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	<dc:title xml:lang="en-US">Student Satisfaction with The Use of Chat-GPT as A Learning Resource</dc:title>
	<dc:creator>Yassin, Abdulnassir</dc:creator>
	<dc:creator>Bashir, Ashadi</dc:creator>
	<dc:subject xml:lang="en-US">Student Satisfaction</dc:subject>
	<dc:subject xml:lang="en-US">Chat-GPT</dc:subject>
	<dc:subject xml:lang="en-US">Learning Resource</dc:subject>
	<dc:subject xml:lang="en-US">Educational Technology</dc:subject>
	<dc:description xml:lang="en-US">This study investigates student satisfaction with the use of Chat-GPT as a learning resource in higher education. This study used a mixed methods approach, combining quantitative surveys and qualitative interviews to assess students' experiences and perceptions. A sample of 200 students from various disciplines at the Faculty of Education, Islamic University in Uganda (IUIU) participated in the study. Findings showed that most students expressed a high level of satisfaction with Chat-GPT, citing the availability, responsiveness and quality of information provided as key benefits. However, there were concerns about the accuracy of some responses and the lack of personalized feedback. The study concludes that while Chat-GPT serves as a valuable complementary resource, it must be properly integrated into the broader educational context, to ensure complementary human guidance and verification. These insights are critical for educators and developers looking to improve the effectiveness of AI-based educational tools.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2024-09-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>10.58740/vocational.v1i1.247</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 1 (2024); 1-7</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
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	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/247/107</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Abdulnassir Yassin, Ashadi Bashir</dc:rights>
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				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/248</identifier>
				<datestamp>2025-09-05T04:02:21Z</datestamp>
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	<dc:title xml:lang="en-US">Enhancing Elementary School Students' Motivation to Learn Natural Science (IPA) through the Science, Environment, Technology, and Society (SALINGTEMAS) Learning Model</dc:title>
	<dc:creator>Astiti, Ayu Dewi</dc:creator>
	<dc:creator>Rashid, Salman</dc:creator>
	<dc:creator>Murni, Yanti</dc:creator>
	<dc:creator>Chaniago, Muhammad Akbar</dc:creator>
	<dc:creator>Irfandi, M.</dc:creator>
	<dc:subject xml:lang="en-US">Learning Motivation</dc:subject>
	<dc:subject xml:lang="en-US">SALINGTEMA Learning Model</dc:subject>
	<dc:description xml:lang="en-US">This study aims to increase the motivation to learn Natural Science (IPA) in elementary school students through the Science, Environment, Technology, Society (SALINGTEMAS) learning model. This research was conducted at SD Negeri Sindang III, Majalengka, Indonesia, where the research method used was Classroom Action Research (CAR) with two cycles. In cycle I, meeting II, student learning motivation reached 71%, while in cycle II, meeting II, there was a significant increase to 84%. In addition, observation data of educators' learning actions showed that in cycle I, meeting II the percentage reached 44%, while in cycle II, meeting II, it increased to 78%, exceeding the desired target. Observations of student learning actions also showed an increase, from 66% in cycle I, meeting II, to 88% in cycle II, meeting II, exceeding the target set. Thus, the results of this study indicate that the application of the SALINGTEMAS learning model is effective in increasing the motivation of elementary school students to learn science.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2024-09-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>10.58740/vocational.v1i1.248</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 1 (2024); 8-14</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
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	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/248/108</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Ayu Dewi Astiti, Salman Rashid, Yanti Murni, Muhammad Akbar Chaniago, M. Irfandi</dc:rights>
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				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/249</identifier>
				<datestamp>2025-09-05T04:02:21Z</datestamp>
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	<dc:title xml:lang="en-US">The impact of online learning during the Covid-19 pandemic on learning outcomes</dc:title>
	<dc:creator>Budiman, Ridho Dedy Arief</dc:creator>
	<dc:creator>Mlwale, Husna Juma</dc:creator>
	<dc:creator>Syafruddin, Syafruddin</dc:creator>
	<dc:creator>Hamka, Muh</dc:creator>
	<dc:creator>Purnomo, Sigit</dc:creator>
	<dc:subject xml:lang="en-US">online learning</dc:subject>
	<dc:subject xml:lang="en-US">covid-19</dc:subject>
	<dc:subject xml:lang="en-US">pandemic</dc:subject>
	<dc:subject xml:lang="en-US">learning outcomes</dc:subject>
	<dc:description xml:lang="en-US">This study focuses on the impact of online learning during the Covid-19 pandemic on the learning outcomes of students in class XI Multimedia at SMK Negeri Hulu Gurung, Kapuas Hulu Regency. This study aims to analyze the implementation of online learning, its impact on students, and changes in learning outcomes during the pandemic. The research method used is a qualitative method with data collection techniques through observation, interviews, and documentation. The results showed that online learning caused a significant decline in student learning outcomes, where the average student absorption was below the 85% classical standard. This decline shows that although online learning has been implemented in accordance with the direction of the relevant agencies, constraints such as limited internet access and adaptation to new methods reduce the effectiveness of the learning process. This study suggests the need for regular evaluation and adjustment of learning methods to improve student learning outcomes in the future.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2024-09-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>10.58740/vocational.v1i1.249</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 1 (2024); 15-23</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/249/110</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Ridho Dedy Arief Budiman, Husna Juma Mlwale, Syafruddin, Muh Hamka, Sigit Purnomo</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/251</identifier>
				<datestamp>2025-09-05T04:02:21Z</datestamp>
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<oai_dc:dc
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	<dc:title xml:lang="en-US">The Impact of Using Monopoly Game as Learning Media to Increase Motivation on Earth and Solar System Materials</dc:title>
	<dc:creator>Murtiyani, Tri</dc:creator>
	<dc:creator>Muhtaj, Mughnil</dc:creator>
	<dc:creator>Salsabila, Nadhira Fasya</dc:creator>
	<dc:creator>Kurnianto, Wirayoga Abdillah</dc:creator>
	<dc:creator>Kurniawan, Yudi</dc:creator>
	<dc:creator>Mualiyah, Siti</dc:creator>
	<dc:subject xml:lang="en-US">Monopoly Game</dc:subject>
	<dc:subject xml:lang="en-US">Learning Motivation</dc:subject>
	<dc:subject xml:lang="en-US">Earth and Solar System Materials</dc:subject>
	<dc:description xml:lang="en-US">Several studies had found that teachers meet difficulties in helping students understanding the concept of solar system because the lack of engagement in learning process. This study aims to increase students' learning motivation with the help of monopoly learning media. This research is Classroom Action Research (CAR) using the Kemmis &amp;amp; Mc Taggart model. The subjects of this study were 22 class VII-4 students at SMPN 1 Gapura. The research instrument used was a learning motivation questionnaire. The study results show that student's motivation to learn has increased after participating in learning with the help of monopoly learning media. In the pre-cycle, the average level of learning motivation was 69%; in cycle 1, it was 81%, and in cycle 2, it was 85%. The study's results also show that each Indicator's learning motivation level increases in each cycle. Therefore, the application of monopoly learning media can be an alternative to increase student learning motivation because the application of monopoly media has proven to be effective in increasing student learning motivation.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2024-09-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/251</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i1.251</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 1 (2024); 33-40</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/251/112</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Tri Murtiyani, Mughnil Muhtaj, Nadhira Fasya Salsabila, Wirayoga Abdillah Kurnianto, Yudi Kurniawan, Siti Mualiyah</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/252</identifier>
				<datestamp>2025-09-05T04:02:21Z</datestamp>
				<setSpec>vocational:ART</setSpec>
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<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
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	<dc:title xml:lang="en-US">Application of Group Investigation Model to Improve Students' Social Studies Learning Outcomes</dc:title>
	<dc:creator>Fitria, Desi</dc:creator>
	<dc:creator>Sabir, Arisman</dc:creator>
	<dc:creator>Aldino</dc:creator>
	<dc:creator>Ridoh, Ahmad</dc:creator>
	<dc:subject xml:lang="en-US">Group Investigation Model</dc:subject>
	<dc:subject xml:lang="en-US">Learning Outcomes</dc:subject>
	<dc:subject xml:lang="en-US">Classroom Action Research (CAR)</dc:subject>
	<dc:description xml:lang="en-US">This research is motivated by the lack of student activity during the learning process and the use of less varied methods, which results in low learning outcomes. The aim of this study is to improve learning outcomes by using the Group Investigation model. The method used is Classroom Action Research (CAR), conducted in two cycles at SDN 88/II Sungai Mengkuang with 27 student participants during the odd semester of 2023. The results indicate an improvement in both the process and outcomes of learning with the implementation of the Group Investigation model. In Cycle I, activity increased from 48.1% to 59.2%, categorized as active. In Cycle II, the activity percentage increased from 70.3% to 85.1%, categorized as very active. This improvement was accompanied by an increase in student learning outcomes, where test results in Cycle I improved from 40.7% to 62.9% (Very Good) and in Cycle II improved from 74.0% to 88.8% (Very Good). Thus, it can be concluded that the Group Investigation model can enhance student learning outcomes and is considered relevant to current educational needs, thereby improving the quality of classroom learning.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2024-09-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/252</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i1.252</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 1 (2024); 24-32</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/252/111</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 Desi Fitria, Arisman Sabir, Aldino, Ahmad Ridoh</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/297</identifier>
				<datestamp>2025-09-05T04:02:29Z</datestamp>
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<oai_dc:dc
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	<dc:title xml:lang="en-US">Utilizing Information Systems to Drive Social Change Through Education</dc:title>
	<dc:creator>Martins, Agus</dc:creator>
	<dc:creator>Prihatmojo, Agung</dc:creator>
	<dc:creator>Basri, La</dc:creator>
	<dc:creator>Anggraini, Diah Retno</dc:creator>
	<dc:creator>Anam, Khoirul</dc:creator>
	<dc:subject xml:lang="en-US">Information Systems</dc:subject>
	<dc:subject xml:lang="en-US">Social Change</dc:subject>
	<dc:subject xml:lang="en-US">Education Technology</dc:subject>
	<dc:description xml:lang="en-US">This article explores the role of information systems in driving social change through education in Indonesia. Adopting a qualitative approach and a case study design, this research investigates how information systems, including online learning platforms and technology-based academic management systems, contribute to improving the efficiency, quality, and accessibility of education. Data were collected through interviews with key stakeholders, including educators, administrators, and students, along with document analysis from selected schools and institutions. The findings reveal that the integration of these technologies has led to enhanced learning outcomes, greater administrative efficiency, and increased student engagement. However, challenges such as digital inequality, insufficient infrastructure, and resistance to change were also identified. The study concludes that while information systems hold significant potential for educational transformation, addressing these challenges is crucial for maximizing their impact. The implications of this research suggest that policy makers and educational leaders should prioritize investments in infrastructure, training, and inclusive strategies to ensure the equitable and effective use of technology in education. This study contributes to the broader understanding of how technological innovations can drive positive social change within educational contexts in developing countries.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-02-03</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
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	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/297</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i2.297</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 2 (2025); 54-62</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/297/177</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Agus Martins, Agung Prihatmojo, La Basri, Diah Retno Anggraini, Khoirul Anam</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/300</identifier>
				<datestamp>2025-09-05T04:02:29Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="en-US">Designing Android-Based Smart Apps Creator Learning Media to Improve Critical Thinking Skills</dc:title>
	<dc:creator>Fricticarani, Ade</dc:creator>
	<dc:creator>Nimpagaritse, Stève</dc:creator>
	<dc:creator>Fauzansyah, Tengku Ahmad</dc:creator>
	<dc:creator>Abraham</dc:creator>
	<dc:creator>Rahmadani, Kurniati</dc:creator>
	<dc:creator>Lelfita</dc:creator>
	<dc:subject xml:lang="en-US">Android-Based Learning Media</dc:subject>
	<dc:subject xml:lang="en-US">Smart Apps Creator</dc:subject>
	<dc:subject xml:lang="en-US">Critical Thinking Skills</dc:subject>
	<dc:subject xml:lang="en-US">Educational Technology</dc:subject>
	<dc:description xml:lang="en-US">The rapid evolution of technology in education necessitates innovative approaches to enhance critical thinking skills, a vital competency in the 21st century. This study aims to design and evaluate Android-based learning media using the Smart Apps Creator (SAC) platform, targeting the improvement of critical thinking skills among students in the educational technology course in the information technology education study program of the faculty of teacher training and education at Bina Bangsa University, Banten, Indonesia. The research adopts the ADDIE model, encompassing Analysis, Design, Development, Implementation, and Evaluation phases. The developed learning media consists of interactive components, including a main page, learning objectives, usage instructions, educational materials, and evaluation exercises. The media was evaluated by four expert validators for content and media validity, yielding scores of 93% and 91%, respectively, categorized as &quot;very valid.&quot; Practicality was assessed through student feedback, with an average score of 89.5%, indicating &quot;very practical&quot; usability. Effectiveness was measured through pre-test and post-test evaluations, showing a significant improvement in critical thinking skills with an average effectiveness score of 90.5%. These results highlight the learning media's capability to enhance engagement and foster critical thinking skills effectively. The study underscores the potential of SAC-based applications as a scalable solution for integrating interactive and student-centered learning tools into higher education. Future research could explore the application of such media across various educational contexts and its impact on other 21st-century competencies.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-02-03</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/300</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i2.300</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 2 (2025); 41-53</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/300/178</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Ade Fricticarani, Stève Nimpagaritse, Tengku Ahmad Fauzansyah, Abraham, Kurniati Rahmadhani, Lelfita</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/337</identifier>
				<datestamp>2025-09-05T04:02:29Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="en-US">Systematic Literature Review: 21st-Century English Learning Media Utilizing Augmented Reality</dc:title>
	<dc:creator>Trisnawati, Winda</dc:creator>
	<dc:creator>Sulistiyo, Urip</dc:creator>
	<dc:creator>Sofyan, Sofyan</dc:creator>
	<dc:creator>Haryanto, Eddy</dc:creator>
	<dc:creator>Bashir, Ashadi</dc:creator>
	<dc:subject xml:lang="en-US">Systematic Literature Review</dc:subject>
	<dc:subject xml:lang="en-US">Learning Media</dc:subject>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:description xml:lang="en-US">The rapid advancement of technology has significantly impacted education, particularly in the field of language learning. Among the most promising innovations is Augmented Reality (AR), a technology that enhances the real world with digital content, creating immersive and interactive learning experiences. This potential for immersion allows AR to engage students effectively, making it a powerful tool in supporting 21st-century learning skills such as critical thinking, creativity, collaboration, and communication. This systematic literature review aims to analyze the current body of research on AR in English language education, focusing on its ability to enhance language proficiency, retention, and fluency, while also fostering key 21st-century skills. By examining the benefits, challenges, and gaps in the literature, this review provides valuable insights for educators, researchers, and policymakers interested in incorporating AR into language education to improve learning outcomes.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-02-03</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
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	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/337</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i2.337</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 2 (2025); 63-73</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/337/180</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Winda Trisnawati, Urip Sulistiyo, Sofyan, Eddy Haryanto, Ashadi Bashir</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/351</identifier>
				<datestamp>2025-09-05T04:02:29Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="en-US">The Effect of STEM Learning Approach on Students' Mathematical Problem-Solving Ability</dc:title>
	<dc:creator>Rais, Hidayati</dc:creator>
	<dc:creator>Ramadhani, Ramadhani</dc:creator>
	<dc:creator>Yassin, Abdulnassir</dc:creator>
	<dc:subject xml:lang="en-US">STEM Learning Approach</dc:subject>
	<dc:subject xml:lang="en-US">Mathematical Problem-Solving Abilit</dc:subject>
	<dc:description xml:lang="en-US">This study aims to describe mathematical problem-solving skills before and after being taught using the STEM learning approach better than Conventional learning. Using a quantitative approach, quasi-experimental method with posttest-only control design. The population of this study was class VIII students with 7 classes totalling 151 students, through simple random sampling to provide equal opportunities to be selected as samples, 27 students from class VIII E experimental group and 22 students from class VIII A control group. Data collection techniques using mathematical problem-solving ability essay test. Data analysis was carried out normality test using Kolmogorov-Smirnov formula and homogeneity test using F test. The results of data analysis obtained normal distribution data and homogeneous variants, then the hypothesis test using t-test obtained t-count= 2.3921 greater than t-table= 1.6779 at the significance level ?= 0.05. It is concluded that the ability to solve mathematical problems taught using the STEM learning approach is better than using Conventional learning for class VIII students of SMP Negeri 12 Merangin in the 2024/2025 academic year. This study implies that the STEM approach can be an effective strategy to improve students' mathematical problem-solving skills.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-02-03</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
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	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/351</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i2.351</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 2 (2025); 74-84</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/351/189</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Hidayati Rais, Ramadhani</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/356</identifier>
				<datestamp>2025-09-05T04:02:29Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="en-US">Effectiveness of Big Clock Media in Teaching Analog Clock to Grade 1 Elementary School Students</dc:title>
	<dc:creator>Muhtaj, Mughnil</dc:creator>
	<dc:creator>Alviansyah, David</dc:creator>
	<dc:creator>Nailah, Faiqatun</dc:creator>
	<dc:creator>Murtiyani, Tri</dc:creator>
	<dc:creator>Kurnianto, Wirayoga Abdillah</dc:creator>
	<dc:creator>Kurniawan, Yudi</dc:creator>
	<dc:subject xml:lang="en-US">Big Clock Learning Media</dc:subject>
	<dc:subject xml:lang="en-US">Analog Clock Reading</dc:subject>
	<dc:subject xml:lang="en-US">Math Learning</dc:subject>
	<dc:subject xml:lang="en-US">Primary School Education</dc:subject>
	<dc:description xml:lang="en-US">This study aims to measure the effectiveness of using big clock media in improving grade 1 elementary students' understanding of the concept of reading analog clocks. The research method used is a quantitative method with a pretest-posttest design to compare the results of students' initial and final tests after learning using large clock media. This research was conducted at SDN Pabian 4, with five students as samples. The results showed an increase in students' understanding of analog clock reading material, as indicated by the increase in the average score from the initial test of 36% to 84% in the final test. This finding emphasizes the importance of using concrete media in learning mathematics, especially for abstract materials. This research is expected to encourage further innovation in the development of creative and applicable educational media, as well as provide insight for educators in optimizing the teaching and learning process.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-02-11</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
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	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/356</dc:identifier>
	<dc:identifier>10.58740/vocational.v1i2.356</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 1 No. 2 (2025); 85-92</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v1i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/356/191</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Mughnil Muhtaj, David Alviansyah, Faiqatun Nailah, Tri Murtiyani, Wirayoga Abdillah Kurnianto, Yudi Kurniawan</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/365</identifier>
				<datestamp>2025-09-05T04:02:37Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Enhancing Learning Outcomes in Basic Electricity and Electronics: The Power of Simulation Media in Problem-Based Learning</dc:title>
	<dc:creator>Mustaqim, Bima</dc:creator>
	<dc:creator>Opetu, Demitila Okola</dc:creator>
	<dc:creator>Sibuea, Abdul Muin</dc:creator>
	<dc:creator>Siagian, Sahat</dc:creator>
	<dc:creator>Junaidi, Agus</dc:creator>
	<dc:subject xml:lang="en-US">Media Simulation</dc:subject>
	<dc:subject xml:lang="en-US">livewire</dc:subject>
	<dc:subject xml:lang="en-US">proteus</dc:subject>
	<dc:subject xml:lang="en-US">learning outcome</dc:subject>
	<dc:subject xml:lang="en-US">vocational high school</dc:subject>
	<dc:description xml:lang="en-US">This study investigates the impact of simulation media in problem-based learning on student learning outcomes in Basic Electricity and Electronics. The research problem addresses the low student engagement and learning performance due to conventional teaching methods. The purpose of this study is to compare the effectiveness of Livewire and Proteus simulation media in enhancing students' understanding of direct current circuit analysis. This research employs a quasi-experimental method with a Two-Group Pretest-Posttest Design. The study sample consists of 64 tenth-grade students from the Electrical Power Installation Engineering program at SMK Negeri 1 Percut Sei Tuan, divided into two groups: one using Livewire simulation and the other using Proteus simulation in problem-based learning. Data was collected through pretests and posttests, analyzed using t-tests to determine differences in learning improvement. The results reveal that students using Livewire simulation media achieved significantly higher post-test scores (average 80.3) compared to those using Proteus simulation media (average 63.7). These findings suggest that Livewire is more effective in facilitating conceptual understanding and problem-solving skills. The implications highlight the need for integrating technology-based learning tools to enhance vocational education outcomes. Schools and educators should consider incorporating simulation-based learning strategies to improve student engagement and academic performance.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-09-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/365</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i1.365</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 1 (2025); 1-13</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/365/237</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Bima Mustaqim, Demitila Okola Opetu, Abdul Muin Sibuea, Sahat Siagian, Agus Junaidi</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/396</identifier>
				<datestamp>2025-09-05T04:02:37Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Effect of Audio-Visual Health Education on Knowledge Level of Elderly with Uric Acid Disease</dc:title>
	<dc:creator>Nurjannah</dc:creator>
	<dc:creator>Lindra, Resti Maisa</dc:creator>
	<dc:creator>Khassim, Said Sudi</dc:creator>
	<dc:subject xml:lang="en-US">Health Education</dc:subject>
	<dc:subject xml:lang="en-US">Audio-Visual</dc:subject>
	<dc:subject xml:lang="en-US">Elderly Knowledge Level</dc:subject>
	<dc:subject xml:lang="en-US">Uric Acid Disease</dc:subject>
	<dc:description xml:lang="en-US">Gout is a common health problem among the elderly, often exacerbated by limited knowledge regarding its management and prevention. This study aims to determine the effect of audiovisual health education on the knowledge level of elderly individuals with gout. A pre-experimental design with a one-group pre-test and post-test approach was employed. The research was conducted at the Bina Sejahtera Lansia Posyandu, Palembang City, on December 7, 2024. The sample consisted of 30 elderly participants selected using purposive sampling. Data collection began with a pretest to assess baseline knowledge using a structured questionnaire. Participants then received an audiovisual health education intervention, followed by a posttest to evaluate changes in knowledge. The results showed an increase in the average knowledge score from 6.07 (pre-test) to 8.33 (post-test). Statistical analysis using the Wilcoxon test yielded a p-value of 0.000 (p&amp;lt;0.05), indicating a significant improvement in knowledge after the intervention. These findings imply that audiovisual health education can be an effective method to enhance disease-related knowledge among the elderly, particularly in community-based health settings. Improving knowledge is a crucial step toward empowering the elderly to manage and prevent gout more effectively.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-09-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/396</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i1.396</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 1 (2025); 33-41</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/396/259</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Nurjannah, Resti Maisa Lindra, Said Sudi Khassim</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/397</identifier>
				<datestamp>2025-09-05T04:02:37Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Effect of Diabetes Mellitus Educational Video on Knowledge Improvement among Adolescents in Indonesia</dc:title>
	<dc:creator>Puspita, Listya</dc:creator>
	<dc:creator>Mlwale, Husna Juma</dc:creator>
	<dc:creator>Nurjannah</dc:creator>
	<dc:subject xml:lang="en-US">Educational Video</dc:subject>
	<dc:subject xml:lang="en-US">Diabetes Mellitus</dc:subject>
	<dc:subject xml:lang="en-US">Adolescent Knowledge Improvement</dc:subject>
	<dc:description xml:lang="en-US">Diabetes Mellitus is a health problem that can be prevented by increasing knowledge during adolescence. However, the lack of understanding about this disease among adolescents hinders early prevention efforts. This study aims to examine the effect of educational video media about Diabetes Mellitus on improving adolescents’ knowledge. A pre-experimental design with a one-group pretest-posttest approach was used. The research sample consisted of 42 students from Bina Cipta Senior High School (SMA) Palembang, selected using purposive sampling. The intervention involved showing an educational video on Diabetes Mellitus after the pretest, followed by a posttest to measure knowledge changes. The T-test results showed a significant value of 0.000 (p&amp;lt;0.05), indicating a significant increase in knowledge after the video intervention. The findings imply that educational videos are an effective tool to enhance adolescent knowledge about Diabetes Mellitus and can be used as an alternative method in health promotion strategies within schools to address knowledge gaps and support early disease prevention.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-09-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/397</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i1.397</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 1 (2025); 14-22</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/397/238</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Listya Puspita, Husna Juma Mlwale, Nurjannah</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/459</identifier>
				<datestamp>2025-09-05T04:02:37Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
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	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Evaluating Creative Problem-Solving Test for Elementary Students: Evidence from Factor Analyses</dc:title>
	<dc:creator>Herianto</dc:creator>
	<dc:creator>Rosnawati, Raden</dc:creator>
	<dc:creator>Jusmiana, Andi</dc:creator>
	<dc:creator>Mabanja, Ashiraf</dc:creator>
	<dc:subject xml:lang="en-US">Creative Problem Solving</dc:subject>
	<dc:subject xml:lang="en-US">Creativity Assessment</dc:subject>
	<dc:subject xml:lang="en-US">Factor Analysis</dc:subject>
	<dc:subject xml:lang="en-US">Elementary Education</dc:subject>
	<dc:description xml:lang="en-US">The lack of reliable and valid instruments to assess creative problem-solving (CPS) in elementary students is a primary problem, especially within evolving educational frameworks. Purpose of this Research: This study aimed to examine the validity and reliability of a CPS assessment instrument focusing on the dimensions of originality, completeness, and practicality to develop a more accurate measurement model. Research Methods: Using a quantitative, cross-sectional design, the data were analyzed using Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA). Research Sample: Data were collected from a sample of 150 elementary school students in South Sulawesi Province, Indonesia. Results and Implications: The results indicated that the CPS instrument is best represented by two aspects: originality and completeness, while the practicality aspect was excluded. The implication of this finding is the provision of a refined, valid, and reliable two-factor CPS model. Impact: The impact is that educators now have a more robust tool to accurately measure student creativity, which supports the cultivation of 21st-century skills and informs curriculum development by focusing on empirically supported aspects of creative problem-solving.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-09-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/459</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i1.459</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 1 (2025); 23-32</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/459/258</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Herianto, Raden Rosnawati, Andi Jusmiana, Ashiraf Mabanja</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/471</identifier>
				<datestamp>2025-09-09T09:13:12Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Development of Canva-Based Sports Learning Media to Enhance Elementary Students' Understanding of Sport Types</dc:title>
	<dc:creator>Pratama, Kukuh Wahyudin</dc:creator>
	<dc:creator>Purnomo, Sigit</dc:creator>
	<dc:creator>Kartika, Rani</dc:creator>
	<dc:creator>Al-Ihsan, M. Iqbal</dc:creator>
	<dc:creator>Andriani, Dia</dc:creator>
	<dc:creator>Kodri, Suci</dc:creator>
	<dc:subject xml:lang="en-US">Learning Media</dc:subject>
	<dc:subject xml:lang="en-US">Canva App</dc:subject>
	<dc:subject xml:lang="en-US">Elementary Education</dc:subject>
	<dc:subject xml:lang="en-US">Sport Types</dc:subject>
	<dc:subject xml:lang="en-US">4D Development Model</dc:subject>
	<dc:description xml:lang="en-US">The integration of digital media in elementary education is crucial for supporting students’ conceptual understanding, especially in subjects such as physical education, where visual and interactive learning tools can enhance comprehension. This study aims to develop Canva-based sports learning media designed to improve elementary students’ understanding of sport types. The development process followed the 4D model (Define, Design, Develop, and Disseminate), with a sample of 30 fifth-grade students from an elementary school in Yogyakarta, selected through purposive sampling. The media includes interactive and visually engaging content, such as categorized illustrations of ball sports and home-based physical activities, aligned with the national physical education curriculum. Validity testing involved evaluations from subject matter and media experts, resulting in an average validity score of 90.5%, classified as “very valid.” Practicality testing, based on student responses, produced an average score of 89.25%, also categorized as “very practical.” These findings indicate that the developed media is both pedagogically sound and technically feasible for classroom use. The study concludes that Canva-based learning media can serve as an effective instructional tool for enhancing conceptual understanding of sport types in elementary education. It offers a creative, accessible, and engaging alternative to traditional instructional resources, supporting both educators and learners in achieving curriculum goals.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2025-09-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/471</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i1.471</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 1 (2025); 42-51</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/471/273</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Kukuh Wahyudin Pratama, Sigit Purnomo, Rani Kartika, M. Iqbal Al-Ihsan, Dia Andriani, Suci Kodri</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/481</identifier>
				<datestamp>2026-02-10T12:29:33Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">The Role of the Technical and Vocational Education and Training (TVET) Curriculum in Enhancing Workforce Readiness</dc:title>
	<dc:creator>Teferi, Geleta Buraka</dc:creator>
	<dc:creator>Gu, Qiaolun</dc:creator>
	<dc:creator>Wu, Zhen</dc:creator>
	<dc:subject xml:lang="en-US">Curriculum Development</dc:subject>
	<dc:subject xml:lang="en-US">Technical and Vocational Education and Training (TVET) Curriculum</dc:subject>
	<dc:subject xml:lang="en-US">Workforce Readiness</dc:subject>
	<dc:description xml:lang="en-US">The Technical and Vocational Education and Training (TVET) curriculum is essential for producing a skilled labor force, many graduates continue to experience disconnect between their learned skills and the demands of the job market.  This discrepancy restricts economic productivity and damages employability.  This study looks at how integrating theoretical and practical instruction, fostering both technical and soft skills, and matching learning outcomes with industry requirements can all help a well-structured TVET curriculum overcome these obstacles.  The study emphasizes how important curriculum design is in improving graduates' flexibility, problem-solving skills, and capacity for lifelong learning qualities necessary for navigating quickly changing technological and economic landscapes. A strong TVET program enhances organizational performance, boosts individual career prospects, and advances socioeconomic development by giving students industry-relevant competencies.  The report promotes ongoing cooperation between academic institutions, decision-makers, and industry stakeholders and emphasizes the significance of strategic curriculum planning as a remedy for workforce under preparedness.  The results ultimately show that a strong TVET program not only lays the groundwork for employability but also serves as a stimulant for long-term economic expansion and national competitiveness.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2026-02-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/481</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i2.481</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 2 (2026); 80-88</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/481/327</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Geleta Buraka Teferi, Qiaolun Gu, Zhen Wu</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/599</identifier>
				<datestamp>2026-02-10T12:31:16Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">The Influence of Ludo Game Learning Media on the Learning Motivation of Fifth Grade Elementary School Students</dc:title>
	<dc:creator>Putri, Dya Ayu Agustiana</dc:creator>
	<dc:creator>Astutik, Leny Suryaning</dc:creator>
	<dc:creator>Mwakapemba, James Leonard</dc:creator>
	<dc:subject xml:lang="en-US">Ludo-Based Learning</dc:subject>
	<dc:subject xml:lang="en-US">Student Motivation</dc:subject>
	<dc:subject xml:lang="en-US">Mathematics</dc:subject>
	<dc:subject xml:lang="en-US">Game-Based Instructional Media</dc:subject>
	<dc:description xml:lang="en-US">The research problem in this study concerns the low motivation of elementary school students in learning mathematics, particularly algebra, when taught using conventional methods. The purpose of this research was to examine the effectiveness of Ludo board learning media in enhancing students’ learning motivation of algebraic concepts. A quasi-experimental design with a pretest-posttest control group was employed, involving fifth-grade students divided into an experimental group and a control group. The experimental group received algebra instruction using Ludo board media, which integrated interactive elements such as dice rolls, token movements, and algebra-related questions, while the control group was taught through traditional instruction. Data on student motivation was collected using a validated 15-item questionnaire with high reliability (Cronbach’s Alpha=0.883). Pretest results indicated no significant difference between groups (p=0.548), confirming equivalence, while posttest analysis revealed a significant improvement in the experimental group compared to the control group (p &amp;lt; 0.001). The implications of these findings highlight that game-based learning media can increas the problem of low motivation by creating an engaging, interactive, and collaborative environment. The impact of this study demonstrates that integrating Ludo board media into mathematics instruction can accommodate diverse learning styles, foster social interaction, and improve motivation learning. This approach offers a practical strategy for enhancing the quality of mathematics education at the elementary level. </dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2026-02-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/599</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i2.599</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 2 (2026); 62-79</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/599/326</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Dya Ayu Agustiana Putri, Leny Suryaning Astutik, James Leonard Mwakapemba</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/603</identifier>
				<datestamp>2026-02-10T12:28:52Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">The Effect of Project-Based Learning Using E-Learning on Student Learning Outcomes in Vocational Education Courses</dc:title>
	<dc:creator>Desmira, Desmira</dc:creator>
	<dc:creator>Akbar, Muhammad Sonhaji</dc:creator>
	<dc:creator>Rahman, Erik</dc:creator>
	<dc:creator>Taufik, Taufik</dc:creator>
	<dc:creator>Mbawala, Julius Jonas</dc:creator>
	<dc:subject xml:lang="en-US">Project-Based Learning</dc:subject>
	<dc:subject xml:lang="en-US">E-Learning</dc:subject>
	<dc:subject xml:lang="en-US">Vocational Education</dc:subject>
	<dc:subject xml:lang="en-US">Learning Outcomes</dc:subject>
	<dc:description xml:lang="en-US">The integration of digital technology in higher education has accelerated the need for innovative pedagogical approaches that foster active learning and digital competence. Project-Based Learning (PjBL) supported by e-learning provides authentic, technology-driven experiences that are particularly valuable in vocational education, where students must connect theory with practice. This study examined the effect of PjBL using e-learning on student learning outcomes in vocational education courses at the Department of Information Technology Education, Universitas Negeri Surabaya. A quasi-experimental pretest–posttest control group design was employed with 64 purposively selected undergraduate students from the 2024/2025 academic cohort. Participants were assigned equally to an experimental group (n = 32), which received PjBL integrated with e-learning, and a control group (n = 32), which received conventional lecture-based instruction. Data were collected through pretests and posttests and analyzed using descriptive statistics, independent samples t-test, and effect size calculations. Findings revealed that the experimental group achieved significantly higher posttest scores (M = 84.63, SD = 5.21) compared to the control group (M = 76.88, SD = 6.02). The independent samples t-test confirmed the significance of the difference (t = 5.67, p &amp;lt; 0.001), while Cohen’s d (d = 1.32) indicated a large effect size. These results demonstrate that integrating PjBL with e-learning substantially improves learning outcomes in vocational education. In conclusion, PjBL supported by e-learning offers an effective instructional strategy for enhancing problem-solving, higher-order thinking, and active student engagement. The findings suggest that aligning pedagogy with digital platforms can optimize learning effectiveness and strengthen students’ readiness for professional challenges.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2026-02-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/603</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i2.603</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 2 (2026); 52-61</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/603/325</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Desmira, Muhammad Sonhaji Akbar, Erik Rahman, Taufik, Julius Jonas Mbawala</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/609</identifier>
				<datestamp>2026-02-10T12:30:52Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Improvement of Learning Outcomes Using the Scramble Model with Interactive Video Media</dc:title>
	<dc:creator>Anam, Khoirul</dc:creator>
	<dc:creator>Kusuma, Ridho Surya</dc:creator>
	<dc:creator>Sirajuddin, Suharti</dc:creator>
	<dc:creator>Santosa, Eric</dc:creator>
	<dc:subject xml:lang="en-US">Scramble Model</dc:subject>
	<dc:subject xml:lang="en-US">Interactive Video</dc:subject>
	<dc:subject xml:lang="en-US">Learning Outcomes</dc:subject>
	<dc:subject xml:lang="en-US">Classroom Action Research</dc:subject>
	<dc:description xml:lang="en-US">The integration of active learning strategies with digital media has become increasingly essential in higher education to enhance student learning outcomes. This classroom action research investigated the effectiveness of the Scramble learning model supported by interactive video media in improving student achievement in the English Language Education Department at Universitas Negeri Makassar. The study was conducted in two cycles, each consisting of planning, action, observation, and reflection. A total of 32 undergraduate students participated, selected through purposive sampling. Data collection employed tests, observations, and reflective notes, while data analysis combined descriptive statistics with normalized gain (N-gain) to evaluate improvements in learning outcomes. The findings showed consistent progress across cycles. Average student performance improved significantly from the baseline measurement to the second cycle, demonstrating that the instructional strategy effectively supported knowledge acquisition. Moreover, the integration of Scramble activities with interactive video fostered greater classroom engagement, collaboration, and motivation. Students responded positively to the use of multimedia-based tasks, which provided a more dynamic and student-centered learning environment. The study concludes that the Scramble model, when combined with interactive video media, is a highly effective approach to improving learning outcomes in teacher education courses. Beyond raising academic achievement, this model also contributes to enhancing students’ critical thinking, active participation, and collaborative learning. These findings highlight the potential of technology-enhanced active learning models to address challenges in higher education and provide meaningful benefits for both teaching practice and student development. </dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2026-02-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/609</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i2.609</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 2 (2026); 98-108</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/609/332</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Khoirul Anam, Ridho Surya Kusuma, Suharti Sirajuddin, Eric Santosa</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:ojs2.jurnal.smpharapanananda.sch.id:article/610</identifier>
				<datestamp>2026-02-10T12:30:16Z</datestamp>
				<setSpec>vocational:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Improving Mathematics Learning Outcomes Using the Make A Match Learning Model with Number Cards</dc:title>
	<dc:creator>Pujianto, Eko</dc:creator>
	<dc:creator>Nimpagaritse, Stève</dc:creator>
	<dc:subject xml:lang="en-US">Mathematics Education</dc:subject>
	<dc:subject xml:lang="en-US">Make A Match</dc:subject>
	<dc:subject xml:lang="en-US">Number Cards</dc:subject>
	<dc:subject xml:lang="en-US">Classroom Action Research</dc:subject>
	<dc:subject xml:lang="en-US">Learning Outcomes</dc:subject>
	<dc:description xml:lang="en-US">Mathematics remains one of the most challenging subjects for students, particularly in teacher education programs, where mastery is essential not only for academic success but also for future pedagogical practice. Conventional teacher-centered methods often fail to promote active engagement and deep conceptual understanding, underscoring the need for innovative approaches that combine interaction, collaboration, and enjoyable learning experiences. This study aimed to improve students’ mathematics learning outcomes through the implementation of the Make A Match learning model supported by number cards. The research employed a classroom action research design conducted in two cycles, each comprising the stages of planning, action, observation, and reflection. The participants were 28 undergraduate students enrolled in the Department of Primary School Teacher Education, Universitas Doktor Nugroho Magetan. Data were collected using formative tests, observation sheets, and field notes, and were analyzed through both quantitative and qualitative approaches. The findings demonstrated a consistent improvement in students’ learning outcomes. The mean score increased from 60.71 in the pre-cycle to 72.14 in Cycle I and 83.57 in Cycle II. Similarly, the percentage of students achieving mastery rose from 42.86% in the pre-cycle to 71.43% in Cycle I and 89.29% in Cycle II. Qualitative data supported these results, indicating enhanced engagement, collaboration, and active participation during learning activities. In conclusion, the Make A Match learning model with number cards effectively improved both the process and outcomes of mathematics learning. The study suggests that this strategy not only strengthens mathematical achievement but also fosters essential skills such as cooperation, communication, and problem-solving, making it a promising pedagogical approach for teacher education contexts.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Pendidikan Dan Pengembangan Harapan Ananda</dc:publisher>
	<dc:date>2026-02-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/610</dc:identifier>
	<dc:identifier>10.58740/vocational.v2i2.610</dc:identifier>
	<dc:source xml:lang="en-US">Vocational: Journal of Educational Technology; Vol. 2 No. 2 (2026); 89-97</dc:source>
	<dc:source>3063-6639</dc:source>
	<dc:source>3063-6647</dc:source>
	<dc:source>10.58740/vocational.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.smpharapanananda.sch.id/index.php/vocational/article/view/610/333</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Eko Pujianto, Stève Nimpagaritse</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>
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