Enhancing Students Computational Competence Through the Use of Virtual Reality Media
(Dwi Handoko, Yeri Sutopo, Nur Qudus)
DOI : 10.15294/jvce.v9i2.29434
- Volume: 9,
Issue: 2,
Sitasi : 0 31-Dec-2024
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| Last.10-Jul-2025
Abstrak:
The rapid development of digital technology demands adequate computational cognitive abilities, particularly in Informatics subjects at the high school level. However, there is a gap between these demands and students' still-low computational thinking skills. This research aims to develop an effective learning medium to enhance high school students' computational cognitive abilities in Informatics. The research method involved developing virtual reality media using the Millealab platform, accessible via Android devices. The feasibility, practicality, and effectiveness of the media were tested through validation by a media expert (Millealab) and a material expert (Informatics teacher at SMAN 1 Cigombong), as well as trials with teachers. The media expert's validation results showed an average score of 4.44 (very feasible), while the material expert obtained an average score of 3.57 (feasible). Practicality testing by users (teachers and students) achieved an average score of 90.97% (very practical). Effectiveness testing with pretest and posttest demonstrated a significant increase in students' cognitive scores. This research indicates that the developed virtual reality media is highly feasible, very practical, effective, and significant in enhancing students' computational cognitive abilities, especially in the computational thinking element within Informatics subjects. The comprehensive development of this virtual reality-based Informatics learning medium can be an innovative solution to address the gap in students' computational thinking skills, provide an immersive learning experience, and positively contribute to the quality of learning.
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2024 |
Enhancing Vocational Students’ Cognitive Skills in Computer Networking Through Augmented Reality
(Arif Hidayat, Yeri Sutopo, Nur Qudus)
DOI : 10.15294/jvce.v9i2.29564
- Volume: 9,
Issue: 2,
Sitasi : 0 31-Dec-2024
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| Last.10-Jul-2025
Abstrak:
This study aimed to develop and evaluate Augmented Reality (AR)-based learning media to enhance students’ cognitive abilities at State Vocational High School (SMK Negeri) 2 Pati, particularly in the subject of Computer Networking and the Internet. The research was motivated by low student achievement in meeting the Minimum Mastery Criteria (KKTP), which was primarily attributed to the continued reliance on traditional teaching methods and low student motivation. A research and development (R&D) approach was employed using the ADDIE model. The resulting AR media is an Android application that integrates text, audio, images, animations, interactive 3D objects, and simulations, and is in accordance with the Merdeka Curriculum. Expert evaluations showed a very high level of feasibility, with ratings of 94% from a subject matter expert and 91% from a media expert. These results were further supported by Aiken’s V index, which indicated very high validity for the material (0.921) and high validity for the media (0.881). A practicality test was conducted, revealing a high level of effectiveness, with a 94% approval rating from both teachers and students. Moreover, a pretest–posttest control group design demonstrated significant progress in learning outcomes. The experimental group achieved an average post-test score of 83.75, significantly higher than the control group’s 73.60. Based on the N-Gain test, the experimental group achieved an average gain of 65.52% (moderately effective), whereas the control group achieved only 38.75% (ineffective). This study contributes to the theories of learning transfer, connectivism, and heutagogy, and offers practical implications for vocational education in adopting innovative technologies.
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2024 |
Development of Canva-Based Interactive Media in a Project-Based Learning Model to Improve the Cognitive Abilities of Vocational High School Students
(Rizky Gheni Praba Surya Surya, Yeri Sutopo)
DOI : 10.15294/jvce.v9i2.27772
- Volume: 9,
Issue: 2,
Sitasi : 0 31-Dec-2024
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| Last.10-Jul-2025
Abstrak:
The teaching of Pancasila and Civic Education (PPKn) in Vocational High Schools (SMK) still faces challenges in delivering material that is engaging and easy to understand. The abstract nature of Pancasila values often makes them difficult to grasp without supportive media. The lack of interactive and digital-based learning media becomes a barrier to meaningful learning. Therefore, this study aims to develop Canva-based interactive learning media within a Project-Based Learning (PjBL) model to improve students’ cognitive abilities in PPKn subjects at SMK.
This research is a type of Research and Development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The developed product is a digital interactive media using Canva, presenting Pancasila content visually, communicatively, and contextually. Validation was conducted by two media experts and three content experts. Practicality was tested through questionnaires to teachers, while effectiveness was evaluated using pretests and posttests in experimental and control classes. The implementation was carried out using a project-based learning approach.
The results show that: (1) the media visualizes Pancasila values effectively and attractively; (2) expert validation confirms its feasibility with media expert CVI at 0.88 (PoA 88%) and content expert CVI at 0.91 (PoA 91%); (3) practicality is in the “very practical” category (average score 93.3%); and (4) effectiveness testing indicates a significant difference (t = 4.727; sig. = 0.000) and higher N-Gain in the experimental class. Therefore, Canva-based interactive media is feasible, practical, and effective for project-based PPKn learning in SMK.
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2024 |
Effectiveness of the Ibis Paint X-Based E-Module in Technical Drawing for Fashion Technology Training
(Yustin Sagita Dwi Cahyani, Yeri Sutopo, Adhi Kusumastuti)
DOI : 10.15294/jvce.v9i2.29455
- Volume: 9,
Issue: 2,
Sitasi : 0 31-Dec-2024
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| Last.10-Jul-2025
Abstrak:
This study aims to test the effectiveness of an e-module based on the Ibis Paint X application in improving learning outcomes of participants in the Technical Drawing material of the Fashion Technology vocational program. The research method uses a quantitative approach with a one-group pretest-posttest design. The instruments used include pre-tests and post-tests, as well as user response questionnaires. Data were analyzed using normality, homogeneity, and N-Gain tests. The results show that the use of the e-module significantly improves the understanding of training participants, with high effectiveness based on the N-Gain test results. Additionally, user responses indicate that the e-module is practical and suitable for use in training. These findings suggest that the integration of the Ibis Paint X application in the e-module supports adaptive and effective digital learning in vocational training environments.
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2024 |
Development of an E-Book for Stage Makeup Learning to Enhance Cognitive Abilities of Beauty and SPA Vocational High School Students in Phase F
(Purwismaningsih Purwismaningsih, Yeri Sutopo, Ade Novi Nurul Ihsani)
DOI : 10.15294/jvce.v9i1.29425
- Volume: 9,
Issue: 2,
Sitasi : 0 31-Dec-2024
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| Last.10-Jul-2025
Abstrak:
This study aims to develop and analyse an e-book as a learning medium in the subject of makeup at SMK Negeri 1 Pekalongan. The focus of the research includes the feasibility, practicality, and effectiveness of the e-book used in the teaching and learning activities. The ADDIE model is employed (Analysis, Design, Development, Implementation, Evaluation), with assessment instruments from media experts, subject matter experts, teachers, and students. The results of the feasibility and validity tests show that the e-book is classified as feasible and reliable. The practicality test indicates that the e-book is considered practical by the productive teachers. Using the N-gain method, the effectiveness test shows that the e-book is quite effective in improving students' cognitive abilities and skills in stage makeup. Based on the results, the developed e-book is deemed feasible, practical, and effective for use in learning at SMK Negeri 1 Pekalongan.
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2024 |
The Effect of Using E-Module Based on Flipbook Maker on Student Understanding of the Starter System
(Sidiq Suprayogi, Yeri Sutopo, Bambang Sugeng Priyatna, Samsudin Anis)
DOI : 10.15294/jvce.v9i2.28636
- Volume: 9,
Issue: 2,
Sitasi : 0 31-Dec-2024
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| Last.10-Jul-2025
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A significant challenge in contemporary education is the limited understanding of technical subjects by students, such as the starter system within the Automotive Engineering program. The use of less engaging learning media leads to a decrease in student motivation, which ultimately affects academic performance. This study investigates the impact of an e-module, designed with Flipbook Maker, on student comprehension of the starter system. A quantitative approach was employed, utilizing pretests and posttests, along with surveys distributed to measure changes in understanding and student responses to digital learning media. The collected data was analyzed using simple linear regression through the SPSS software. The study involved a sample of 70 students from the XI grade of the Automotive Engineering program at SMK Negeri 1 Kandeman. The results revealed that the use of the e-module significantly improved student understanding, with a correlation coefficient (R) of 0.469 and an effect size (R Square) of 0.673, indicating that 67.3% of the variance in understanding was explained by the e-module. In conclusion, the e-module effectively enhanced student comprehension of the starter system. Students expressed a preference for digital learning media due to its flexibility in being accessed anytime and anywhere, both online and offline.
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2024 |
Integration of Occupational Safety and Health Awareness and Compliance in the Implementation of Land Surveying Practices in Vocational High Schools
(Muhammad Nur Fuad, Rini Kusumawardani, Eko Supraptono, Yeri Sutopo, Sri Handayani)
DOI : 10.15294/jvce.v9i1.22458
- Volume: 9,
Issue: 1,
Sitasi : 0 31-Jul-2024
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| Last.10-Jul-2025
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Occupational Safety and Health (OSH) is a crucial aspect of land surveying practices conducted by vocational high school students. The risk of accidents, such as falls, being buried by soil, and exposure to extreme weather conditions, necessitates the optimal implementation of OSH awareness and compliance. This study aims to analyze the integration of student awareness and compliance with OSH in land surveying practices. The research employs a quantitative approach using multiple linear regression analysis. Prior to analysis, the data were tested for (1) normality, (2) homogeneity, and (3) linearity. The study population consists of 105 students from the Construction and Housing Engineering program at SMK Negeri 3 Semarang, selected through a total sampling technique. Data were collected through questionnaires, observations, and interviews, then analyzed using SPSS. The results indicate that student awareness and compliance significantly and simultaneously influence OSH implementation, contributing 78%. The correlation analysis reveals a strong relationship of 88% between the variables. Students with high awareness and compliance demonstrate greater discipline in adhering to OSH procedures in the field. These findings suggest that enhancing education, providing adequate safety facilities, and enforcing strict supervision can further improve OSH implementation in land surveying practices within vocational school environments.
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2024 |
Implementation of a Steam-Based Module Integrating Mathematics Geometry to Cultivate Vocational Values
(Dewi Kartikasari, Basyirun Basyirun, Yeri Sutopo, Dwi Widjanarko)
DOI : 10.15294/jvce.v9i1.17249
- Volume: 9,
Issue: 1,
Sitasi : 0 31-Jul-2024
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| Last.10-Jul-2025
Abstrak:
A teacher’s role involves creating an environment that stimulates and fosters critical thinking skills. One effective approach to promoting vocational values is through integrating mathematics geometry lessons with STEAM-based methods by developing learning modules that serve as independent teaching materials accessible to students. This research aims to design and develop a mathematics geometry learning module for fifth-grade students to instill vocational values. The study follows a Research and Development (R&D) methodology, employing the ADDIE development model. Data collection methods include interviews and questionnaires, analyzed through qualitative and quantitative techniques.The findings demonstrate that the quality of the developed learning module, as validated by five experts; two media specialists from BBPPMPV BOE East Java and three mathematics teachers from Al-YA’LU Excellent Elementary School in Malang meets high standards. Media experts rated the module’s design feasibility with an average score of 3.46, categorized as “highly feasible.” Subject matter experts evaluated the module’s content feasibility with an average score of 3.91 (“highly feasible”), linguistic feasibility at 3.93 (“highly feasible”), and contextual feasibility at 4 (“perfect”).
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2024 |
Learning Achievements in Maintenance of ABS (Antilock Braking System) Brake System Through PBL
(Zidane Mushthofaina Al Akhyar, Dwi Widjanarko, Yeri Sutopo)
DOI : 10.15294/jvce.v9i1.18648
- Volume: 9,
Issue: 1,
Sitasi : 0 31-Jul-2024
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| Last.10-Jul-2025
Abstrak:
The conventional approach of current learning media and the limited utilization of Android technology among students as a learning medium highlight the need for improvements and updates in how information is delivered from teachers to students. Transitioning from traditional methods to more modern approaches, particularly by leveraging existing technology, is essential. This study aims to develop Android-based interactive multimedia using the Problem-Based Learning (PBL) model to enhance learning achievements in the maintenance of ABS (Antilock Braking System) brake systems. It evaluates the feasibility and the improvement in learning outcomes among students in the Light Vehicle Engineering Department at SMK Muhammadiyah 2 Semarang in cognitive, affective, and psychomotor domains. The research employs the ADDIE development model, which includes Analysis, Design, Development, Implementation, and Evaluation. The experimental design used is a Pretest-Posttest Control Group Design. The subjects consist of 60 eleventh-grade students from the Light Vehicle Engineering Department, divided into control and experimental groups. The results of the feasibility assessment by media and material experts are 83.20% (“Feasible”) and 88.78% (“Highly Feasible”), respectively. Improvements in learning outcomes are reflected in the N-Gain test results, with the experimental group achieving an average score of 0.4619, categorized as “Moderate,” while the control group achieved an average score of 0.2588, categorized as “Low.” Based on the N-Gain calculations, it can be concluded that the use of Android-based multimedia through the Problem-Based Learning model in ABS brake system maintenance materials is “Effective”.
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2024 |