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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 15 Documents
Search results for , issue "Vol. 9 No. 1 (2024): July 2024" : 15 Documents clear
Implementation of a Steam-Based Module Integrating Mathematics Geometry to Cultivate Vocational Values Kartikasari, Dewi; Basyirun , Basyirun; Sutopo, Yeri; Widjanarko, Dwi
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i1.17249

Abstract

A teacher’s role involves creating an environment that stimulates and fosters critical thinking skills. One effective approach to promoting vocational values is through integrating mathematics geometry lessons with STEAM-based methods by developing learning modules that serve as independent teaching materials accessible to students. This research aims to design and develop a mathematics geometry learning module for fifth-grade students to instill vocational values. The study follows a Research and Development (R&D) methodology, employing the ADDIE development model. Data collection methods include interviews and questionnaires, analyzed through qualitative and quantitative techniques.The findings demonstrate that the quality of the developed learning module, as validated by five experts; two media specialists from BBPPMPV BOE East Java and three mathematics teachers from Al-YA’LU Excellent Elementary School in Malang meets high standards. Media experts rated the module’s design feasibility with an average score of 3.46, categorized as “highly feasible.” Subject matter experts evaluated the module’s content feasibility with an average score of 3.91 (“highly feasible”), linguistic feasibility at 3.93 (“highly feasible”), and contextual feasibility at 4 (“perfect”).
Implementation of a Steam-Based Module Integrating Mathematics Geometry to Cultivate Vocational Values Diniah Pratama Putri; Nur Qudus; Ade Novi Nurul Ihsani
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Journal of Vocational and Career Education

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Abstract

The quality of education is highly influenced by the use of appropriate methods and media, particularly for subjects requiring high analytical skills, such as problematic facial skin care at SMKN 1 Salatiga. This study aims to develop and test the effectiveness of Moodle-based e-learning media in enhancing the analytical abilities of students. The research employed a quasi-experimental design with a control group, involving pre-tests and post-tests. Data were collected through tests, observations, and student response questionnaires, analyzed using descriptive and inferential statistical tests. The results indicated a significant improvement in learning outcomes after using Moodle e-learning media compared to conventional methods, with a statistically higher post-test average score (Sig. < 0.05). Student responses to this media were overwhelmingly positive, with an average satisfaction rate of 85.44 percent, particularly regarding accessibility and visual appeal. This study concludes that Moodle-based e-learning effectively enhances analytical skills, supports active learning, and provides an interactive and flexible learning experience. This research contributes to the development of digital media applicable to vocational education, preparing students to meet technology-driven workforce challenges.
Developing CapCut-Based Video Tutorials for Learning Outcomes in Creative Product and Entrepreneurship Lenita Eka Mayasari; Nur Qudus; Ade Novi Nurul Ihsani; Sri Endah Wahyuningsih
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Journal of Vocational and Career Education

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Abstract

This research is motivated by the absence of video tutorial-based learning media for creating headpieces in the Creative Product and Entrepreneurship course. The printed modules and YouTube links provided by teachers have not effectively enhanced students understanding. Therefore, this study aims to: 1) develop CapCut-based video tutorial learning media, 2) analyze the feasibility of CapCut-based video tutorial learning media, 3) analyze the differences in student learning outcomes after implementing the media, and 4) evaluate the effectiveness of CapCut-based video tutorial learning media on students learning achievements. This research employs the Borg and Gall development model with 10 stages. The study subjects consist of 69 students from the Beauty and SPA vocational program. The analysis focuses on CapCut video tutorials for creating floral themed fantasy headpieces using plastic waste. The instruments used include observation sheets, questionnaires, and tests. The results indicate that CapCut-based video tutorial media are user-friendly, engaging, and capable of increasing student learning motivation. Based on evaluations by media and subject matter experts, the media are considered highly feasible. The independent sample t-test results reveal a significant difference in students learning outcomes before and after using the CapCut-based video tutorials. The average N-Gain was 87.4% in the experimental class and 24% in the control class, demonstrating the effectiveness of this learning media in improving student learning outcomes
Development and Implementation of Jobsheets in Basic Culinary Competence S, Salam Sofan; Sutopo, Yeri; Kusumawardani, Rini
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i1.17883

Abstract

Vocational education is developed based on societal needs and challenges. To enhance competencies, vocational training is necessary to provide students with real-world experiences. The aim of this research is to develop jobsheets, test their feasibility and practicality, and analyze the improvement in basic culinary skills among students using the jobsheets. This research employs the ADDIE model of Research and Development (RnD), which consists of five development stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 36 tenth-grade culinary students at SMK N 6 Kota Semarang. The data analysis used t-tests to examine how the use of jobsheets impacts basic culinary skills. The research results indicate that (1) the jobsheets are feasible and practical for use in practical learning, (2) the jobsheets effectively improve cognitive, affective, and psychomotor aspects in basic culinary skills, and (3) the achievement of basic culinary competencies is also influenced by motivational and environmental factors.
Application of Android-Based Interactive Multimedia to Enhance Learning Outcomes in Understanding the Working Principles of SMAW Welding Gustina, Hesti; Abdurrahman, Abdurrahman; Naryanto, Rizqi Fitri
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i1.18597

Abstract

Traditional learning media remain prevalent due to the limited utilization of Android-based platforms among students as an instructional tool, necessitating an update in information delivery methods. The integration of technology in teaching materials aims to address this gap. This study seeks to implement Android-based interactive multimedia using the Problem Based Learning model to enhance students learning outcomes in understanding the working principles of Shielded Metal Arc Welding (SMAW) in cognitive, affective, and psychomotor domains. The research follows the ADDIE development model, which includes Analysis, Design, Development, Implementation, and Evaluation. The study involved 72 tenth grade students from the Welding and Metal Fabrication Engineering program, divided into control and experimental groups. The findings indicate that the application of Android-based interactive multimedia significantly increased students learning interest, with an initial average score of 63.194 rising to 73.889. T-test results revealed a significant difference between pre-test and post-test scores, with a significance value (2-tailed) of p = 0.00 < 0.05 and a t-value of 6.504. The hypothesis testing confirms that the use of Android-based interactive multimedia positively influences the learning outcomes of tenth grade students in the Welding and Metal Fabrication Engineering program at SMK Negeri 1 Adiwerna. Based on these findings, it can be concluded that the implementation of Android-based interactive multimedia effectively enhances students understanding of SMAW welding principles.
Learning Achievements in Maintenance of ABS (Antilock Braking System) Brake System Through PBL Mushthofaina Al Akhyar, Zidane; Widjanarko, Dwi; Sutopo, Yeri
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i1.18648

Abstract

The conventional approach of current learning media and the limited utilization of Android technology among students as a learning medium highlight the need for improvements and updates in how information is delivered from teachers to students. Transitioning from traditional methods to more modern approaches, particularly by leveraging existing technology, is essential. This study aims to develop Android-based interactive multimedia using the Problem-Based Learning (PBL) model to enhance learning achievements in the maintenance of ABS (Antilock Braking System) brake systems. It evaluates the feasibility and the improvement in learning outcomes among students in the Light Vehicle Engineering Department at SMK Muhammadiyah 2 Semarang in cognitive, affective, and psychomotor domains. The research employs the ADDIE development model, which includes Analysis, Design, Development, Implementation, and Evaluation. The experimental design used is a Pretest-Posttest Control Group Design. The subjects consist of 60 eleventh-grade students from the Light Vehicle Engineering Department, divided into control and experimental groups. The results of the feasibility assessment by media and material experts are 83.20% (“Feasible”) and 88.78% (“Highly Feasible”), respectively. Improvements in learning outcomes are reflected in the N-Gain test results, with the experimental group achieving an average score of 0.4619, categorized as “Moderate,” while the control group achieved an average score of 0.2588, categorized as “Low.” Based on the N-Gain calculations, it can be concluded that the use of Android-based multimedia through the Problem-Based Learning model in ABS brake system maintenance materials is “Effective”.
Development and Implementation of Interactive Multimedia for Achieving Learning Outcomes in Manufacturing Engineering Drawing Elements Priyantama, Rifqi Dwi; Khumaedi, Muhammad; Anis, Samsudin
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

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Abstract

This study addresses challenges in the learning process of manufacturing engineering drawing elements, including insufficient student engagement, monotonous teaching methods, suboptimal learning media, and low student achievement, with 60% failing to meet the minimum competency standards. The primary objective of this research is to develop relevant, interactive multimedia to enhance learning outcomes in the design of complex assembly drawings, assess the feasibility of the media, evaluate student responses, and compare its effectiveness to other instructional methods in improving academic performance and student motivation.The research employed the ADDIE development model and was conducted at SMKN 1 Semarang, focusing on 11th-grade students in the Mechanical Engineering program. A total of 90 students from three classes participated, with each class receiving different instructional treatments. Students completed motivation questionnaires during the learning process, while those using interactive multimedia were asked to provide feedback on their experience with the media.The results indicate that the interactive multimedia developed is feasible and effective, as evidenced by expert evaluations and highly positive student responses. The application of interactive multimedia, integrated with a problem-based learning model, was more effective than video-assisted lecture methods and problem-based learning models. This study concludes that using interactive multimedia in conjunction with problem-based learning significantly enhances student learning outcomes and motivation. The innovation of this research lies in integrating interactive multimedia for teaching manufacturing engineering drawing elements
Development and Implementation of Flipbook-Based E-Modules to Enhance the Mastery of Welding Symbols Syifa, Naeli; Wijaya, M. Burhan Rubai; Basyirun, Basyirun
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i1.19685

Abstract

The limited mastery of welding symbols among students is a significant challenge in the instruction of basic welding and metal fabrication techniques, which adversely affects the quality of the resulting products. This study aims to develop a flipbook-based e-module to improve the understanding of welding symbols, with its effectiveness assessed through observation, feedback, and testing. The research utilizes the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). An experimental design was employed, comparing an experimental group with a control group, consisting of 72 students from the Welding Engineering and Metal Fabrication program in grade 10th. The findings indicate that the flipbook-based e-module significantly enhanced the mastery of welding symbols. This research highlights the positive impact of integrating technology into education, reinforcing the importance of innovative teaching methods to improve learning outcomes in the field of welding engineering
Development and Implementation of AR-Card Learning Media to Improve Learning Outcomes in Motor Starter Topics Alfian, Rangga Dino; Khumaedi, Muhammad; Sutopo, Yeri
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

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Abstract

This research is motivated by challenges in the learning process of motor starter topics, including low student engagement, a lack of teaching aids, suboptimal learning media, and previously low student performance, with 70% of individuals failing to meet the minimum passing grade. This study aims to develop Android-based AR-Card learning media for motor starter topics, assess the feasibility of the media, and compare its effectiveness with other teaching methods in improving learning outcomes and motivation. The research employs the ADDIE development model and was conducted at SMK Bina Nusantara Semarang with 42 eleventh-grade individuals majoring in Motorcycle Engineering. The sample consisted of two classes, each receiving different teaching treatments. The results show that the AR-Card learning media developed is deemed feasible based on expert evaluations. The implementation of AR-Card learning media proved to be more effective than conventional methods. The study concludes that AR-Card learning media significantly enhances both learning outcomes and motivation. The novelty of this research lies in the 3D visualization of motor starter components integrated into the learning media.
Development of an Android-Based Application for Technical Drawing to Enhance Learning Outcomes Krisdiantoro, Dwiki; Wijaya, Burhan Rubai; Suryatna, Bambang Sugeng
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v9i1.22401

Abstract

This study is motivated by challenges in the teaching and learning process of technical drawing, including low student engagement, ineffective lesson hours, suboptimal learning media, and previous student achievement scores below 80%. The research aims to develop an Android-based learning media application, JAGAR, for teaching single-story house plan drawing, assess its feasibility, evaluate its practicality, and compare its effectiveness with other instructional methods in improving learning outcomes. The study employs the ADDIE development model and is conducted at SMK Negeri 7 Semarang, specifically in the Grade XI Building Construction, Sanitation, and Maintenance Program. The sample consists of 70 students divided into two classes, each subjected to different instructional approaches. The findings indicate that the JAGAR learning application is both feasible and practical based on evaluations by subject matter experts and teachers. Additionally, its implementation proves to be more effective than conventional methods. The study concludes that utilizing the JAGAR application significantly enhances student learning outcomes and motivation. The novelty of this research lies in the integration of instructional videos, quizzes, and job sheets within the learning media.

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