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Daerah istimewa yogyakarta
INDONESIA
Jurnal Pendidikan Vokasi
ISSN : 20882866     EISSN : 24769401     DOI : 10.21831
Core Subject : Education,
Arjuna Subject : -
Articles 447 Documents
The implementation of the Sistem Inovasi Cepat Penanganan ODGJ Terpadu (SICEPOT) in Sukabumi City Rachmawati, Ike; Meigawati, Dine; Trang, Phan Doan Kieu
Jurnal Pendidikan Vokasi Vol. 13 No. 3 (2023): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.70160

Abstract

As social beings, humans create dynamically changing situations and conditions. These conditions often require humans to adapt, but some people cannot cope with the demands of the times. To deal with People with Mental Disorders (ODGJ), the Sukabumi City government has developed the Sistem Inovasi Cepat Penanganan ODGJ Terpadu (SICEPOT). SICEPOT is an innovative health service system to minimize the growth in the number of mental disorders experienced by the people of Sukabumi City, especially in the Citamiang Sub-district area, West Java, Indonesia. Over the past three years, there has been an increase in ODGJ patients from 2019 to 2021, with information on 24 patients who did not seek treatment. One of the factors causing patients not to seek treatment is the need for more human resources to monitor ODGJ, especially at Tipar Health Centre in Sukabumi City. This study used qualitative research with a descriptive approach. Data collection techniques used were observation, interview, and documentation. Determination of informants was carried out using a proportional sampling technique on stakeholders that researchers in the study have determined. In implementing the SICEPOT program, researchers focused on 6 (six) implementation indicators, according to Mazmanian and Sabatier. The challenge in this innovation program is the need for more human resources to handle ODGJ patients. The consistency of Puskesmas Tipar has not been able to run well due to the postponement of the innovation program due to the COVID-19 outbreak. The involvement of policymakers and support from the community is one of the keys to implementing SICEPOT activities. Puskesmas Tipar uses technology for cross-sectoral coordination by using social media, namely WhatsApp.
Analysis of improving innovative work behaviour of vocational high school teachers in terms of servant leadership with knowledge sharing as an intervening variable Prasetyono, Hendro; Tjitrosumarto, Sumaryati; Setyohadi, J. Sabas; Hapsari, Sri; Ramdayana, Ira Pratiwi
Jurnal Pendidikan Vokasi Vol. 14 No. 1 (2024): February
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v14i1.65445

Abstract

The purpose of this research is to describe the innovative work behavior of vocational high school teachers in terms of servant leadership which is intervened by knowledge sharing. This research uses a quantitative approach with a survey method. The sampling technique was simple random sampling which came from vocational high school teachers from the provinces of East Java, Central Java, West Java, DKI Jakarta, Banten, Riau Islands, and South Sumatra with a total of 165 teachers. Data analysis techniques using descriptive analysis and path analysis. Results: The dimension of the teacher's innovative work behavior, namely with the intent of benefit to the organization has the highest score and the idea promotion dimension has the lowest score. Servant leadership has a positive and significant influence on knowledge sharing with a contribution of 42.3%. knowledge sharing has a positive and significant influence on innovative work behavior with a contribution of 58.4%. Knowledge sharing cannot be an intervening variable of servant leadership on innovative work behavior because the path analysis results show that servant leadership does not directly affect innovative work behavior through knowledge sharing. The implication is that city or district education offices must further enhance the idea promotion exploration of teachers through training or workshops and maintain that with the intent of benefit to the organization of teachers through servant leadership style and knowledge sharing of teachers and school principals.
Integration of Malay-Indonesian anatomical proportions in vocational education curriculum for technical illustration and engineering design Maskat, Suryadi; Masunah, Juju; Soeteja, Zakarias Sukarya; Nguyen, Kieu-Trang
Jurnal Pendidikan Vokasi Vol. 13 No. 3 (2023): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.70115

Abstract

This study aims to identify the anatomical body proportions of Malay-Indonesian males as an essential reference in vocational education, particularly for developing curricula in technical drawing and engineering illustration. Using a content analysis method, the study sample consists of 1,000 Malay men from various provinces in Indonesia. Data were collected through photographic documents and analyzed based on age, gender, and ethnicity. The ratio of body to head size was measured to identify relevant characteristics of body proportions. The results show that Malay male body proportions are shorter compared to Europeans; while the European body proportion is eight times the head size, the Malay proportion is seven times the head size. These findings have important implications for vocational education in designing curricula and instructional materials that are more accurate and relevant to local anthropometric characteristics. Understanding these body proportions enables vocational institutions to develop more effective programs in technical drawing and design education that are contextually appropriate. This research contributes to improving the quality of vocational education by providing empirical data as a reference for more culturally relevant and contextually appropriate drawing techniques and training.
Model concepts to support the improvement of students' skills in learning tasks Jeumpa, Kemala; Harahap, Rumila
Jurnal Pendidikan Vokasi Vol. 13 No. 2 (2023): June
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i2.53501

Abstract

This article aims to design a concept model that can support learning to improve students' ability in learning tasks to deal with problems that exist in the real world. Based on KKNI (Indonesian National Qualification Framework), there are six tasks in learning, namely routine tasks, critical book reports, critical journal reports, idea engineering (scientific or creative writing), mini research, and projects. Therefore, the learning process must be able to increase student learning motivation. In addition, it must also develop their competencies and skills to think critically, have high creativity, be able to work together in teams, be disciplined, be responsible, and be able to create frameworks and solve problems in life and the environment. Therefore, it is necessary to develop a learning model that is in accordance with these objectives. In this case, it is a learning model designed to encourage students to learn and practice, so that they are skilled in responding to problems based on their experience in learning. The approach in this development research was carried out using the ADDIE model. The design concept of this development model is done by combining a project-based learning model with six tasks based on KKNI (Indonesian National Qualification Framework). The results of the design concept of this development model consist of seven syntax stages, namely: material explanation, material review and formulation of problem formulation, study and review of book and journal literature, idea engineering (scientific or creative writing), mini research, project design and implementation, and presentation and evaluation.
Evaluation of teaching factory using CIPP (Context, Input, Process, Product) model to improve vocational high school students' skills Yoto, Yoto; Marsono, Marsono; Qolik, Abdul; Romadin, Achmad
Jurnal Pendidikan Vokasi Vol. 14 No. 1 (2024): February
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v14i1.62573

Abstract

Teaching Factory (TEFA) is a program that provides a real learning experience for students. Students are taught simulation of job sheet practice, management, marketing, and entrepreneurship. This research examines the feasibility of teaching factories regarding context, input, process, and product. This research uses mixed methods, namely qualitative research supported by descriptive quantitative data. The research was conducted in vocational high schools in East Java Province, Indonesia. The population of this research used a sample size based on the empirical formula from Isaac and Michael. The results showed that: (1) Based on the context, the teaching factory follows the vision and mission of the school and the demand from the community, business, and industry. Production planning achieved a score of 2.825 with a good category, based on the learning questionnaire; (2) Teaching factory learning in VHSs is appropriate in terms of the readiness of buildings and teachers by VHSs, the completeness of facilities, and the readiness of students in attitudes and competencies to get a score of 2.855 with a good category; (3) Based on the process, the learning is appropriate in terms of workshop layout, student activities, product quality control, and practical activities getting a score of 2.825 with a good category; and (4) The evaluation results, concluded that the learning is appropriate in terms of workshop layout, student activities, product quality control, and practical activities getting a score of 2.855 with a good category. The results of this evaluation study can be used to contribute to developing and improving existing programs to make them better.
Android-based learning media development with iSpring Suite application in pastry course Ananda, Febri; Elida, Elida; Kasmita, Kasmita; Irfan, Dedy
Jurnal Pendidikan Vokasi Vol. 13 No. 3 (2023): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.66941

Abstract

The utilization of Information and Communication Technology (ICT) is one of the things needed in the education era for effective learning. This study aims to produce Android application-based media using iSpring Suite in feasible pastry courses based on the values and tests of validity, practicality, and effectiveness. The development research used the 4D model (Define, Design, Develop, and Disseminate). The limited trial of Android application media was conducted on 30 Department of Family Welfare Science, Concentration of Catering students at Universitas Negeri Padang who were taking pastry courses. Data collection instruments used validation sheets, evaluation questions, and student response questionnaires. The data obtained were analyzed descriptively and quantitatively. The results showed that the validation value of the material expert was 0.758 with the valid category, and the validation of the media expert was 0.833 with the valid category. The practicality value gets a score of 3.06 with a practical category. The effectiveness value is obtained from the evaluation results of the control class and the experimental class. Hypothesis testing was carried out using the t-test with the Independent Samples Test method. The t-test results show the t-count value (12.0228) > t-table (2.0167), so Ho is accepted. This means there is a difference in the value of the control and experimental classes. The effect size calculation obtained a value of 3.13, so based on the applicable criteria, this effect size value is included in the very high category. Based on these results, the application-based learning media using iSpring Suite is declared feasible based on validity, practicality, and effectiveness as a learning media.
The influence of creativity and learning motivation on entrepreneurial intentions of fisheries vocational high school students Priyono, Priyono; Agung, Achmad Imam; Buditjahjanto, I Gusti Putu Asto; Anifah, Lilik; Agfianto, Tomi
Jurnal Pendidikan Vokasi Vol. 14 No. 1 (2024): February
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v14i1.69869

Abstract

The fisheries department is one of the expertise programs in Vocational High Schools (VHS). Learning motivation towards the entrepreneurial intention of VHS students majoring in fisheries is still low. This is supported by the fact that some students do not know the relationship between entrepreneurial intentions and learning motivation, which can arouse students' intentions for entrepreneurship. Therefore, this research aims to see the effect of creativity and learning motivation on the entrepreneurial intentions of VHS students majoring in fisheries. This research is ex post facto research with a quantitative approach because the data is generated in the form of numbers and analyzed based on statistical analysis. The sample in this research was 100 students, and the sampling technique used was purposive sampling. The data analysis technique used is multiple regression analysis. The results of this research explain that creativity has an influence on entrepreneurial intentions, and learning motivation has an influence on entrepreneurial intentions. This is evidenced through the results of the t-test where the sig value obtained is 0.003, whose value is much smaller than 0.05 (0.001 < 0.05) and the t-count is greater than the t-table (2.614 > 1.984), so it can be said that creativity has an influence on entrepreneurial intention, as well as the learning motivation variable where the t-count value is greater than the t-table (2.679 > 1.984). This research contributes to the literature by providing insight into the role of creativity and learning motivation in shaping student entrepreneurial intentions, which can inform the development of entrepreneurship education programs and policies.
Factor analysis of the relationship of curiosity and device addiction through motivation to digital literacy in the context of smart learning Hendriyani, Yeka; Anwar, Muhammad; Hidayat, Hendra; Sabrina, Elsa; Pardjono, Pardjono; Saari, Erni Marlina
Jurnal Pendidikan Vokasi Vol. 13 No. 3 (2023): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.62720

Abstract

This study aims to investigate the relationship between curiosity and device addiction factors and motivation towards digital literacy in the context of smart learning. This study used a qualitative approach involving 228 students majoring in Electronics Engineering Education at Universitas Negeri Padang. Data were collected through a Likert-scale questionnaire with a saturated sampling method, ensuring all relevant respondents were involved. To evaluate the measurement model of the research questions, Structural Equation Modeling (SEM) analysis was used. The results revealed that digital literacy is significantly influenced by three main factors: curiosity, gadget addiction and app addiction. Furthermore, the study found that curiosity-driven motivation tends to improve digital literacy, while gadget and app addiction have a negative impact. These findings provide valuable insights for curriculum development, especially in improving digital literacy among electrical engineering education students. In addition, this study highlights the importance of educational interventions that can manage the wise use of technology and promote constructive curiosity. This research contributes to the understanding of how curiosity and excessive use of technology can affect digital literacy skills, which are crucial to face the challenges of the Industrial Revolution 4.0 era. Thus, the results of this study can serve as a basis for more effective educational strategies in preparing students for future digital challenges.
The development of Android-based learning media using Kodular in making suit patterns subject Nurjanah, Fitri; Suprihatin, Sri Emy Yuli
Jurnal Pendidikan Vokasi Vol. 13 No. 3 (2023): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.54542

Abstract

This research aims to produce Android-based interactive learning media by utilizing the Kodular application for learning materials for making suit patterns for XII grade students of Fashion Management Vocational Schools. This research uses the research and development model of the Puslitjaknov Team, which consists of five development stages, namely: (1) Analysis of the product produced; (2) Making the initial product; (3) Expert validation and revision; (4) Small-scale trial; and (5) Large-scale trial. This study collected data through observation, questionnaires, and documentation. The test subjects in this development research were students of class XII of Fashion Management of SMK Negeri 2 Godean, with a total of 10 people for small-scale trials and 27 people for large-scale trials. In this study, quantitative descriptive analysis was used to analyze the data. Based on the assessment of material experts and media experts, small-scale trials, and large-scale trials, the findings of this study reveal that the learning media for making Android-based suit patterns are considered valid and practical for use in the classroom. This media is feasible to use to improve students' thinking skills and support students in learning independently, as well as flexible in its application. This media functions well and provides relevant information to students regarding suit pattern making, increasing students' interest in learning, creativity, and learning motivation. The Android-based suit pattern making learning media developed is more efficient than traditional learning media because it can improve learning outcomes by improving the quality of student learning and making it more fun.
Enhancing students' self-efficacy and creativity in computer numerical control machining through peer-assisted project-based learning Sutopo, Sutopo; Setiadi, Bayu Rahmat; Nashir, Irdayanti Mat; Saputri, Virda Hersy Lutviana; Arifin, Achmad; Prasetya, Tri Adi; Harjanto, Chrisna Tri; Sasongko, Beni Tri
Jurnal Pendidikan Vokasi Vol. 14 No. 2 (2024): June
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v14i2.72409

Abstract

The demand for increasingly diverse product designs and specifications in the manufacturing industry requires  Computer Numerical Control (CNC) machine operators to have high technical skills and strong self-efficacy and creativity. High self-efficacy allows operators to be more confident in applying their technical skills, while creativity helps them solve problems and challenges during the production process. This study aims to improve students' self-efficacy and creativity by applying the Peer-Project Based Learning (Peer-PjBL) model, which combines aspects of project-based learning with peer-to-peer learning. The method used in this research is Classroom Action Research (PTK), which consists of two implementation cycles. Each cycle involves planning, implementation, observation, and reflection stages. The subjects of this study were 20 students who took the CNC Machining Technology course at Universitas Negeri Yogyakarta. Data were collected using a questionnaire that measured self-efficacy and student creativity indicators and then analyzed descriptively. The results showed that applying the Peer-PjBL method significantly increased students' self-efficacy and creativity in each research cycle. This improvement can be seen in students' ability to face new challenges independently, as well as their ability to generate diverse creative ideas in solving problems. This research makes an important contribution to the development of learning methods in vocational education by emphasizing the improvement of technical abilities and non-technical skills, such as self-efficacy and creativity, which are needed in the modern world of work.

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