Journal of Vocational and Career Education
Journal of Vocational and Career Education [p-ISSN 2339-0344| e-ISSN 2503-2305] is a peer-reviewed journal which welcomes submissions involving a critical discussion of policy and practice, as well as contributions to conceptual and theoretical developments in the field. It includes articles based on empirical research and analysis (quantitative, qualitative and mixed method) and welcomes papers from a wide range of disciplinary and inter-disciplinary perspectives. The journal embraces the broad range of settings and ways in which vocational and professional learning takes place and, hence, is not restricted by institutional boundaries or structures in relation to national systems of education and training. It is interested in the study of curriculum, pedagogy, and assessment, as well as economic, cultural and political aspects related to the role of vocational and professional education and training in society. When submitting papers for consideration, the journal encourages authors to consider and engage with debates concerning issues relevant to the focus of their work that have been previously published in the journal. The journal hosts a biennial international conference to provide a forum for researchers to debate and gain feedback on their work, and to encourage comparative analysis and international collaboration. The articles of this journal are published every six months, that is on July and December (2 issues per year), and published by the Postgraduate, Universitas Negeri Semarang. Abstracting and Indexing: GARUDA | DIMENSION | SINTA
Development of an Integrated Digital Logbook with Problem-Based Learning (PBL) Student Worksheets in Motorcycle Engineering Instruction to Enhance Vocational Character in Vocational High School Students
This study was motivated by the need to strengthen vocational character, particularly discipline, technical competence, and problem-solving skills, among vocational high school students. Conventional paper-based workshop documentation has limited this process due to its vulnerability to manipulation and its inability to support real-time monitoring. This study aimed to develop and evaluate the feasibility, effectiveness, and practicality of an integrated digital logbook platform incorporating Problem-Based Learning (PBL)-based student worksheets for Motorcycle Engineering instruction at SMK Ma’arif NU 1 Cilongok. A Research and Development (R&D) approach using the ADDIE model was employed, consisting of Analysis, Design, Development, Implementation, and Evaluation phases. Data were collected through expert validation instruments, teacher and student practicality questionnaires, and vocational character observation rubrics. Instrument validity was analyzed using Aiken’s V, inter-rater reliability was examined using the Intraclass Correlation Coefficient (ICC), and platform effectiveness was evaluated using Normalized Gain (N-Gain) analysis and an independent-samples t-test. The results indicated that all research instruments met acceptable validity and reliability criteria, with Aiken’s V values ranging from 0.750 to 1.000 and ICC values ranging from 0.541 to 0.822. The platform effectively improved students’ vocational character, as demonstrated by a higher N-Gain score in the experimental group (0.6104; moderate category) compared with the control group (0.2760; low category), with a statistically significant difference (p < .001). The platform also demonstrated high practicality, receiving positive responses from teachers (87.02%) and students (86.64%). In conclusion, the PBL-integrated digital logbook platform was feasible, effective, and practical for supporting vocational learning. The platform provides a digital solution for improving workshop documentation management while fostering students’ self-regulation, discipline, and professional work habits aligned with industry expectations.
Logbook Digital, Student Worksheet, Problem Based Learning, Vocational Characters, Vocational School.
Copyright (c) 2026 Journal of Vocational and Career Education
Development of an Android-Based Digital Pop-up Book for Molecular Gastronomy Learning in Vocational Schools
The learning process in Basic Culinary subjects, particularly on Molecular Gastronomy material, is still limited by the use of less interactive learning media, resulting in low student engagement and learning outcomes. This study aimed to develop an Android-based Digital Pop-up Book learning media and to determine its feasibility, practicality, and effectiveness for Grade X Culinary students at SMK Mataram Semarang. The research employed a Research and Development (R&D) approach using the Four-D (4D) model, consisting of Define, Design, Develop, and Disseminate stages. The research subjects included 40 students divided into an experimental class and a control class. Data were collected through expert validation sheets, teacher and student practicality questionnaires, and pre-test and post-test instruments. The findings indicated that the developed learning media was highly feasible based on material and media expert validation, highly practical according to student responses, and effective in improving students' learning outcomes. The experimental class achieved an average N-Gain score of 55.28% (moderate category), while the control class obtained 13.58% (low category). These findings demonstrate that the Android-based Digital Pop-up Book is an effective, practical, and feasible learning medium for enhancing students' understanding of Molecular Gastronomy.
Development of Android-Based Learning Media to Improve Cognitive Ability of Grade XII Students at MAN 2 Bojonegoro on the Topic of Fiqih Sources of Islamic Law
This study aims to design Android-based learning media combined with a Computer Based Test (CBT), and to examine its level of feasibility, practicality, and effectiveness in raising student learning outcomes. The content focus is concentrated on the subject of Fiqih, particularly the various sources of Islamic law relating to inheritance studies (mawaris). The research method applied is Research and Development (R&D), adopting the ADDIE framework (Analysis, Design, Development, Implementation, Evaluation). The research subjects involved grade XII students of MAN 2 Bojonegoro as the experimental group and MA Al-Rosyid as the control group. Data were collected through expert validation sheets, teacher practicality response questionnaires, and cognitive learning outcome tests, then analyzed using feasibility tests, normality tests, homogeneity tests, N-Gain, and an independent sample t-test. The media was rated very feasible, based on an average score of 4.59 from media experts and 4.70 from content experts. The practical feasibility assessment carried out by ten Fiqih subject teachers across several MA schools in Bojonegoro Regency produced a cumulative score of 95.45%, placing it in the very practical category. Implementation of the media was shown to significantly improve the cognitive ability of students in the experimental class, reaching an average N-Gain index of 70.08%, categorized as fairly effective, which exceeded the control class result of only 50.63%. The results of the independent t-test further confirmed a significant difference in effectiveness between the experimental class that used this integrated learning media and the control class.
Development of a Deep Learning-Based E-Module to Enhance the 4C Skills of Vocational High School Students in Modern Hairstyling
This study aims to develop a deep learning-based e-module on modern hair styling and to analyze its feasibility, practicality, and effectiveness in improving students’ 4C skills. The study employed the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research design used was a Pre-Test Post-Test Control Group Design. The research subjects consisted of 72 eleventh-grade TKKR students at SMK Negeri 6 Surabaya, comprising 36 students in the experimental group and 36 students in the control group. Data collection techniques included validation questionnaires for subject matter experts and media experts, a teacher practicability questionnaire, and a performance test. The results showed that the e-module achieved an average feasibility score of 3.74, falling into the “highly feasible” category. The practicability test scored Kr at 0.91, Ks at 0.78, and a practicability percentage of 91%, falling into the “highly practical” category. The results of the effectiveness test showed an N-Gain value of 78.7% for the experimental class (effective), which was higher than that of the control class, which had a value of 48.2% (less effective). An independent samples t-test revealed a p-value (Sig. = 0.000 < 0.05), indicating a significant difference between the two groups. Thus, the deep learning-based e-module developed is deemed highly feasible, highly practical, and effective in supporting the development of students’ 4C skills in the subject of modern hair styling.
deep learning e-module, 4C skills, modern hair styling
Development of an Interactive E-Module Based on Problem Based Learning to Improve the Ability of Students to Compile Fashion Collection Planning Tasks in Vocational High Schools
Vocational high schools continue to face a number of persistent challenges. Conventional teaching methods remain largely teacher-centred, rendering students passive and insufficiently engaged in the learning process. Practical subject matter, such as the planning of fashion collections, requires instructional media capable of accommodating visualisation, interactivity, and engaging simulations so that students may grasp design concepts and creative processes, as well as solve problems in a contextual manner. This study aims to develop a ClassPoint-based e-module using a Problem Based Learning approach in order to improve the ability of students to compile fashion collection planning tasks. The research method employed is the ADDIE Research and Development (R&D) model. The product was validated by three media experts and three content experts; its effectiveness was examined through pre-tests and post-tests administered to a control group and an experimental group comprising a total of 72 students. The results indicate that the e-module was deemed suitable by media experts with a mean score of 4.09 and highly suitable by content experts with a score of 4.49. In the practicality scalability test, the Teacher Scalability Coefficient (Ks) obtained a score of 0.86, while the Student Ks score was 0.85, both exceeding the required threshold of 0.60 (Nazir and CIA, 2005: 99-113). The effectiveness test yielded an N-Gain score of 83.71% in the experimental group, which was substantially higher than that of the control group. The independent t-test further confirmed a statistically significant difference in learning outcomes following the intervention. It is therefore concluded that the fashion collection planning e-module is valid, suitable, practical, and effective for improving the cognitive ability of students in the subject.
AI-Based Teacher Guidance in Vocational Schools:A Systematic Review on Generative AI for Holistic Student Development and Administrative Support
Generative artificial intelligence (GenAI) has emerged as a revolutionary technology in education, yet little is known about how GenAI can be specifically utilized to support teacher guidance and holistic student development, particularly in the context of vocational education. Evidence on how GenAI technology can enhance holistic student development in vocational schools, reduce administrative burdens, and support teacher guidance systems is explored in this systematic review. A synthesis of 45 peer-reviewed articles from the Scopus, Web of Science, and ERIC databases, published between 2020 and 2025 in accordance with PRISMA-ScR guidelines, was conducted. Five main thematic areas were identified through thematic analysis: (1) GenAI's function as a pedagogical assistant for individualized teacher support; (2) administrative automation that reduces teacher workload by thirty to forty percent; (3) natural language processing for qualitative analysis of student data; (4) comprehensive student development through career and character guidance; and (5) implementation challenges, including ethical issues, digital literacy gaps, and institutional readiness. These findings highlight GenAI's significant potential in addressing the teacher workload crisis, with approximately 40% of teachers' time spent on administrative tasks, while improving the quality of student guidance. However, its implementation still depends on resolving equity issues, developing robust institutional policies, and adopting human-centered pedagogical approaches. This review provides valuable insights for education practitioners, policymakers, and researchers seeking to implement sustainable AI-based guidance systems in vocational education. Recommendations include structured professional development programs, ethical frameworks for GenAI usage, and context-specific adaptation models for vocational schools, particularly in developing educational contexts.
The Effectiveness of Digital Drawing Video Tutorials as Instructional Media
Students have difficulty understanding the complex techniques of digital drawing without a clear and interactive visual guide. Video tutorials as media are an alternative solution that can provide the visualization in step-by-step and learning flexibility in accordance with students' individual learning pace. This study aims to analyze the effectiveness of video tutorials for using Adobe Illustrator as instructional media. The study used a quasi-experimental design. The subjects of the study were 11th-grade students majoring in Fashion Design at SMK Islam Sudirman 1 Ambarawa, consisting of two classes: XI Tabus 1 with 30 students and X Tabus 2 with 30 students. The techniques for collecting data were a validation sheet from media and material experts, a digital drawing skill test (posttest), and student and teacher questionnaires. Data were analyzed using descriptive statistics and an independent sample t-test to measure the effectiveness of the media. The results of the effectiveness test showed a significant difference in student skills between the experimental and control groups, as reflected in the mean posttest score. The statistical test showed a significance value [0.000] < 0.05, indicating that digital drawing video tutorials as media are effective for students' learning process. Digital drawing video tutorial as a media is feasible, effective, and received positive response from both students and teachers.
Adobe Illustrator, Digital drawing, Tutorial video
Implementation of a Deep Learning Approach with the Project Based Learning Model in the Element of Fashion Style and Design Development
This study aims to examine the effects, improvements, and differences in the skills and work attitudes of students through the integration of a Deep Learning approach with the Project Based Learning PjBL model in the Style and Design Development element of the Fashion Design and Production subject at vocational high schools. The study employed a quasi-experimental method with a pretest posttest non-equivalent control group design. The participants consisted of 41 eleventh grade students from the Fashion Design Program at SMK Widya Praja Ungaran, including 21 students in the control class that implemented conventional PjBL and 20 students in the experimental class that implemented PjBL integrated with the Deep Learning approach. The research instruments consisted of a skills assessment rubric and a work attitude scale that had been validated by six experts using the Percentage of Agreement test. Data were analyzed using the N Gain test and the Independent Sample t Test. The findings indicate that the N Gain value of skills in the experimental class reached 65.4%, which falls within the moderate category and is higher than the control class with 53% in the less effective category. The N Gain value of work attitude in the experimental class reached 92% in the effective category, while the control class obtained 72% in the fairly effective category. The results of the t test show significant differences in skills t = 13.175, p = 0.000 < 0.05 and work attitudes t = 3.212, p = 0.003 < 0.05. These findings indicate that the integration of a Deep Learning approach within the PjBL model significantly improves student skills and work attitudes in vocational fashion design learning.
Development of Interactive E-Module Based on CLO3D for Kebaya Kutubaru Modifications as a Preparation for Garment Creation
The utilization of three-dimensional fashion design technology in vocational learning at vocational high schools is still suboptimal, particularly in providing structured digital learning materials that support independent practical learning. This condition affects the mastery of digital fashion design skills among students. This study aims to develop an interactive e-module based on digital fashion design applications for the topic of Preparation for Kebaya Kutubaru Modification and to assess its feasibility, practicality, and effectiveness as a learning medium. This research employs the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consist of 18 students from the 11th grade of Fashion Design Expertise Program at SMK Ibu Kartini Semarang. Data collection techniques include expert assessments, user response questionnaires, and pre- and post-performance tests. The results of the study indicate that the developed e-module is categorized as very feasible and highly practical for use in learning. Furthermore, the analysis shows an improvement in the skills of the students after using the e-module, with the N-Gain value categorized as moderate. Therefore, the developed interactive e-module is deemed effective as a learning medium to support the enhancement of digital fashion design skills among SMK students.
interactive e-module, CLO3D, modified Kebaya Kutubaru, SMK learning
Copyright (c) 2025 Journal of Vocational and Career Education
Development of an STM32 Microcontroller Training Kit for Microcontroller Programming Based on Project-Based Learning to Enhance Understanding of Microcontroller Programming
This research addresses the competency gap between the graduation outcomes of Electronic Engineering Vocational High School (SMK) students and industry requirements. The theoretical nature of the existing curriculum has resulted in a lack of practical skills among students. The objective of this study was to develop an STM32 Microcontroller Training Kit integrated with Project-Based Learning (PjBL) and assess its feasibility, practicality, and effectiveness in improving learning outcomes in Electronic Engineering competencies. The study used a Research and Development approach with the ADDIE model. The research subjects were 11th-grade students of the Industrial Electronic Engineering program at SMK Negeri 1 Kalinyamatan, divided into an experimental group and a control group. Data were collected through observations, interviews, expert validation, user response questionnaires, and pre-test and post-test assessments. The validation results indicated that the product was highly feasible, with a Content Validity Index (CVI) of 0.97 from media experts and 0.92 from subject matter experts. Practicality testing yielded a CVI score of 0.95, classified as very practical. The effectiveness test using an Independent Sample T-Test revealed a significance value of 0.00<0.05; the post-test mean score for the experimental group was 85.00, significantly higher than the control group’s 68.33. The N-Gain analysis showed a 69.89% improvement in the experimental group, indicating that the intervention was moderately effective. In conclusion, the STM32-based PjBL Training Kit is valid, practical, and effective for improving the competencies of SMK students in alignment with industry standards within vocational electronic education.
Effectiveness of Pinterest Application-Based Learning Media to Improve Hair-Bun Styling Learning Outcomes
The rapid advancement of information and communication technology, particularly internet-based platforms, has increased the demand for innovative learning media that align with the learning characteristics of students in the digital era. One visual based platform with potential application in vocational education is Pinterest. This study aims to examine the effectiveness of Pinterest based learning media in improving learning outcomes in creative hair bun styling among vocational high school students. A pre-experimental research design using a one group pretest posttest approach was employed. The participants consisted of 20 eleventh grade students from the Beauty Department at SMK Tama Jaya. Data were collected through cognitive achievement tests and psychomotor performance assessments. Statistical analyses included normality and homogeneity tests, paired sample t tests, and N gain analysis. The results showed a statistically significant improvement in both cognitive and psychomotor learning outcomes following the implementation of Pinterest based learning media with p < 0.05. The N gain value of 0.51 indicates a moderate level of learning improvement. These findings indicate that Pinterest based learning media is effective in enhancing conceptual understanding, practical skills, and creativity in creative hair bun styling. In addition, the visual, diverse, and accessible features of Pinterest support independent learning among vocational students.
Development of a Problem-Based Learning (PBL)-Based E-Book on Kodular to Improve Students' Cognitive Abilities
The rapid development of information and communication technology requires innovation in learning resources, particularly in Informatics education at the senior high school level. This study aims to develop a Problem-Based Learning (PBL)-based e-book integrated with Kodular and to examine its feasibility, practicality, and effectiveness in improving students’ cognitive abilities. This research employed a Research and Development approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The e-book was implemented with 27 eleventh-grade students of SMA Negeri 2 Blora as the experimental group and students of SMA Negeri Jepon Blora as the control group. Data were collected through expert validation questionnaires, teacher response questionnaires, and cognitive ability tests. The results show that the developed e-book is highly feasible and practical for use in Informatics learning. Furthermore, statistical analysis indicates that students who used the PBL-based Kodular e-book achieved significantly higher cognitive gains than those who learned using conventional materials. These findings suggest that integrating PBL with visual programming platforms such as Kodular in digital learning resources can effectively enhance students’ cognitive performance in Informatics education.
PBL-based e-book; Codular application material; Student cognitive abilities; Research and Development method; and ADDIE model
Development of a Renewable Energy Based Smart Home Appliance Trainer Kit for Learning Technology Development
This research aims to develop a renewable energy based smart home appliance trainer kit utilizing a solar power generation system and to evaluate its feasibility, practicality, and effectiveness in improving student learning outcomes. The study is situated within the technology development learning element and addresses global issues in the electrical power industry in Phase E of the Merdeka Curriculum. A Research and Development approach was employed using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research participants consisted of tenth grade students of Electrical Power Engineering at SMK Nurul Barqi Semarang as the experimental group and students from SMKN 3 Semarang as the control group. Data were collected through expert validation of learning materials and media, teacher practicality questionnaires, and student learning outcome assessments. Data analysis techniques included feasibility analysis, normality testing, homogeneity testing, N Gain analysis, and independent t test. The results indicate that the trainer kit was successfully developed using a stand-based structure with a plug and play system supported by banana socket connections. Expert validation classified the learning media as very feasible, with mean scores of 4.67 from media experts and 4.88 from material experts. Practicality evaluation conducted by ten Electrical Power Engineering teachers resulted in a score of 96.43%, indicating a very practical category. Effectiveness testing showed an improvement in students cognitive learning outcomes, with an average N Gain value of 56.83%, categorized as moderately effective. Furthermore, the independent t test revealed a statistically significant difference in learning effectiveness between students who used the trainer kit and those who followed conventional learning methods.
trainer kit, smart home system, renewable energy, ADDIE model, learning outcomes, electrical power engineering
Development of an Instructional Video on Sewing a Notched Collar Using the Project-Based Learning (PjBL) Model to Improve Student Pass Rates in the Sewing Operator Competency Test at BBPVP Semarang
The Semarang Center for Vocational Training and Productivity (BBPVP Semarang) is a technical implementation unit under the Ministry of Manpower of the Republic of Indonesia, responsible for providing vocational training and competency certification. In 2024, the results of the Competency Test for the sewing operator scheme conducted by the Professional Certification Institute (LSP) P2 at BBPVP Semarang showed that out of 328 test participants, 77 students (23.48%) were declared Not Yet Competent. Field data indicate that the sewing operator scheme recorded one of the highest proportions of students in the Not Yet Competent category, suggesting a considerable gap between the expected competencies and the actual skills of students. Therefore, appropriate instructional media are needed to support student preparation for the Competency Test. Specifically, this study aims to: (1) develop an instructional video on sewing a notched-collar blouse that aligns with the sewing operator competency test scheme; (2) evaluate the feasibility of the instructional video; (3) assess its practicality; and (4) determine its effectiveness in improving student performance in the sewing operator competency test. This study employed a research and development approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data analysis focused on evaluating the feasibility, practicality, and effectiveness of the developed video. The feasibility test results indicated that the video was categorized as very feasible. The practicality test showed a score of 0.7, classified as very practical. Furthermore, the effectiveness test produced an N-Gain value of 0.52%, indicating that the instructional video was effective. Based on these findings, it can be concluded that the developed video is highly feasible, highly practical, and effective in enhancing student competencies in preparation for the Sewing Operator Competency Test at BBPVP Semarang.
Development of a Google Sites-Based Photography Portfolio Information System to Improve Vocational High School Students' Skills and Creativity
Photography learning in vocational high schools (SMK) with Visual Communication Design (DKV) expertise requires mastery of technical skills and visual creativity supported by a structured portfolio system. However, the management of students' photographic works is still not systematic and not integrated with learning, resulting in low motivation, limited collaboration, and minimal feedback. This study aims to develop a Google Sites-based Photography Portfolio Information System (SiPoKaF) and test its feasibility and effectiveness in improving vocational high school students' photography skills and creativity. The study used the Research and Development (R&D) method with the ADDIE model. The research subjects involved 70 grade XI DKV students of SMK Negeri 1 Pringapus who were divided into experimental and control classes. The research instruments included a media and material expert validation questionnaire, an effectiveness questionnaire, and a photography skill and creativity test through a pretest and posttest. Data analysis was carried out using normality tests, homogeneity tests, N-Gain calculations, and independent sample t-tests. The results showed that SiPoKaF was very feasible to use with a media expert score of 4.75 and a material expert score of 4.4. The effectiveness test showed that the N-Gain value of the experimental class was 83.28%, higher than the control class, and the t-test showed a significant difference in learning outcomes after the treatment. This proves that SiPoKaF is effective in improving the photography skills and creativity of vocational high school students.
Ibis Paint X Module Development to Improve Students' Competency in Digitally Designing Daily Wear Fashion Designs for the Gen Z Era
Development digital technology has become imperative in the world of industry and education, demands adaptation curriculum School Intermediate Vocational (SMK) to be able to produce source Power human beings who have competence in accordance the needs of the world of work, especially in fashion design field. Learning conventional which tends to theoretical need innovation with utilise technology digital -based for create a more effective learning process active, creative, and relevant with style life of Gen Z. Therefore that, research This focus on four objectives main: (1) Produce module-based Ibis Paint X application with draft mood board for design fashion digital ready-to-wear; (2) Analyze level eligibility module; (3) Analyze level practicality module in context of learning model Problem-Based Learning (PBJL); and (4) Analyzing effectiveness module in increase ability increase competence student in manufacturing design fashion daily wear era gen z digitally. Study This use approach Research and Development (R&D) with adopting the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Subject study is vocational school students in the subject lesson design fashion. Data analysis includes feasibility tests, practicality tests, and effectiveness tests. use N-Gain Score and statistical test t-Test N-Gain Score. N-Gain is related with increase competence student in manufacturing design fashion Daily wear in the Gen Z era digitally. Reliability test results to evaluation eligibility modules by experts’ material get mark of 0.898. Validation results expert show that developed modules is in the very appropriate category, confirms suitability content and construction module in a way academic. Practicality test in PBJL implementation shows very practical category. More further, the results of the effectiveness test prove that Ibis Paint X module is very effective in increase competence student in manufacturing design fashion daily wear era gen z digitally. This is supported by the acquisition N-Gain value of 81% (category effective) and the results of the t-test show Sig. value (2-tailed) of 0.000 < 0.001, which is far smaller from level significance of 0.05. This result confirms existence improvement competence student in manufacturing design fashion daily wear era gen z digitally significant after use module
Digital Module; Ibis Paint X; Digital Fashion Design; Project-Based Learning (PJBL ); Enhancement Student Competencies
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's, 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.
interactive e-module, Android, problem-based learning, cognitive ability
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 workplace
E-LKPD; Project-Based Learning; Meeting Man-agement; Office Manage-ment and Business Ser-vices; Vocational High Schools
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.
self-efficacy, job satisfaction, teacher performance, work motivation
Development of Section Comb Media as a Project Tool in Learning Hair Coloring
This research was motivated by the suboptimal achievement of hair coloring learning competencies. To address student difficulties in learning hair coloring, it is necessary to develop learning media relevant to student needs, namely section combs. This research aims to: develop section combs as teaching aids in hair coloring learning; determine the feasibility of section combs as teaching aids in hair coloring learning; determine the effectiveness of section combs in improving students' hair coloring skills; and determine the practicality of section combs. This research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. Data analysis used in this study consisted of: quantitative descriptive analysis to determine the feasibility of section combs; N-Gain and independent sample t-tests to determine the effectiveness of section combs; and percentage distribution analysis to determine practicality. The feasibility test results found that the section combs were categorized as very feasible. The results of the effectiveness test found an N-Gain value of 58.47, included in the fairly effective category, and a T-Test value of 24.787, there was a significant increase between the average N-Gain of the experimental class and the control class. The practicality test of the section comb teaching aid found a value of 84, included in the "very practical" category.
Comb Section, Hair Coloring, Development
The Influence of Educational Staff Services and Teacher Competence on Student Satisfaction Through Student Loyalty With Competitor Intensity as a Moderating Variable
The growing competition among private high schools has made student satisfaction and loyalty crucial for educational sustainability. This study aims to analyze the influence of educational staff services and teacher competence on student satisfaction and loyalty in private high schools in Padang Timur District, with competitor intensity as a moderating variable. A quantitative survey was conducted with 280 respondents using proportional stratified random sampling, and data were analyzed through path analysis, Sobel test, and Moderated Regression Analysis (MRA). The findings indicate that both educational staff services and teacher competence significantly affect student satisfaction and loyalty, with satisfaction acting as a partial mediator, while competitor intensity weakens the satisfaction–loyalty relationship. These results highlight the need for continuous improvement in administrative services, teacher competence, and clear differentiation strategies to sustain competitiveness in education.
educational staff services, teacher competence, student satisfaction, student loyalty, competitor in-tensity
Development of Electric Power Steering Devices to Improve Steering System Maintenance and Overhaul Abilities
Observations indicate that student learning processes still lack adequate teaching aids as learning reference sources. During the learning process, students' learning outcomes on electric power steering are still lacking, which can impact learning outcomes. This study aims to analyze the feasibility of the teaching aids, evaluate their effectiveness, and assess student improvement. This study uses the ADDIE (Analysis, Define, Design, Development, Implementation, and Evaluation) development model. The results of this study are teaching aids that are suitable for use. The feasibility of the teaching aids was determined by product trials with experts and potential users. The product's feasibility test by material experts was 3.88 (very feasible) and media experts was 3.86 (very feasible). The product was tested for practical use in the learning process, with user response results indicating that the teaching aid was practical. The study showed an increase in student competency after using the teaching aid, as indicated by an average score of 45.78 for learning outcomes in the electric power steering competency. Furthermore, the independent sample t-test showed a significant difference in competency in the post-test score, with t count = 8.874. The N-gain test also showed a gain of 0.73 (high improvement category).
Development; Teaching Aids; Steering System; Improved Maintenance Skills
Development of a Virtual Tissue Culture Laboratory to Improve the Cognitive Abilities of Vocational School Students Studying Plant Agribusiness
The problem that arises during tissue culture learning is the limited laboratory facilities. The imbalance between the amount of equipment and the number of students causes the practicum to be carried out in turns for a long time, and is less efficient. The impact is that most students, after being assessed, obtain scores that are not as expected. Due to these problems, efforts are needed to utilize multimedia in virtual laboratories. This study aims to develop a virtual tissue culture laboratory at the Agribusiness Plant and Horticulture Vocational School and analyze the feasibility and effectiveness of the virtual tissue culture laboratory at the Agribusiness Plant and Horticulture Vocational School. This study uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. The experimental method used is a one-group pre-test-post-test design, with the selected sample being the XI ATPH class, which has 36 students in the experimental class and 36 students as instrument testing subjects. The results showed that the virtual laboratory was categorized as feasible for tissue culture learning based on assessments by media and material experts. The virtual laboratory was also considered very practical for tissue culture learning. Based on the N-Gain Score calculation, the virtual laboratory improved tissue culture learning outcomes with a high category. This study concludes that the virtual laboratory can overcome the problem of limited practical facilities.
Development; virtual laboratory; tissue culture; cognitive ability; agribusi-ness plant students
Analysis of Plant-Based Culinary Program Design to Improve Vocational High School Students Competence
Global culinary trends indicate a significant increase in demand for plant-based cuisine in response to health, sustainability, and ethical concerns. This creates an urgent need for professionals competent in plant-based culinary processing. This article analyzes the design of plant-based culinary training programs at Vocational High Schools (SMK) in Indonesia to enhance student competency to meet the needs of the modern culinary industry. The method used is descriptive qualitative, based on a literature review and curriculum documents. The analysis reveals competency gaps, particularly in aspects of plant-based product innovation, advanced processing techniques, in-depth nutritional literacy, and environmental awareness. Recommendations for program development include the integration of technical skills, creativity, entrepreneurship, and an understanding of sustainability to address global market dynamics. The implementation of a holistic program is expected to increase the competitiveness of vocational high school graduates in the culinary sector, which is increasingly shifting toward healthy and environmentally friendly food options
Plant-Based Culinary Program, Vocational High School Competence, Vocational Education, Culinary Product Innovation, Sustainability, Culinary Entrepreneurship, Culinary Education, Healthy Food Industry
Development of a Snack Box Flip Book for Culinary Business Management Course
The use of instructional media in the Culinary Business Management course within the Culinary Education Program at Unimed remains limited to PowerPoint presentations and general business management textbooks. Students are struggling to effectively determine Snack Box menus and design practical activities. Therefore, students need a practical learning medium that can support in planning their practical work. The objectives of this study are: (1) To produce a Flip Book-based learning media on Snack Box material; (2) To analyze the feasibility of the Snack Box Flip Book according to material experts and media experts; (3) To analyze student satisfaction with the Snack Box Flip Book. The research method used is Research and Development (R&D) with a 4-D approach. Data collection techniques include needs analysis observation, feasibility test questionnaires, and student satisfaction questionnaires regarding the Snack Box Flip Book. The conclusions are: (1) The development of the Snack Box Flip Book was carried out using the 4-D model, consisting of the following stages: (a) Define, (b) Design, (c) Develop, (d) Disseminate; (2) The feasibility test results from material and media experts obtained a score of 3.32, categorized as feasible; and (3) The student satisfaction assessment resulted in a score of 3.44, categorized as very satisfied. The use of the Snack Box Flip Book offers the benefit of enabling students are creatively and independently determine Snack Box menus and implement them in practice with results that meet established standards.
Flip Book, Snack Box, culinary business management, culinary education program
Effectiveness of Edpuzzle-Based Learning Videos in Oriental Food Preparation
The low achievement of practical learning in food preparation, particularly in the topic of oriental food management, has been a concern. Previously, oriental food preparation was taught through live demonstrations, as there were no learning videos aligned with the learning achievement standards (CP) and learning objectives (ATP). Additionally, students who were positioned at the back of the class often had difficulty clearly observing the teacher's demonstration. Thus, there is a need for a solution in the form of developing an interactive learning video media based on the Edpuzzle application. This study aims to test the effectiveness of Edpuzzle-based learning videos on psychomotor skills in preparing oriental food. The research method used a quantitative approach with a two-group pretest-posttest design. The instruments used included pre- and post-test assessments as well as an evaluation sheet. Data were analyzed using normality tests, homogeneity tests, T-tests, n-gain tests, and user feedback questionnaires. The results showed that the use of video led to a significant improvement in students' skills, with a moderate effectiveness category based on the N-gain test results. Additionally, user feedback indicated that the video was practical and suitable for use in learning. Based on these results, it can be concluded that the developed learning video is effective as a media tool for teaching oriental food preparation, as evidenced by the improvement in pretest and posttest scores, categorized as moderate. This research is beneficial as a learning medium for culinary students, particularly in the area of oriental food preparation, and can enhance student learning outcomes.
Effectiveness, Edpuzzle Application, Learning Video, Psychomotor, Oriental Food
Development of Practical Tools Using Computer Power Supply for Light Vehicle Electrical System Learning
A common issue in the practical learning of light vehicle electrical systems is the inadequate availability of voltage sources, particularly batteries, in terms of quality and quantity. As a result, most students, after being assessed, receive scores that do not meet expectations. To address this issue, an alternative voltage source is needed to replace the battery, ensuring that the practical learning process for the light vehicle electrical system runs smoothly. This study aims to develop a practical tool using a computer power supply to improve the learning outcomes of the light vehicle electrical system. The research employs the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The experimental method used involves a pretest and posttest group, comparing the experimental class and the control class, consisting of 72 students. The results show that the practical tool using a computer power supply has a significant impact on the learning outcomes of the light vehicle electrical system, as analyzed through a one-tailed t-test. Based on N-Gain Score calculations, the tool is effective in improving learning outcomes, achieving high-level results. The conclusion of this research is that the practical tool using a computer power supply can replace the role of a battery as a voltage source in light vehicle electrical system practices.
Development, practical tools, computer power supply, light vehicle electrical system
Development of a Learning Module for Road and Bridge Design Modeling with Augmented Reality Integration
The average learning outcomes of eleventh-grade students in 2024 indicate a disparity between psychomotor skills (88), which are higher, and cognitive skills (83). Augmented Reality (AR)-based learning is expected to have the potential to enhance the conceptual abilities of vocational high school students, who tend to be less developed than their psychomotor skills. The purpose of this study was to analyze the feasibility of the module, evaluate its effectiveness, and assess the improvement of students’ cognitive abilities. This research employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The findings revealed that the AR-based module was deemed feasible by both material experts and media experts, with a CVR value of 1. Of the 37 cognitive test items developed, 26 were found to be valid and used in the study, while 11 questions were excluded due to invalidity. The reliability coefficient of 0.854 indicated very high instrument consistency. Based on the N-Gain test, the experimental class recorded an improvement of 0.61 (moderately effective), while the control class achieved only 0.21 (ineffective). These results demonstrate that the AR-based module is more effective in enhancing students’ cognitive abilities compared to conventional learning methods.
Learning Module; Aug-mented Reality (AR); Design Modeling; Cogni-tive Ability