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JPTK: Jurnal Pendidikan Teknologi dan Kejuruan
ISSN : 08544735     EISSN : 24772410     DOI : -
Core Subject : Education,
Jurnal Pendidikan Teknologi dan Kejuruan (JPTK) is a journal of Technical and Vocational Education and Training (TVET) which is a double-blind peer-reviewed journal. The journal invites authors throughout the world to exchange and disseminate theoretical and practice-oriented topics relevant to: (1) teaching and learning in TVET, (2) evaluation, assessment and certification in TVET, (3) human resources management in TVET, (4) vocational education resources in TVET and (5) contemporary issues in TVET
Arjuna Subject : -
Articles 19 Documents
Search results for , issue "Vol 24, No 1 (2018): (May)" : 19 Documents clear
Development of Authentic Assessment Instruments for Saintifical Learning in Tourism Vocational High Schools Sugiyono Sugiyono; Badraningsih Lastariwati; Emy Budiastuti; A Yudianto
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (412.975 KB) | DOI: 10.21831/jptk.v24i1.16670

Abstract

Teachers of Tourism Vocational High Schools in assessing students’ performance generally use an invalid written test. It does not measure what it was designed to measure. Measurement of performance should use authentic assessments. The objectives of this study were (1) identifying aspects required to develop an instrument, (2) developing authentic assessment instruments on scientific learning of Tourism Vocational High Schools, and (3) developing authentic rubrics of scientific learning. This study was Research and Development applying the 4D model consisting of Define, Design, Developed, and Disseminate. The first year study completed stages of Defining and Designing, while the second year completed stages of Developing and Disseminating. The results of the first year study were the prototype of the instruments and the rubric script. This study generated 3 instrument prototypes, namely attitude instrument (8 items), knowledge instrument (9 items), and skills instrument (18 items), along with the rubrics for each instrument. The three instruments qualify face validity with expert judgment, content validity with Aiken formula, construct validity with goodness-of-fit test, and reliability estimate with Intraclass Correlation Coefficient.
Evaluation of Five-Day School Program Implementation Using the Model of Contex, Input, Process, and Product Suharno Suharno; Budi Harjanto; Nita Murtia Handayani; N. Sutanti
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (317.757 KB) | DOI: 10.21831/jptk.v24i1.18342

Abstract

This study aimed at evaluating the implementation of a five-day working program at vocational high schools. This study described the implementation, strengths, and weaknesses of the five-day working program in vocational high schools using a descriptive evaluative method with the model of Contex, Input, Process, and Product. This study was conducted in Vocational High Schools also known as Sekolah Menengah Kejuruan Negeri 2 Karanganyar. The sample of this study consisted of 126 students selected with a quota sampling technique and 10 teachers selected with a purposive sampling technique. Data were collected through observation, questionnaires, interviews, and documentation. The validity of the questionnaire item used logical validation. The results showed that the implementation of the five-day school program was sufficient but not fully achieved. The program can improve students' knowledge and skills and students’ activities are easier to be controlled. In the other hand, the school’ readiness to implement the five-day school program is not optimal indicated by not all teachers use interesting learning media and methods, and the teachers’ teaching performance during the day is decreased.
Development of Augmented Reality Technology Based Learning Media of Lathe Machines Agus Suryanto; Diah Ayu Kusumawati; Ibrahim M. H. Sanhoury
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (456.759 KB) | DOI: 10.21831/jptk.v24i1.18245

Abstract

Conventionally, in the learning process teachers usually explain lathe machines using only one unit machine thus the students cannot observe and learn the machine comprehensively. Hence, it is necessary to create learning media based on Augmented Reality technology that can be individually accessed with smartphone devices to facilitate the students in examining the lathe parts in detail with ease. This study discusses the development of Augmented Reality technology based learning media to display parts of the lathe in informative details. This study was categorized as Research and Development. The procedure of the study consisted of several stages including finding potential and problem, literature studies, product development, expert validation, product revisions, product trial, product revision, user response, product revision and final product development. The results showed that the developed learning media was applicable. The percentages of product testing and user response testing were 87.50% and 82% respectively which both were categorized as good.
Development of Learning Media for the Course of Two-Stroke Gasoline Motors to Improve Students’ Learning Outcomes Suyitno Suyitno; Iis Widianto; Suryaneta binti Masrul
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (91.054 KB) | DOI: 10.21831/jptk.v24i1.18008

Abstract

Learning media of cylinder head cutting for 2-stroke gasoline motors are still limited. The students usually receive the materials only from lectures while the practices used uncut motorcycle props. Subsequently, the students hardly understand the form and the functions of the components. This study aimed at (1) developing the instructional media of two-stroke gasoline motors to improve the students’ learning outcomes, and (2) analysing the feasibility of the developed instructional media. This study was Research and Development. The subject of this study consisted of the 2nd-semester students of Universitas Muhammadiyah Purworejo in the academic year of 2016/2017. The data collection used a questionnaire and a test. The data were analysed using a descriptive analysis technique. The research results showed (1) the developed instructional media was feasible to be applied as instructional media,  and (2) the data analysis results of the control class and the experiment class reached the mean scores of 75.80 and 83.25 respectively. It means there was a significant difference between students using the developed instructional media and those who did not.
Creative Thinking Curriculum Infusion for Students of Teachers’ Education Program Mingchang Wu; Ibnu Siswanto; Wardan Suyanto; Yoga Guntur Sampurno; Weijen Tan
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (453.244 KB) | DOI: 10.21831/jptk.v24i1.16883

Abstract

Creative thinking is consistently approved as a crucial competency for people to productively learn and succeed in this globalization and competition era. This article discusses the definition, major factors, and processes of creative thinking, and analyzes its improvement strategies. Furthermore, a curriculum infusion was proposed as an effective strategy to improve individual’s creative thinking in the universities, especially for teachers’ education program. The process of creative thinking curriculum infusion’s development consists of the following steps: (1) development of the creative thinking curriculum objectives, contents, and teaching strategies (2) selection of the existing courses to integrate creative thinking contents, and (3) implementation of creative thinking curriculum infusion model. This article finally suggests universities which provide teachers’ education program to extensively (1) integrate creative thinking contents into regular courses offered in the universities, (2) implement various creative thinking improvement strategies to deliver creative thinking contents, and (3) utilize a creative thinking self-assessment scale to measure students’ creative thinking. Moreover, a creative thinking curriculum infusion model as the recommended methods to improve learners’ creative thinking should be implemented to attain its empirical validation.
A Flipped Classroom to Enhance Students’ Self-Direction in Informatics and Physics Engineering Dina Adinda
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (486.515 KB) | DOI: 10.21831/jptk.v24i1.18319

Abstract

As one of the blended learning forms, a flipped classroom has its specific typology to differentiate itself from other blended learning models. Aims to support student-centered learning activities in which self-direction in learning might be fostered, the effect of flipped classroom scenario to students' self-direction had never been reviewed. This work, performed at the University of Strasbourg, involved lecturers who teach informatics and physics engineering course. First, observations of the online learning environments and face-to-face classes had been managed. Second, a pre and post-test questionnaire, which aimed to measure its participants' progress on self-direction, had been fulfilled by the students. This study pointed out that students enrolled in a translated flipped classroom course had not developed their self-direction competence. However, the significant progress of students' self-direction in learning has been documented among students enrolled in a course with an interactive flipped classroom scenario.
Management of an Industry Standard Class in Vocational High Schools Suroto Suroto; Nguyen Tien Hung
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (274.339 KB) | DOI: 10.21831/jptk.v24i1.14710

Abstract

To remove a growing gap between students’ skills received in vocational high schools and real demands in the workforce, industries should be actively involved not only as external users but to work in curriculum development and learning evaluation. This study describes the process of planning, implementation, and supervision of an industry standard class resulted from collaboration between the school and the industry. This study was a qualitative study using data collection techniques of interviews, observation and documentation. The results revealed (1) the industry and the school were partners in planning the industry standard class including development of curriculum, facilities, infrastructure, teachers, and materials, (2) implementation of the class included theoritical and practical learning, and industry practices, (3) supervision was performed by the industry partner administrating industry standard competency tests, and (4) management of the class consisted of three sequenced stages namely selection of students in the third semester, implementation of industry standardized teaching and learning process from the third semester to the sixth semester, and a competency test in the sixth semester.
Implementation of a Raspberry Pi Trainer for the Subject of Microprocessors and Microcontrollers in Vocational High Schools Enjang Akhmad Juanda; Nurul Wahidah; M. Khairudin; Z. Mohamed
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (430.496 KB) | DOI: 10.21831/jptk.v24i1.18428

Abstract

A Raspberry Pi Trainer is a tool which is able to support and facilitate the learning process of the subject of microprocessors and microcontrollers.  The objective of this study was to find out the process and the results of the implementation of a Raspberry Pi Trainer for the subject of microprocessors and microcontrollers in the expertise program of industrial electronics in vocational high schools. This study used a qualitative method. The descriptive data were resulted from the observed students’ behavior in the form of the research informants’ activities covering the domains of cognitive, psychomotor, and affective. There were 20 informants divided into two classes, 10 in class XII A and 10 in class XII B. Each class consisted of 2 males and 8 females. The results showed the Raspberry Pi Trainer was well applied in practical learning activities. The average abilities of class XII B and class XII A for the domains of cognitive, psychomotor and affective were categorized as very good, good and moderate respectively. 
The Effect of Problem Based Learning and Teams Games Tournaments Model to Improve Competencies Eko Swi Damarwan; Haryanto Haryanto; La Tara
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (426.047 KB) | DOI: 10.21831/jptk.v24i1.18183

Abstract

This paper explores the potential of problem based learning and teams games tournaments model to improve students’ competencies. The objective of the study was to know the differences in the achievement of basic electrical and electronic competencies of students in terms of cognitive and psychomotor aspects using problem based learning model, teams games tournaments, and conventional learning. This was a quasi-experimental study. Instrument validity was measured through expert judgments and instrument reliability with Spearman Brown. Data collection used a pretest, a posttest, and skill observations. Data analysis techniques used one way ANOVA and a Tukey's post hoc test with a significance level of 0.05. The results revealed (1) differences in the achievement of basic electrical and electronic competencies of students in terms of cognitive and psychomotor aspects between using problem based learning, Teams Games Tournaments, and conventional learning, and (2) the results of the Tukey test showed the sequence of achievement of cognitive and psychomotor aspects of the best as follow: the model of teams games tournaments, problem based learning, and conventional learning.
Developing E-Learning Media with the Contiguity Principle for the Subject of Autocad Nur Hidayat; Samsul Hadi; Abd. Basith; Suwandi Suwandi
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (394.235 KB) | DOI: 10.21831/jptk.v24i1.17796

Abstract

Technological advances have made possible to reduce limitation of space and time in learning. Students can interact with teachers and other students indirectly without face to face meetings through e-learning media. To create effective e-learning media, factors to be mainly considered are multimedia learning principles, one of which is contiguity. Thus, this study was aimed at developing e-learning media with the contiguity principle and examining its quality. The media were tested for measuring its effectiveness by statistically analyzing the differences in students’ learning achievement and motivation. This study was research and development using quasi experimental techniques whose subject is Vocational High School also known as Sekolah Menengah Kejuruan Negeri 2 Yogyakarta. The result of this study was e-learning media with the contiguity principle. The feasibility evaluation showed that the product had good quality in the aspects of media and materials. The effectiveness testing showed insignificant differences in learning achievement and motivation between the students using e-learning media with the contiguity principle and without the contiguity principle with the scores of 0.325 and 0.873 respectively.

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