Daftar Jurnal Penerbit Universitas Negeri Semarang
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From Motivation to Performance: The Crucial Role of Job Satisfaction in the World of Teaching Vocational Teachers
The performance of vocational high school (SMK) teachers is key to enhancing the relevance of vocational education to industry needs. However, evidence shows that high work motivation does not always directly correlate with performance achievements, necessitating a deep understanding of the underlying mechanisms. This study aims to analyze the role of job satisfaction as a mediating variable in the relationship between work motivation, organizational culture, and self-efficacy on the performance of SMK teachers. A quantitative method with a survey design was applied to 164 public SMK teachers in East Semarang District, using a proportional random sampling technique. Data were analyzed using path analysis and the Sobel test. The results reveal that: (1) work motivation does not have a direct effect on teacher performance; (2) job satisfaction acts as a full mediator between work motivation and performance; (3) organizational culture and self-efficacy have both direct and indirect effects through job satisfaction; (4) self-efficacy is the strongest predictor of teacher performance. The study concludes that job satisfaction functions as a psychological bridge that transforms motivation into actual performance. The scientific contribution of this research lies in demonstrating a full mediation model that revises the conventional understanding of the direct motivation-performance relationship, while also offering an integrative perspective on the development of vocational teacher performance through a simultaneous organizational-individual-psychological approach
Development of a Vocational Career Guidance Module to Improve Career Decision-Making Skills of Social Work Students
Career decision-making challenges remain a critical issue in vocational education, particularly at the secondary level, where many students choose majors that do not align with their interests and abilities. This condition highlights the need for early career guidance to help students map their career paths and develop their competencies appropriately. This study aims to develop a vocational career guidance module for Social Work students; to determine the validity of the module based on expert evaluation; to analyze the validity and reliability of the test instruments; and to examine the effectiveness, efficiency, practicality, and implementability of the module. This research employed the ADDIE R&D model involving 60 tenth-grade students of SMK Negeri 5 Samarinda, divided into experimental and control groups. The results indicate that the module is highly feasible, with material expert validation at 94% and media expert validation at 91%. The test instrument demonstrates strong quality, with 30 of 33 items deemed valid and a Cronbach’s Alpha reliability of 0.925. The module is proven to be highly effective (91.6%), efficient (89.6%), and practical (93.8%), with an implementation rate of 86%. In addition, teacher and student responses reached 90.8% (excellent category). Statistical analysis confirms significant improvement in students’ career decision-making skills, with tcount = 13.396 > ttable = 2.002, Sig. = 0.000, and an N-gain score of 0.72964 (high category). These results show that the developed module effectively enhances the career decision-making skills of Social Work vocational students
Development of E-LKPD Based on Project Based Learning on Meeting Management Material for Office Management and Business Services Department
This research is motivated by the fact that the Meeting Management course in the Office Management and Business Services (MPLB) at vocational high schools (SMK) tends to be theoretical, less interactive, and has minimal practical application. This results in low student engagement, limited creativity, and suboptimal meeting practice skills. Therefore, this study aims to develop a learning medium in the form of Project-Based Learning (PjBL)-based e-LKPD (Electronic Student Worksheet) to improve student engagement, skills, and understanding of meeting management.The research method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects were 36 12th-grade MPLB students at SMK Negeri 1 Wonosobo, two media experts, two material experts, and eight subject teachers. The research instruments included a validation sheet, a practicality questionnaire, and a pretest–posttest.The results showed that the PjBL-based e-LKPD developed was categorized as highly valid by the media and material experts. Practicality testing, based on teacher and student responses, demonstrated a practical category, as the media was easy to use, engaging, and supported project-based learning. Effectiveness testing demonstrated significant improvements in student learning outcomes, with differences in pretest and posttest scores, as well as increased student creativity and collaboration skills in planning and simulating meetings.Based on these results, it can be concluded that the Project-Based Learning-based E-LKPD product is suitable for use as an innovative learning medium that is interactive, contextual, and relevant to the needs of the workplac
Zero Waste -Based Fashion Design and Pattern E-Module for Increase Concern Environment
This research aim developing E-modules for Fashion Design and Patterns based on zero waste for increase understanding and concern environment. Background study based on height waste textiles produced in the learning process fashion in vocational schools, as well as Not yet availability of learning media that integrates zero waste principle systematic. The development model used is ADDIE, includes stage analysis, design, development, implementation,and evaluation. Subject study is student class XI SMK Ibu Kartini Semarang, expert materials, media experts, and fashion teachers.Instruments used covers sheet validation expert, questionnaire practicality, test results learning (pretest-posttest), and sheets observation activity students. Data analyzed using Aiken\u27s, KR-20 reliability test, N-Gain test, homogeneity test, and t-test. Validation results show that the E-module is very suitable used (media = 0.89; material = 0.92). Practicality according to teachers and students is in the very practical category (average 89%). Effectiveness test show improvement significant with an average N-Gain of 0.72 (category high). The t-test results show difference significant between class experiment and control (sig. < 0.05). Observation activity student show improvement in the very good category (86%).In conclusion, the E-Module zero waste pattern is stated feasible, practical, and effective for increase understanding concepts, skills manufacturing pattern fashion friendly environment, as well as awareness ecological vocational school students. This media recommended for integrated in learning vocational based Independent Curriculum
Development of an Android-Based Interactive E-Module Using the Problem-Based Learning Method
The rapid growth of digital technology has created significant opportunities for innovation in educational practices, including the use of Android-based e-modules as self-directed learning media. In the context of Vocational Education, particularly the Motorcycle Engineering expertise program, there is a strong need for interactive learning materials that can enhance the conceptual understanding and cognitive abilities of students. This study aims to develop an Android-based interactive e-module using the Problem-Based Learning (PBL) model for the topic of motorcycle workshop management elements, and to examine its validity, practicality, and effectiveness. The research employed the ADDIE research and development model with participation from media experts, material experts, teachers, and Grade XI TSM students at SMK Cordova Margoyoso. Research instruments included expert validation sheets, practicality questionnaires, and pre-test and post-test assessments. The findings indicate that the e-module is valid, with a media expert validation score of 3.7 (91%) and a material expert score of 3.6 (91%). The e-module was also considered practical based on student evaluations. In addition, it proved effective in improving cognitive abilities, as shown by an N-Gain score of 64% (moderately effective category) and a T-test significance value of 0.000 < 0.05. In conclusion, the Android-based interactive e-module developed using the PBL model meets the criteria of validity, practicality, and effectiveness as a learning medium
Ibis Paint X Module Development for Digitally Creating Daily Wear Fashion Designs for the Gen Z Era
This research uses a Research and Development (R&D) approach, adopting the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. The subjects were vocational high school students majoring in fashion design. Data analysis included a feasibility test, a practicality test, an effectiveness test using the N-Gain Score, and a statistical test called the N-Gain Score t-test. N-Gain is related to improving student competency in digitally creating daily wear fashion designs for the Gen Z era.The reliability test results of the module\u27s feasibility assessment by subject matter experts obtained a score of 0.898. Expert validation results indicated that the developed module was categorized as very feasible, confirming the academic suitability of the module\u27s content and construction. The practicality test in the PJBL implementation showed a very practical category. Furthermore, the effectiveness test results proved that the Ibis Paint X module was highly effective in improving students\u27 competency in digitally designing daily wear fashion for the Gen Z era. This is supported by an N-Gain value of 81% (effective category) and a t-test result showing a Sig. (2-tailed) value of 0.000 < 0.001, which is much lower than the 0.05 significance level. These results confirm a significant increase in students\u27 competency in digitally designing daily wear fashion for the Gen Z era after using the module
Efficient Queue Management System for Rumah Sehat Dokter Zoji Clinic in Cianjur
This charity project aims to implement an efficient queue management system for Rumah Sehat Dokter Zoji Clinic, located in Cianjur, Indonesia. The clinic, known for its alternative and affordable healthcare services using a "pay as you wish" model, experiences high patient volumes—ranging from 300 to 500 daily on weekdays and up to 1,000 on Sundays. To address the growing demand and improve patient care, a mobile application was developed using Flutter with Firebase as the database to organize patient data and manage queue schedules effectively. The system prioritizes patients based on the severity of their conditions, categorizing them into Emergency, Severe, Moderate, and Mild levels. This prioritization ensures that those in urgent need receive prompt care, while others are integrated into the regular queue accordingly. The project also focuses on educating clinic staff and patients about the new system, recognizing varying levels of familiarity with technology. A hybrid approach to the queue system remains in place, accommodating those who prefer traditional methods. The implementation of this system is expected to streamline operations at the clinic, enhancing the overall efficiency and effectiveness of patient care delivery
Economic Empowerment of Indonesian Migrant Workers in South Korea Through Digital-Based Financial Literacy
Indonesian Migrant Workers (PMI) contribute significantly to the national economy through remittances, but still face challenges in managing their finances wisely. The low level of financial literacy and limited utilization of digital financial services cause many PMIs to have difficulties in long-term financial planning. This service program aims to empower Indonesian migrant workers in South Korea through digital-based financial literacy training using the Design Thinking approach. Five stages in this method: Empathize, Define, Ideate, Prototype, and Test, are used to design learning media that suits user needs. The results of the activity showed that the developed media, in the form of online modules, leaflets, and training videos, were rated as excellent by experts and migrant practitioners with an average score of 3.71 on a scale of 4. The evaluation also showed that this media is easy to understand, relevant to the needs of migrant workers, and has the potential to be developed sustainably. This service not only improves the financial literacy of migrant workers, but also opens up opportunities for program replication in other migrant communities
Strengthening the Hompimpa Community through Traditional Game Development in Nongkosawit Village, Gunungpati District, Semarang City
One way to maintain the local identity and wisdom of the community is to preserve culture, such as traditional games. Nongkosawit Village is a tourist village that has the potential to preserve culture. However, along with the development of the times and the sophistication of technology, many people, especially the younger generation, have switched from traditional game coaching to modern games. Some other problems include children\u27s lack of knowledge about various traditional games, lack of interest in traditional games, and lack of movers/activists of traditional games. The impact is that children do less physical activity, so that their physical, mental health, and social development are disrupted until the fading of a culture. The purpose of this service activity is to preserve and reintroduce traditional Game Development to the community, especially the younger generation, so that they can actively move. The Hompimpa community, as one of the communities that focuses on the preservation of traditional Game Development, needs to get support in the development and development of its programs to be more effective in cultivating movement in the community. The solution that can be provided is a Strengthening of the Hompimpa Community to re-preserve traditional games in the community in Nongkosawit Village. The implementation methods that will be carried out include a) Activity Preparation, b) Review of Problems in the Field, c) Implementation, d) Program Evaluation, and e) Activity Reporting. This activity was attended by 120 elementary school children, which was held at the Sidosari Field, Nongosawit Village. The result of this service activity is that the Hompimpa Community is consistent in introducing and preserving traditional games. Another positive impact is to cultivate the young generation of Nongosawit Village to actively participate in traditional games. So that a better quality of life is created.
Implementation of the PBLHS Movement Through Reducing Single-Use Plastic Waste at Al-Fatah Middle School
This community service activity aims to enhance the capacity of school members in implementing the Environmental Care and Culture Movement in Schools (GPBLHS) at SMP Al-Fatah Terboyo, Semarang City. The program was motivated by low environmental awareness and the high amount of single-use plastic waste within the school environment. The methods included training for teachers on integrating environmental themes into the curriculum, socialization of plastic waste reduction, and facilitation of reusable tumbler use among school members. Evaluation was conducted through pre- and post-tests to measure behavioral changes and waste reduction. The results indicated improved teacher competence in developing environmentally themed lesson plans and a decrease in inorganic waste volume from 30.9 kg to 3.8 kg after the program. This activity demonstrates that environmental education through curriculum integration and behavioral facilitation effectively supports Adiwiyata school initiatives toward sustainable and environmentally conscious schools