop IoT-based learning media. This study aims to develop an IoT-based scoreboard learning media, and to evaluate its feasibility, practicality, and effectiveness. The research employs the Research and Development method using the ADDIE model, which includes five stages: Analyze, Design, Development, Implementation, and Evaluation. Data were collected using media feasibility assessment sheets, material feasibility assessment sheets, product practicality questionnaires, and tests. The data analysis methods used in this study include (1) categorical analysis to determine the feasibility level of the learning media; (2) reproducibility and scalability coefficients to determine the practicality of the learning media; and (3) N-Gain to measure the effectiveness of the learning media. The results show that the developed learning media has a high level of feasibility. The practicality of the product was rated as practical based on user assessments. Additionally, the improvement in student learning outcomes, as indicated by the N-Gain scores, demonstrates that the learning media is effective for use.    
Implementation of the Program Kampus Mengajar (Teaching Campus Program) by Family Welfare Education and Fashion Design Education Students Wahyuni, Sri; Na’am, Muh Fakhrihun; Wahyuningsih, Sri Endah
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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The Program Kampus Mengajar (Teaching Campus Program) aims to provide opportunities for students, at least in their fifth semester, to learn and develop outside their study program. Students participating in the Program Kampus Mengajar are guided by Field Supervisor Lecturers who are randomly grouped based on their domicile. The objectives of this study are to analyze the actual conditions of the teaching campus practice in target schools, to analyze the process of mentoring and guidance in teaching campus activities at target schools, to analyze the recognition of credits and course grade conventions, and to analyze efforts to optimize the program. The method used is qualitative, with data collection techniques including observation, interviews, and documentation. The validity of the data is ensured using source triangulation. Data analysis techniques follow the Miles and Huberman model, consisting of three activities: data reduction, data display, and conclusion drawing/verification. The results of the study are: (1) The implementation of the Program Kampus Mengajar has been running well, although there are some obstacles; (2) Mentoring and guidance by supervising teachers and Field Supervisor Lecturers are conducted flexibly; (3) The process of recognizing and converting course grades is in accordance with the curriculum, although some lecturers initially disagreed with their courses being recognized; (4) Efforts to optimize the program are essential for the revitalization and success of the next batch of the Program Kampus Mengajar.
The Implementation of Sort-Set in Order-Shine-Standardize-Sustain (5S) for Vocational High School Learners Mulyani, Tri; Haryadi, Bambang; Qudus, Nur
Journal of Vocational and Career Education Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Negeri Semarang

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Abstract

Industry demands Vocational High Schools (SMK) graduates to adopt an industrial work culture in Japan, specifically the 5S Principle. Most schools implemented the 5S principle, but its success remains unknown. This research attempted to reveal the planning of the 5S principle in school, learner knowledge, learner attitude, learner behavior, the association of knowledge and attitude to the behavior of 5S learners, and the implementation of the 5S principle. The research method involved conducting case studies at SMK Negeri 2 Salatiga and SMK Negeri Jateng Semarang and analyzing the data using quantitative and qualitative methods. Data collection techniques include initial observations, tests, questionnaires, interviews, and observations for learners during internships in furniture workshops. The results found (1) the 5S principle plan in the form of a special task team, socialization, management planning for the workshop facility and infrastructure, and the supporting program plan; (2) students' knowledge performance shows high results; (3) students' attitudes have obtained good results; (4) students' behavior has obtained high results; (5) there is a relatively perfect relationship between students' 5S knowledge and 5S attitudes towards students' 5S behavior; (6) the implementation of the 5S principle has been successfully implemented in Vocational High Schools (SMK). The research results indicate that the implementation of 5S yielded positive outcomes and can serve as a valuable tool for future enhancements.