3D simulation-based learning for UTP cable installation using the 4-D instructional design model

Jurnal Konseling dan Pendidikan August 15, 2026 Volume 14, Number 2 2 authors

Abstract

The limited availability of practical equipment and the high risk of equipment damage pose challenges to teaching Unshielded Twisted Pair (UTP) cable installation in vocational schools. This study aimed to develop a website-based learning medium with a 3D simulation for UTP cable installation using the Four-D (4-D) development model, consisting of the Define, Design, Develop, and Disseminate stages. The study involved 60 Grade 11 Computer and Network Engineering students at SMK Negeri 2 Lamongan selected using a total sampling technique. Data were collected using expert validation questionnaires and a Technology Acceptance Model (TAM) questionnaire adapted from a validated instrument (Cronbach's Alpha = 0.873) and analyzed using descriptive statistics. Media feasibility was evaluated based on effectiveness, efficiency, usability, and appeal, while user acceptance was assessed through Perceived Ease of Use, Perceived Usefulness, and Behavioral Intention to Use. The expert validation results showed a feasibility score of 90.83%, categorized as highly feasible, while the overall TAM evaluation reached 81.61%, indicating high user acceptance. These findings indicate that the developed website-based 3D simulation is suitable as a supplementary learning resource to support UTP cable installation learning for Grade 11 Computer and Network Engineering students in vocational school contexts similar to SMK Negeri 2 Lamongan. Further studies employing experimental designs are recommended to examine its effects on students' learning outcomes and practical competencies.

Authors

  1. Muhammad Angga Pratama

    Universitas Negeri Surabaya

  2. Mohammad Wildan Habibi

    Universitas Negeri Surabaya

Keywords

References

  1. Asyani, V. J., Purwanti, Y., & Denni, I. (2026). Development of Website-Based interactive learning media (Google sites) for the network security topic: Grade XII, computer and network engineering (TKJ) major. Jurnal Ilmiah Profesi Pendidikan, 11(1), 235–244. https://doi.org/10.29303/jipp.v11i1.4208
  2. Baharuddin, F. R., Fathahillah, R., M. H., Mudarris, & Triantini, D. (2024). Penerapanteknologi augmented reality (AR) dan virtual reality (VR) untuk meningkatkan kompetensi siswa SMK dalam praktik pemesinan: Studi kasus di SMK 10 Makassar. Jurnal Dedikasi, 26(2), 83–91. https://doi.org/10.26858/dedikasi.v26i2.68608
  3. Balalle, H. (2024, January 1). Exploring student engagement in technology-based education in relation to gamification, online/distance learning, and other factors: A systematic literature review. Social Sciences and Humanities Open, 9. Elsevier Ltd. https://doi.org/10.1016/j.ssaho.2024.100870
  4. Cupiadi, H., & Wufron, W. (2025). Analysis of the acceptance of the online guidance system (SIBIMO) application using the technology acceptance model (TAM). Journal of Economics and Business UBS, 14(4), 2025. https://doi.org/10.52644/joeb.v14i4.2788
  5. Dadi, H. H., Latief, M., Suhada, S., Amali, L. N., Rohandi, M., & Suwandi, I. (2024). Development of motion graphic animation media for computer network and Internet material for grade X TKJ students at SMK negeri 1 suwawa. Jurnal Vokasi Sains Dan Teknologi, 4(1), 45–54. https://doi.org/10.56190/jvst.v4i1.69
  6. Farikha, K. S., Kusumaningrum, N. E. S. A., Naqiya, M. F., & Surayanah, S. (2026). The effectiveness of Three-Dimensional (3D) learning media in supporting instructional innovation in the digital era. ELEMENTARY: Jurnal Inovasi Pendidikan Dasar, 6(3), 590–601. https://doi.org/10.51878/elementary.v6i3.10823
  7. Fitria, S., & Fuady, A. (2024). Validity of interactive media to strengthen understanding concepts in integer class vii. Jurnal Inovasi Teknologi Pendidikan, 11(1), 69–79. https://doi.org/https://doi.org/10.21831/jitp.v11i1.64289
  8. Iqnas, N. B., Ulfa, N., Jufri, & Setiawan, A. (2025). Cisco packet Tracer-Based interactive E-Learning media for computer network instruction in vocational high schools (TKJ program). Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(2), 2477–2143. https://doi.org/10.23969/jp.v10i2.26320
  9. Küçük - Avcı, Ş., Akgün, Ö. E., & Balkan - Kıyıcı, F. (2024). Comparison of the effects of PBL in 3D virtual environment and F2F on learning and spatial skills. Education and Information Technologies, 29(17), 23121–23154. https://doi.org/10.1007/s10639–024-12686-z
  10. Kurniawan, T. S., Rozi, F., & Pamungkas, B. D. (2026). Development of augmented reality media for introducing computer network components to 10th-Grade TKJ vocational high school students. EDUTECH: Jurnal Inovasi Pendidikan Berbantuan Teknologi, 6(3), 1087–1097. https://doi.org/10.51878/edutech.v6i3.11435
  11. Long, Y., Zhang, X., & Zeng, X. (2025). Application and effect analysis of virtual reality technology in vocational education practical training. Education and Information Technologies, 30(7), 9755–9786. https://doi.org/10.1007/s10639–024-13197–7
  12. Mardani, W., Ariyati, E., & Salam, U. (2026). ADDIE-Based Google sites media development: Feasibility and effectiveness test on creativity, innovation, and entrepreneurship learning in vocational schools. Jurnal Teknologi Pendidikan, 28(1), 405–424. https://doi.org/10.21009/JTP2001.6
  13. McCarthy, A. M., Maor, D., McConney, A., & Cavanaugh, C. (2023). Digital transformation in education: Critical components for leaders of system change. Social Sciences and Humanities Open, 8(1). https://doi.org/10.1016/j.ssaho.2023.100479
  14. Ngurah, D., & Laksana, L. (2024). Validation instruments for local Culture-Based learning media. Journal of Education Technology, 8(2), 264–274. https://doi.org/10.23887/jet.v8i
  15. Putra, D., Sujatmiko, B., Dwikoranto, D., Lintangesukmanjaya, R. T., & Bergsma, L. N. (2025). Development of Web-Let’s learn online to improve student competence in learning network device installation and configuration with the pjBL model. JPPS (Jurnal Penelitian Pendidikan Sains), 203–213. https://doi.org/10.26740/jpps.v14n2.p203–213
  16. Putra, R. S., Fadhilah, Ta’ali, & Wakhinuddin. (2024). Development of learning media in the subject of network insfrastructure administration. Jurnal Teknologi Pendidikan, 26(1), 306–315. https://doi.org/10.21009/JTP2001.6
  17. Rahman, F. A., & Ratnawati, D. (2025). Development of augmented reality (AR-DPK) learning media to improve student learning outcomes in the computer network engineering subject. EDUTECH, 24(3), 2051–2069. https://doi.org/10.17509/e.v24i3.90787
  18. Rifa’i, M. R., Subchan, W., & Prihandono, T. (2026). Validity of MABESTA: A 3D Visualization-Based interactive learning media for junior high school students. Jurnal Penelitian Pembelajaran Fisika, 17(1), 28–36. https://doi.org/10.26877/jp2f.v17i1.3210
  19. Sakina, H., Hidayat, E. H., & Anshary, M. A. K. (2024). Mengukur tingkat usability aplikasi E-Learning mtsn kota tasikmalayamenggunakan metode use questionnaire measuring the usability level of E-Learning application at mtsn tasikmalaya city using use questionnaire method. JURNAL PENDIDIKAN TEKNOLOGI INFORMASI, (1). http://journal.umpalangkaraya.ac.id/index.php/bitnet
  20. Saleh, H., Arfandi, A., Sa, A., Miru, ban, & Muis Mappalotteng, A. (2023). Analysis of the implementation of Computer-Based learning media at SMK negeri 1 kolaka using the technology acceptance model (TAM). UNM of Journal Technologycal, 7(2). https://doi.org/10.26858/ujtv.v7i2.2085
  21. Sugiyono. (2013). Metode penelitian kuantitatif, kualitatif dan R&D (19th ed.). ALFABETA, CV. https://eprints.poltekkesadisutjipto.ac.id/id/eprint/2786/
  22. Saputri, delma, M., Hidayati, N., & Fauziah, N. (2023). Validation sheet: Instrument used to assess the product developed in educational development research. Biology and Education Journal, 3(2), 133–151. https://doi.org/10.25299/baej.2023.15347
  23. Wahidin, W., Gutierrez, G., Osman, K., Akkapin, S., & Tan, M. L. T. (2025). Digital simulations in science learning: A student perspective on interactive, engagement, conceptual understanding, and learning satisfaction. International Journal of Educational Qualitative Quantitative Research, 4(1), 36–46. https://doi.org/10.58418/ijeqqr.v4i1.138
  24. Wandira, R., Fauzi, A., & Nurahim, F. (2024). Analysis of factors influencing behavioral intention to use Cloud-Based academic information system using extended technology acceptance model (TAM) and Expectation-Confirmation model (ECM). Journal of Information Systems Engineering and Business Intelligence, 10(2), 179–190. https://doi.org/10.20473/jisebi.10.2.179–190
  25. Wang, C., Chen, X., Yu, T., Liu, Y., & Jing, Y. (2024). Education reform and change driven by digital technology: A bibliometric study from a global perspective. Humanities and Social Sciences Communications, 11(1). https://doi.org/10.1057/s41599–024-02717-y
  26. Wibawa, R. C., Baihaqi, A. Z., Herlambang, Y. B., Rahmawati, C. D., & Pratama, M. A. (2025). Development of a Web-Based Simulation Application for UTP Cable Crimping Cognitive Competence among Vocational High School Students, 7(02), 813–826. https://doi.org/10.53863/kst.v7i02.1867
  27. Wijaya, S. N., Japarianto, E., Nova, T., & Tandijaya, B. (2024). The influence of perceived ease of use on behavioral intention to use with perceived usefulness as an intervening variable in Google workspace for education. Jurnal Manajemen Pemasaran, 18(1), 15–24. https://jurnalpemasaran.petra.ac.id
  28. Yanto, R., Waskito, W., Effendi, H., & Purwanto, W. (2023). Development of Web-Based learning media using Google sites in vocational high school informatics subjects. Journal of Vocational Education Studies, 6(1), 11–24. https://doi.org/10.12928/joves.v6i1.8027