Jurnal Pendidikan Teknologi Kejuruan
Not a member yet
    210 research outputs found

    Evaluation of learning program subjects for building utility systems based on facilities and infrastructure standards using the CIPPO model at SMK N 2 Banda Aceh

    Full text link
    Based on interviews at SMK Negeri 2 Banda Aceh in 2021, obtained from 25 students, 4 people did not pass the skills test in the subject of building utility systems, with an average knowledge score of 79.2 and an average skill score of 78.4 One of the factors is the inadequate infrastructure in carrying out the learning process, especially practicum learning. The purpose of the study was to evaluate the learning process of building utility system subjects in the Construction and Property Engineering Expertise Program using the CIPPO model at SMK Negeri 2 Banda Aceh City. This research is an evaluation research using the CIPPO model, namely the evaluation of the context, input, process, product and outcome. The type of research is a mixed method with Concurrent Triangulation Strategy. Sources of qualitative data were obtained from the Principal, Deputy Principal of the School of Facilities and Infrastructure, Head of the Construction and Property Engineering Expertise Program, Head of Lab and 5. Teachers who teach building utility systems at SMK Negeri 2 Banda Aceh. Quantitative data were taken from 40 students of class XII and XIII. The results showed that the context component was in the sufficient category (73.59%), the Input component was in the sufficient category (75.69%), the process component was in the sufficient category (72.01%), the Product component was in the sufficient category (66.5 %), and the outcome component is also in the sufficient category (73.25%). Because all components are in the sufficient category, it is recommended to make appropriate improvements to improve student achievement abilities in the subject of building utility systems in the Construction and Property Engineering Expertise Program at SMK Negeri 2 Banda Aceh.Berdasarkan wawancara di SMK Negeri 2 Banda Aceh pada tahun 2021, diperoleh dari 25 siswa didapatkan 4 orang yang tidak lulus ujian keterampilan pada mata pelajaran sistem utilitas bangunan gedung, dengan rata-rata nilai pengetahuan 79,2 dan rata-rata nilai keterampilan 78,4, salah satu faktornya adalah dari sarana prasara yang belum memadai dalam melaksanakan proses pembelajaran, terutama pembelajaran praktikum. Tujuan penelitian untuk mengevaluasi  proses pembelajaran mata pelajaran sistem utilitas bangunan gedung pada Program Keahlian Teknik Kontruksi Dan Properti menggunakan model CIPPO di SMK Negeri 2 Kota Banda Aceh. Penelitian ini merupakan penelitian evaluasi dengan menggunakan model CIPPO, yaitu evaluasi terhadap conteks, input, process, produk dan outcome, Jenis penelitian adalah mixed method dengan Concurrent Triangulastion Strategy. Sumber data kualitatif diperoleh dari Kepala Sekolah, Wakil Kepala Sekolah Sarana dan Prasarana, Kepala Jurusan Program Keahlian Teknik Konstruksi dan Properti, Kepala Lab dan 5. Guru yang mengajar mata pelajaran sistem utilitas bangunan gedung pada SMK Negeri 2 Banda Aceh. Data kuantitatif diambil dari siswa kelas XII dan  XIII yang berjumlah 40 orang. Hasil penelitian menunjukkan bahwa komponen konteks ada di kategori cukup (73,59%), komponen Input dalam kategori cukup (75,69%), komponen proses dalam kategori cukup (72,01%), komponen Produk dalam kategori cukup (66,5%), dan komponen outcome juga dalam kategori cukup (73,25%). Karena semua komponen berada dalam kategori cukup, maka disarankan untuk melakukan perbaikan yang tepat untuk meningkatkan kemampuan prestasi siswa dalam mata pelajaran sistem utilitas bangunan gedung pada Program Keahlian Teknik Konstruksi dan Properti di SMK Negeri 2 Banda Aceh

    Manajemen Sekolah pada Kurikulum Sekolah Penggerak di Sekolah Menengah Kejuruan

    No full text
    This study aims to describe the process of secondary school-based management in the “Sekolah Penggerak”curriculum. The research method used is a qualitative description. Data collection techniques were carried out by means of interviews, direct observation and documentation. The results of the study describe a “Sekolah Penggerak”program that focuses on developing student learning outcomes holistically by realizing the Pancasila Student Profile which includes competence and character starting with superior human resources.Kajian ini bertujuan mendeskripsikan proses manajemen berbasis sekolah menengah sejuruan pada kurikulum sekolah penggerak. Metode penelitian yang digunakan adalah deskripsi kualitatif. Teknik pengambilan data dilakukan dengan cara yaitu wawancara, observasi langsung dan dokumentasi. Hasil kajian mendeskripsikan program sekolah penggerak yang berfokus pada pengembangan hasil belajar siswa secara holistik dengan mewujudkan profil pelajar Pancasila yang mencakup kompetensi dan karakter yang diawali dengan Sumber Daya Manusia yang unggul

    Evaluation of ISO 9001 lead auditor training program using CIPP model at ATS training centre

    Full text link
    This research is performed to evaluate the implementation of ISO 900A Lead Auditor Training program using CIPP model evaluation method which comprising of four aspects i.e.: (1) Context, (2) Input, (3) Process and (4) Product. The research method is using mixed method by using both quantitative and qualitative methods, where the data are collected using sampling technique by distributing questionnaires to 15 trainers and 25 trainees or training participants. The data also enriched by using qualitative method of interview and observation done on trainers and training participants. The results of the research and studies show that the training program from the context aspects of the trainers is 80.65% and from participants is 80.45%, from the input aspects of the trainers and participants are consecutively 81.5% and 75.87%, from the process aspects are 79.2% and 71.87%, and from the product aspects of trainers and participants are 80.02% and 75.7%. This can be concluded that the range of TPR are from 71.87% to 81.5% which fall into ‘good’ and ‘very good’ categories

    Failure analysis on tube arm cylinder hydraulic excavator

    Full text link
    The Failure on tube rod arm cylinder hydraulic excavator caused to lose production and processing time on mining site. Investigation included visual inspection, chemical analysis, metallography analyze, and microhardness test. Tube material used high silicon material type while the standard used ST52 carbon steel type. The tube was broken and crack to several pieces. The chemical composition of the tube has different in sulfur and silicon content. From hardness test with micro hardness method, sample tube broken has lower hardness compared to standard hardness. Metallography analysis obtained the phase of tube has same phase with standard which is ferrite and pearlite phase but has different grain size. Based on this study, it can be resumed failure on tube is because impurities and different specification on raw material.   &nbsp

    Sentiment analysis of face-to-face learning based on social media

    Full text link
    The use of restricted face-to-face learning during the epidemic in Indonesia was discussed not just by education and health professionals, but also on social media. The study used the Twitter dataset with the keywords \u27school\u27 and \u27face-to-face\u27 to examine public opinion about face-to-face learning. The research data was obtained from Twitter utilizing Drone Emprit Academic, and it was then processed using the Naive Bayes method to create sentiment analysis. During that time, research revealed that 32% of people were positive, 54% were negative, and 14% were indifferent. Because of worries about the dangers associated with the use of face-to-face learning, negative attitudes predominate

    The potential of new skills competencies in the field of games at vocational high school

    Full text link
    Vocational High School is a formal education that organizes vocational education at the senior secondary level which aims to prepare individuals to be ready for work. In this 4.0 industrial revolution, Indonesia needs a lot of human resources. The game industry has grown by 9-12%. This shows that there is an opportunity in this gaming industry. The gaming industry is a mix of art and technology. Therefore, people who are skilled in the arts and technology are needed. This research method uses descriptive methods and qualitative analysis. As reported by CNBC (2019), Bekraf requires a digital workforce of around 600 thousand per year and this cannot be fulfilled. This shows the high demand from the digital industry. The survey results released by Bekraf show that the game industry is an industry that is aggressively innovating. There are also very many game enthusiasts in Indonesia. Game players from in Indonesia are ranked 16 in the world. In 2015, high school graduates or equivalent dominated the workforce in the creative industry, especially digital. This shows that SMK graduates have a great opportunity to develop the game industry in Indonesia.Vocational High School is a formal education that organizes vocational education at the senior secondary level which aims to prepare individuals to be ready for work. In this 4.0 industrial revolution, Indonesia needs a lot of human resources. The game industry has grown by 9-12%. This shows that there is an opportunity in this gaming industry. The gaming industry is a mix of art and technology. Therefore, people who are skilled in the arts and technology are needed. This research method uses descriptive methods and qualitative analysis. As reported by CNBC (2019), Bekraf requires a digital workforce of around 600 thousand per year and this cannot be fulfilled. This shows the high demand from the digital industry. The survey results released by Bekraf show that the game industry is an industry that is aggressively innovating. There are also very many game enthusiasts in Indonesia. Game players from in Indonesia are ranked 16 in the world. In 2015, high school graduates or equivalent dominated the workforce in the creative industry, especially digital. This shows that SMK graduates have a great opportunity to develop the game industry in Indonesia

    Preliminary study of solid waste treatment of Padang Beach tourism area

    Full text link
    A preliminary study of the solid waste treatment in the Padang Beach tourist area was done in order to analyze solid waste generation, composition, and the potency of recycling, and to recommend the appropriate treatment system applied to the tourist area. The study revealed that daily waste generated 18.648 L, the components of the waste dominated by food waste 84.215%, plastic 9.254%, paper 2.087%, and non-metal ferrous 1.945%. The potency of recycling of the waste was food waste 91.732%, plastic 88.074%, metals 78.947% and glass 75.758%. This study it is recommends that waste that has an economic value such as plastic, paper, and metal should be collected and sold to a third party, biodegradable waste such as food waste and yard waste should be composted, while other waste that has potency to produce handy craft such as seashell, coconut shell, and sachet packaging should be collected and processed, all treatment activities can be done at the recycling centre that located in the tourist area

    Development of food and beverage service module at vocational high schools culinary service expertise program

    Full text link
    This article aims to explain that the study was to develop a learning module on the subjects of Food and Beverage Services for students majoring in food services at SMK Putra Anda Binjai. This study was Research and Development (R & D) using the ADDIE development model. The results of research and development done in this study indicate that the validation results by learning modules covering material expert’s feasibility content with value Aiken\u27s V = 0.78 valid criteria, eligibility presentation of Aiken\u27s V = 0.80 on valid criteria, aspects of language with Aiken\u27s V = 0.8 on valid criteria, and validation of design experts with Aiken\u27s V = 0.80 on valid criteria. Test practitioners learning modules to two teachers showed an average yield of 81.67 in the category of "very practical", while practitioners by 3 students showed an average yield of 79.32 category of Very Practical overall results of the validation by subject matter experts, expert media practitioners and the overall test states that learning modules rated valid and practical, so that used to test for effectiveness. The result of the effectiveness of the learning modules has an average pretest score is 50.83 while the average post-test value to 76.95 so it can be concluded that post-test value results are more significant. Therefore, from the validity of the test results, the practicalities and effectiveness, then learning modules on subjects worthy of Food and Beverage Service use as a source of student learning Vocational High School Programs Hospitalit

    Perencanaan Sistem Digitalisasi Promosi pada Objek Wisata Colo Muria Kabupaten Kudus

    No full text
    Tourism is a multidimensional activity that can show the identity of tourist attractions, one of which is the Colo Muria Tourism object which has local charm and wisdom that can be visited by tourists. This study aims to plan a digitalization system at the Colo Muria tourist attraction, Kudus Regency using Augmented Reality technology. The research method used is agile development. The steps of this research are Planning, Analysis, Design, Implementation, and Testing. Application testing using alpha testing in the form of functional testing (black box testing), portability testing and beta testing in the form of usability testing (media expert tests and application user observer tests). The alpha test that tested the functionality aspect using the black box test showed that the application was running well and as planned. Beta testing was carried out by media experts and the percentage results were 80%. From these results, it can be seen that the digitization system at the Colo Muria tourist attraction has good capabilities, so it can be declared worthy of being used as a means of tourism promotion. For beta testing using the respondent test, the final average score is 79%, so it is included in the acceptable or feasible criteria for use. Suggestions put forward for further research are to add better-animated travel videos and 3D object animations so that the Colo Muria tourism object digitization system is more complete.Kepariwisataan merupakan suatu kegiatan bersifat multidimensional yang dapat menunjukan identitas tempat wisata, salah satu nya objek Wisata Colo Muria yang memiliki daya tarik dan kearifan lokal yang dapat dikunjungi oleh para wisatawan. Penelitian ini bertujuan untuk membuat perencanaan sistem digitalisasi pada objek wisata Colo Muria Kabupaten Kudus dengan menggunakan teknologi Augmented Reality. Metode penelitian yang digunakan adalah egile development. Langkah-langkah penelitian ini adalah Planning, Analysis, Design, Implementation, dan testing. Pada pengujian aplikasi, dilakukan dengan pengujian alpha berupa functional testing (uji black box), portablity testing dan pengujian beta berupa usablity testing (uji ahli media dan uji pengamat pengguna aplikasi). Pengujian alpha yang menguji aspek functionality menggunakan uji black box menunjukkan bahwa aplikasi berjalan dengan baik dan sesuai dengan yang direncanakan. Pengujian beta dilakukan oleh ahli media diperoleh hasil persentase 80%. Dari hasil ini dapat diketahui bahwa sistem digitalisasi pada objek wisata colo muria memiliki kemampuan yang baik, sehingga dapat dinyatakan layak digunakan sebagai sarana promosi wisata. Untuk pengujian beta dengan menggunakan uji responden, mendapatkan skor rata-rata akhir sebesar 79%, sehingga masuk dalam kriteria acceptable atau layak untuk digunakan. Saran yang diajukan untuk penelitian selanjutnya yaitu menambahkan video animasi perjalanan wisata dan animasi objek 3D yang lebih baik lagi agar sistem digitalisasi objek wisata colo muria lebih lengkap

    PENGEMBANGAN E-MODUL BERBASIS MODEL PEMBELAJARAN SELF DIRECTE LEARNING PADA MATA PELAJARAN PENGELASAN

    No full text
    This study aimed to produce an e-module based on a self-directed learning model that was valid, practical and effective and was able to help students learn independently and understand SMAW manual arc welding theory. This study is a Reset and Development (R&D) study which refers to the ADDIE instructional development model. ADDIE development procedures namely Analysis, Design, Develop, Implementation and Evaluation. The results of this Research and Development produced a valid learning e-module based on the evaluation of material expert validators who declared valid and the material expert validators who declared valid. The practicality of using e-module was known from the use of e-module that going well and the results of students and teachers responses from questionnaire statements were high practicality. The results of the effectiveness were known from the increase in the students\u27 understanding of subject and the test results of the difference between pre-test and post-test results of the application of this e-module were quite effective category. Based on this study, a learning e-module for SMAW Manual Arc Welding based on the Self Directed Learning model had produced. this was valid, practical and effective for use in learning and can improve the theoretical understanding of SMAW Manual Arc Welding subject.Penelitian ini bertujuan untuk menghasilkan e-modul berbasis model pembelajaran self directed learning yang Valid, Praktis dan efektif Sehingga dapat membatu siswa belajar mandiri dan memahami teori pengelasan busur manual SMAW. Penelitian ini adalah penelitian Reset and Development (R&D) yang merujuk pada model pengembangan instruksional ADDIE. Prosedur pengembangan ADDIE yaitu Analisis, Design, Develop, Implemention dan Evaluation. Hasil Penelitian dan Pengembangan ini menghasilkan e-modul pembelajaran yang valid berdasarkan penilaian validator ahli materi yang menyatakan valid dan validator ahli materi yang menyatakan valid. Praktikalitas penggunaan e-modul diketahui dari penggunaan e-modul berlangsung dengan baik dan hasil respon siswa dan guru dari pernyataan angket yang di berikan kepraktisan tinggi. Hasil efektivitas diketahui dari peningkatan hasil pemahaman materi siswa dari materi yang di ajarkan dan hasil uji perbedaan nilai pre-test dan post-test hasil penerapan e-modul dalam katagori cukup efektif. Dari penelitian ini telah dihasilkan e-modul pembelajaran Pengelasan Busur Manual SMAW berbasis model pembelajaran Self Directed Learning yang Valid, praktis dan efektif untuk digunakan dalam pembelajaran dan dapat meningkatkan pemahaman teori dari pembelajaran Pengelasan Busur Manual SMAW

    199

    full texts

    210

    metadata records
    Updated in last 30 days.
    Jurnal Pendidikan Teknologi Kejuruan
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇