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 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
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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
Implementation of Android-Based Hair Color Media in the Double Application Hair Coloring Instruction
The issue addressed in this research is the low competency of students in understanding the material of double application hair coloring, with approximately 70% of students achieving learning outcomes below the established competency standard. Therefore, a more user-friendly, engaging, and easily understandable hair color media is needed for students in its application. This study aims to: Develop Android-Based Hair Color Media as a learning tool that meets the criteria for an effective learning medium, Analyze the feasibility of the Android-Based Hair Color Media based on assessments from media and content validators, Analyze the practicality of the Android-Based Hair Color Media based on feedback from students and peers (teachers), and analyze the effectiveness of the Android-Based Hair Color Media in improving cognitive abilities. This is a development research (R&D) study. The development model used is the ADDIE model. The results show that: The design of the Android-based hair color media meets the requirements, The Android-based hair color media is feasible to be used as a learning tool, The Android-based hair color media is practical for use in teaching, and The Android-based hair color media is effective in enhancing cognitive abilities, as evidenced by the improved learning outcomes. The conclusion of this study is that the developed hair color media design meets the criteria, is feasible, practical, and effective in improving cognitive skills. The benefit of this research is that the Android-based hair color media is feasible, practical, and effective in enhancing cognitive abilities.
Hair Color; Android; Double Application; Media; Hair Coloring
Development of Articulate Storyline Interactive Learning Media to Improve Light Vehicle Engine Knowledge
The learning problem of SMK N 1 Petarukan students of light vehicle engineering is the low achievement in understanding light vehicle engine materials. This research aims to develop, analyse the feasibility, practicality and effectiveness of Articulate Storyline learning media in improving students' engineering knowledge. This research uses the ADDIE development model (Analysis, Design,Development, Implementation, and Evaluation). The assessment of the feasibility of the media was carried out by three experts in the material and media, the practicality of the media in the value of 12 educators in this study72 students of class XI TKR SMKN 1 Petarukan. The results of the study show that the media that learning Articulate Storyline was declared feasible and practical. Statistical analysis showed a significant improvement after treatment. From the results of the N-gain test, the experimental class achieved an increase of 56.64% (medium category) compared to the control class of only 20.08% (low category). This shows an increase in student knowledge using the developed learning media. The Articulate Storyline interactive learning media has proven feasible and effective in improving the engineering knowledge of SMK students in light vehicle engineering.
Development, Interactive Media, Articulate Storyline, Light Vehicle Engine
Nozzle Tester Teaching Tool to Enhance Learning Outcomes in Conventional Diesel Engine System for Light Vehicles
The nozzle tester, which is commonly used in the automotive engineering program at SMK N 1 Kedungwuni, is in a leaking condition, limiting its effectiveness in supporting learning and consequently affecting student learning outcomes. This issue is the main reason for conducting research on the development of a nozzle tester using a recycled jack, aimed at enhancing the learning of conventional diesel engine systems. This study employs a Research and Development (R&D) approach with the ADDIE model for development. The research method used is a pretest-posttest group design. The findings of the study include: (1) the developed teaching tool was considered feasible by media and subject matter experts, with content validity ratio (CVR), content validity index (CVI), and percentage of agreement (PA) analyses; (2) product trials showed a high level of effectiveness, demonstrated by the Independent Sample t-Test, where the N Gain Score resulted in a significant (2-tailed) value; and (3) the reproducibility coefficient (Kr) and scalability coefficient (Ks) both indicate that the application of the nozzle tester in the conventional diesel engine system learning process is very practical. The conclusion of this study is that the nozzle tester can significantly improve the learning outcomes of conventional diesel engine systems.
Development, teaching aids, nozzle tester, light vehicle diesel engine system
The Implementation of the Peer Teaching Learning Model Using the Demonstration Method to Improve Advanced Turning Skills
This study aims to determine the effect of the peer teaching model combined with the demonstration method on improving students’ skills in stepped turning (membubut bertingkat). The research was conducted on two groups: an experimental class using the peer teaching and demonstration approach, and a control class using conventional teaching methods. The research employed a quasi-experimental method with a pretest-posttest control group design. Data collection techniques included practical skill tests and documentation of student work. Data analysis was carried out using N-Gain scores and independent sample t-tests. The results showed that the experimental class achieved an average N-Gain of 79.02%, with most students falling into the “effective” category, while the control class reached an average of only 62.56%. The homogeneity test confirmed that the data variance was homogeneous. The t-test revealed a significance value of 0.000 < 0.05, indicating a statistically significant difference between the experimental and control groups. Thus, it can be concluded that the application of the peer teaching model with the demonstration method is significantly more effective in enhancing stepped turning skills than conventional teaching methods. This study recommends the implementation of collaborative and hands-on learning strategies in vocational technical education to improve practical competencies.
Peer Teaching, Demonstration Method, Stepped Turning Skills
Enhancing Digital Competence of Vocational School Teachers Through Website-Based Learning Management System (LMS)
The digital competence of teachers is a crucial aspect in supporting the success of technology-based learning implementation. However, at SMK Merdeka Ulujami, issues were found regarding the low use of effective digital media in the learning process, mainly due to limited training and the lack of integrated media. This study aims to develop a website-based Learning Management System (LMS) as a solution to improve the digital competence of teachers. This research is a type of R&D with the development model being ADDIE. The LMS was developed using the WordPress platform and the Tutor LMS plugin, designed to support blended learning. The research was conducted at SMK Merdeka Ulujami with a total of 20 teachers as participants. Normality testing was conducted using the Shapiro-Wilk method, which showed normal results. Data analysis used paired sample t-tests and Normalized Gain. The results showed a significant improvement in the digital competence of teachers after using the LMS, with a Normalized Gain score of 0.93 or 93%, which is categorized as effective. Observations and interviews indicated that the LMS helped teachers manage digital classrooms efficiently and in a structured manner. However, challenges remain, especially with older teachers who are less familiar with software, highlighting the need for continuous support.
Learning Management System; digital compe-tence; blended learning; vocational school teach-ers; learning media
The Implementation of Interactive E-Books in the TEFA Learning Model to Improve Students’ Cognitive Abilities
Vocational High Schools (SMK) play a crucial role in preparing their graduates to work in both industry and the professional workforce. The learning process is expected to be carried out optimally by teachers to ensure quality education. Based on observations at SMKS Kerabat Kita Bumiayu, it was found that the TEFA learning model being developed has not yet been supported with adequate teaching materials that facilitate students’ cognitive understanding in the classroom. This highlights the need for integrating technology in the form of interactive e-books to support the learning process of vocational students. The objective of this study is to analyze the feasibility, effectiveness, and practicality of interactive e-books in learning, as well as to examine whether their implementation can improve students’ cognitive learning outcomes The research design employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) as the development framework. Data analysis in this study assessed the feasibility, practicality, and effectiveness of the interactive e-book. The results of media expert validation indicated an average score of 4.54 (highly feasible), while the subject matter expert validation yielded an average score of 4.50 (highly possible). The practicality test conducted by users achieved an average score of 99.5% (highly practical). The effectiveness test, carried out through pretest and posttest, significantly improved students’ cognitive scores. This study concludes that the developed interactive e-book is highly feasible, practical, effective, and significantly enhances students’ mental abilities, particularly in the elements of basic accounting and banking principles and concepts within the subject of Fundamentals of the Accounting Program
Development; Interactive E-Book; Basic Accounting Concepts and Basic Banking; TEFA
The Implementation of a Project-Based Learning Jobsheet in Teaching Electrical Systems of Light Vehicle Bodies
One of the challenges faced in the recent learning process is that students have low psychomotor competency in learning job sheets related to the electrical systems of light vehicle bodies, such as in the lighting system, power window, sign lamp system, mirror cleaning system, and AC system. The use of unengaging job sheets led to low learning motivation and a decline in students’ psychomotor competencies. This study aimed to investigate the impact of a project-based learning job sheet on enhancing the psychomotor competencies of vocational students in the electrical systems of light vehicle bodies, including components such as the lighting system, power windows, signal lamp system, mirror cleaning system, and air conditioning system. This job sheet incorporated an innovative approach by integrating interactive visuals via QR codes, providing tutorial simulations of electrical systems in light vehicle bodies. This job sheet assisted students in understanding the material while encouraging active participation, collaboration, and high learning motivation. The present study employed research and development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subject of this study is XI grade students of Light Vehicle Engineering at Vocational (SMK) Gardua Nusantara Karanggawen with applied quantitative approach. The data collection technique used a pre-test and a post-test, with the results analyzed using linear regression through the SPSS application. The validation result of the media and material experts showed that the developed job sheet is very feasible with an average score of 4.83 (scale of 5). The practicality test carried out by the teacher achieved 86.55%, or it was declared as very practical. The jobsheet effectivity was proven through N-Gain significant score in the experimental class, which gained 76.94%, while the control class achieved 26.70%. In conclusion, the project-based learning job sheet is effective in enhancing students’ psychomotor competencies and has become a feasible medium for instruction.
Jobsheet, Project-Based Learning, psikomotoric competency, SMK, light vehicle engineering
Implementation of Interactive Modules using Problem-Based Learning Models in Programming Algorithm Courses
This research is based on the problem of low logical thinking skills of PTIK students in programming algorithms, and cannot be optimized through traditional teaching methods. the main thing of the research is to design and assess interactive modules based on the Problem Based Learning (PBL) model to improve the logical thinking skills of PTIK students. The research method used is the Research and Development (R&D) approach with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation and Evaluation. These stages involve determining needs, organized planning, digital product development, implementation in a real learning context, and thorough evaluation. The resulting module combines the features of a live coding editor to support practice. The findings of this study indicate that this interactive module is very useful and practical to implement. Expert validation confirmed that in terms of functionality, ease of use, reliability and efficiency, the module has good quality, and the module also proved successful in improving the logical thinking skills of PTIK students. In conclusion, the PBL-based interactive module can be considered as a practical and effective learning tool. The new discovery in this research is the provision of an innovative integrated digital learning solution, which directly supports the improvement of logical thinking skills in the field of programming.
Interactive Module; Problem Based Learning; Logical Thinking; Pro-gramming Algorithm; ADDIE; ISO 9126