Jurnal Pendidikan Teknologi Kejuruan
Not a member yet
210 research outputs found
Sort by
Technopreneurship and IT-preneurship in vocational education perspective: Perspective theory
This study aimed to examine a descriptive review of technopreneurship and IT-preneurship viewed from an aspect of vocational education perspective. Descriptively, this research will provide an overview of the technopreneurship and IT-preneurship that must be possessed by vocational tertiary institutions. Technopreneurship and IT-preneurship is one part of entrepreneurship based on technology. The world of vocational education is obliged to produce generations who not only have an entrepreneurial spirit, but also have a spirit of technopreneurship and IT-preneurship. Communicating important technology in developing entrepreneurial spirit is a challenge for the world of vocational education. This article is a conceptual paper related to publish publications related to the themes in this article and this article discusses the concepts of technopreneurship and IT preneurship in the perspective of vocational education and also enhances entrepreneurship development in the world of vocational education
The influence of implementation work-based learning model on learning innovation skills student’s
This study aimed to analyze the influence of internship as a form of the WBL model to LIS students, in terms of the assessment theory of work-based learning and framework of 21st-century skills. The method used is descriptive quantitative, with respondents students who have done internships. The results showed that there are significant WBL (X) on critical thinking and problem-solving skills (Y1), indicated by the results of the significance value 0.000 <0.050 probability and the value of t, the obtained value of tcount 6.177 > ttable 2.024. Next, there is the influence of WBL (X) on communication skills (Y2), seen from the significance value of 0.000 <0.050 probability. Then, for a value of t, obtained the value of tcount 5,039> ttable 2,024. There is the influence of WBL (X) on collaboration skills (Y3), seen at a significance value of 0.000 <0.050 probability. Then, for a value of t, the obtained value of tcount 5,405 > ttable 2,024. There is no significant and positive relationship between the implementation of WBL and students\u27 Creativity and Innovation skills (Y4). This can be seen when the linearity test is carried out. The implementation of an internship can contribute to the development of skills covered in LIS, except for creativity and innovation skills.Penelitian ini bertujuan untuk menganalisis pengaruh magang sebagai salah satu bentuk dari model WBL terhadap LIS siswa, ditinjau dari teori penilaian work-based learning dan framework 21st century skills. Metode penelitian yang digunakan adalah deskriptif kuantitatif dengan responden mahasiswa yang sudah melakukan PKL. Hasil penelitian menunjukkan bahwa terdapat pengaruh WBL (X) terhadap critical thinking and problem solving skills (Y1), ditunjukkan dengan hasil nilai signifikansi 0.000 < 0.050 probabilitas dan nilai t, didapat nilai thit 6.177 > ttabel 2.024 Berikutnya, terdapat pengaruh WBL (X) terhadap communication skills (Y2), terlihat dari nilai signifikansi 0.000 < 0.050 probabilitas. Kemudian, untuk nilai t, didapat nilai thit 5.039 > ttabel 2.024. Terdapat pengaruh WBL (X) terhadap collaboration skills (Y3), terlihat pada nilai signifikansi 0.000 < 0.050 probabilitas. Kemudian, untuk nilai t, didapat nilai thit 5.405 > ttabel 2.024. Tidak terdapat hubungan yang signifikan dan positif antara pelaksanaan WBL dengan Creativity dan Innovation skills (Y4) siswa. Hal tersebut terlihat pada saat dilakukan uji linieritas. Pelaksanaan magang dapat memberikan kontribusi terhadap perkembangan keterampilan yang tercakup dalam LIS, kecuali creativity and Innovation skills
Teaching material development oriented on the saintific approach of 5M in learning automotive basic technology
The purpose of this research is to develop interactive learning media on computer and basic networks subject that are valid, practical and effective. This reasearch is used the Four-D design model that is applied to develop and test the validity, practicality and effectiveness of interactive learning media in computer and basic networking learning. The research is used the Four-D model include defining, designing, developing, and distributing. The results of the validity test on interactive learning media are valid. Based on teachers and students responses about instructional media shows the results of interactive learning media are very practical and learning outcomes from students indicate the learning media has been effectively used for computer and basic networking learning. The analysis resultshows that interactive learning media is better in improving student learning processe
A need analysis for evaluation media development of the project-based quiz creator in computer and basic network subject
This need analysis research consists of observations and literature studies. This research aims to 1) describe student learning outcomes in the learning process. 2) find the problems faced by students in Computer and Basic Network subject. 3) find Evaluation media solutions needed in conducting the assessment. This research was a descriptive quantitative research. The subjects of this research were 31 students of Grade X TKJ in Vocational High School 2 Lubuk Basung. The data were obtained from questionnaires and analysis through the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) to get conclusions. The results of the research showed that: 1) there were still many students who had not yet reached the Minimum Learning Standard. 2) the learning media used did not make it easy for students to understand the material. 3) the evaluation media used took a long time to get results
A need analysis for development of online advertising e-booklet on entrepreneurship education
This research aims to describe the results of the needs analysis for the development of online marketing e-booklet learning media in entrepreneurship subjects. In this research, the needs analysis refers to: (1) The great opportunity to become an entrepreneur in the Food & Beverage (F&B) Study Program because of the presence of online sales application technologies such as Gofood, Grabfood, and the Open PO sales system; (2) The problem of theoretical learning entrepreneurship; (3) Media needed in online marketing practices. This research uses survey, observation, interview and literature study methods in collecting data. The results of a survey conducted on alumni of SMK Tata Catering, namely 96% stated that attractive product images could attract consumers; 94% agree that making attractive drawings is part of entrepreneurship lessons. The results of the book literature study used marketing material is theoretical. The results of observations on students of class XI Catering and interviewing entrepreneurship teachers at SMK 1 Tambun Selatan found that: 1) Teachers still teach Offline marketing methods; 2) There is no interactive learning media to make online advertising on product marketing in entrepreneurship subjects. The results of this study concluded that students need interactive learning media in learning activities. Thus, this research is used in developing online advertising marketing e-booklet media on entrepreneurial subjects
Development of computer learning and basic network e-modules
This research is motivated by the limitations of time learning that can be used by students in the class with the characteristics of vocational learning that requires students to know with skills (competencies). The teacher-centred learning process also slows the level of mastery of the material that students should have. The purpose of this research is to produce the appropriate e-modules used in the subjects of computer and basic network students in grade X TKJ at SMK. The type of this research was Research and Development by using ADDIE development model. This type of development research is with analysis (analysis) needs to be developed, design to choose Media, design and make media, development (development) test Practicality, practical done by 1 teacher and 30 students, implementation is done implementation in students by teacher, and Evaluation (evaluation) of data assessment result of multimedia-based learning module deserves to be used in Classroom as a simulation tool learning computer lessons and basic networks. Multimedia-based learning modules are applied because they are quality, easy to use and have a fascination if used in the learning process
Alternative concepts to identify the characteristics of vocational technology education curriculum
Higher education is expected to produce excellent graduates to meet the needs of educated and skilled personnel in the era of industry 4.0. One way of higher education to adjust the development of Science and Technology in the era of industry 4.0 is by enriching the curriculum. Curriculum enrichment can be done by adding a new course, the Image Processing course. Image Processing is a course in Electrical Engineering which discusses data processing and analyze data in the form of images to be used as important information as requested. Image processing courses are widely used in daily life, implementation of image processing courses are found in smartphones, parking systems, medical, television and many others that utilize image processing subjects. The characteristics of this study compared two different groups: the Non-LPTK University (Lembaga Pendidikan Tenaga Kependidikan/ Educaitonal Institutions of Educatinal Staff) with the LPTK University to looking for characteristics in covering different subjects with the characteristics of vocational education, but it is related to the characteristics of vocational education in considering matching subjects with digital characteristics in the field of vocational education studies. Curriculum enrichment aims to improve the quality of higher education learning which leads to improve the quality of graduates. The researcher used a qualitative research with a comparative method ex post facto. This research is expected to be a pattern for other universities in applying curriculum enrichment methods
Kontrol Lampu Menggunakan Voice Recognizer Berbasis Android
Telpon seluler saat ini tidak hanya dapat digunakan untuk melakukan percakapan dan pengiriman pesan tetapi dapat juga digunakan untuk mengontrol peralatan elektronik. Penelitian ini bertujuan untuk mendayagunakan fasilitas pendeteksi suara yang ada pada android untuk mengontrol lampu. Metode yang digunakan dalam penelitian ini adalah penelitian terapan untuk menghasilkan perangkat keras dan perangkat lunak yang dapat digunakan untuk mengontrol lampu. Perangkat keras berupa rangkaian elektronik berbasis Arduino sedangkan perangkat lunak merupakan aplikasi yang dapat dijalankan pada telpon seluler berbasis android
Effectiveness E-modul based on project-based learning on visual programming courses
This research aimed to analyze the effectiveness of e-modules based on Project Based Learning on Visual Programming. This research uses the Research and Development (R&D) method and the Instructional Development Institute (IDI) model. The research sample were students who were divided into the experimental class and the control class in the Visual Programming. Data analysis was obtained from the results of the posttest and then an analysis was carried out in the form of normality test, homogeneity test and t test. The results of the tests conducted in the control class consisting of 17 students obtained posttest results with an average value of 81.67% and the results of tests conducted in the experimental class consisting of 16 students get the results of the test with an average score of 86 , 54%. Based on prerequisite tests, data analysis, normal, homogeneous experimental research and the use of e-modules this results in significant differences between the control and experimental classes. Based on the results of the posttest and data analysis prerequisite test, it can be concluded that the e-module based on Project Based Learning that is used has been effective.This research aimed to analyze the effectiveness of e-modules based on Project Based Learning on Visual Programming. This research uses the Research and Development (R&D) method and the Instructional Development Institute (IDI) model. The research sample were students who were divided into the experimental class and the control class in the Visual Programming. Data analysis was obtained from the results of the posttest and then an analysis was carried out in the form of normality test, homogeneity test and t test. The results of the tests conducted in the control class consisting of 17 students obtained posttest results with an average value of 81.67% and the results of tests conducted in the experimental class consisting of 16 students get the results of the test with an average score of 86 , 54%. Based on prerequisite tests, data analysis, normal, homogeneous experimental research and the use of e-modules this results in significant differences between the control and experimental classes. Based on the results of the posttest and data analysis prerequisite test, it can be concluded that the e-module based on Project Based Learning that is used has been effective
Development of interactive learning media of automotive lighter vehicle maintenance machine in SMK N 1 Padang
Learning Media for Automotive Vehicle Engine Maintenance still uses a simple medium consisting of whiteboards and worksheets, which encourages less effective learning to develop more interactive media and supports students to more easily understand the basic concepts of Automotive Light Vehicle Engine Maintenance lessons. This development research aims to develop interactive learning media that is packaged interactively in the subject of Automotive Light Vehicle Engine Maintenance. This research method is R&D with One Group Pretest-Posttest design. The procedure of this research was carried out in the stages of defining, designing and developing. The subjects of this study were 28 students from SMK N 1 Padang in class XI OTO A. The data collected in this study consisted of primary data obtained directly from respondents in the format obtained. This research instrument consisted of a questionnaire of validity, practicality and effectiveness. The research data collected was analyzed using t test analysis. The results obtained from this research and development are as follows: (1) the validity of interactive learning media is stated to be very valid from didactic, construction and technical requirements with an average score of 94.16%. (2) The practicality of interactive learning media is stated to be very practical based on teacher responses with an average score of 95%, based on student responses also expressed very practical with an average score of 91.17%. (3) The effectiveness of interactive learning media can be seen from student learning outcomes before and after using the media. This is evidenced by the significant differences in the use of interactive learning media obtained from student learning outcomes. Improved student learning outcomes are changed by the students\u27 completeness value of KKM with an average value of 86.61, which means students are complete in learning