cover
Contact Name
Ence Surahman
Contact Email
ence.surahman.fip@um.ac.id
Phone
+6287821191948
Journal Mail Official
ence.surahman.fip@um.ac.id
Editorial Address
Universitas Negeri Malang, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran
ISSN : 24068780     EISSN : 26547953     DOI : 10.17977.um031
JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran): Kajian dan Riset Dalam Teknologi Pembelajaran is a journal in the field of educational technology that contains literature review, action research, case study research, and empirical findings in scientific disciplines of educational technology.
Articles 5 Documents
Search results for , issue "Vol 11, No 3 (2024)" : 5 Documents clear
Why should e-mentoring be preferred over traditional mentoring in teacher professional development: a systematic review Setiani, Nala Saka Ocean; Chaeruman, Uwes Anis; Iriani, Tuti
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p149

Abstract

Abstrak: Peningkatan kompetensi profesional guru menjadi salah satu komponen yang harus terus dicapai untuk meningkatkan kualitas pendidikan. E-mentoring muncul sebagai alternatif yang lebih baik dibanding mentoring secara tradisional dengan menawarkan kemudahan akses dan fleksibilitas. Penelitian ini bertujuan untuk menganalisis dan mengevualuasi e-mentoring dan mentoring tradisional secara bersama-sama untuk pengembangan profesional guru tentang mengapa e-mentoring mungkin lebih disukai daripada mentoring tradisional untuk mendukung kompetensi profesional guru. Metode penelitian ini menggunakan systematic literature dengan 15 artikel yang diakses dari tahun 2020-2024. Hasil penelitian menunjukkan bahwa di antara keduanya, e-mentoring menawarkan lebih banyak kemudahan aksesibilitas dan fleksibilitas, sementara mentoring tradisional unggul dalam membangun hubungan interpersonal yang kuat. Faktor-faktor yang mempengaruhi efektivitas meliputi kualitas hubungan mentor-mentee, penggunaan teknologi, dan desain program. Meskipun e-mentoring menunjukkan potensi besar, terutama dalam mengatasi hambatan geografis, efektivitasnya bergantung pada implementasi yang cermat dan dukungan teknologi yang memadai. Abstract: The improvement in teachers' professional competence is one of the key components to be continuously pursued to enhance the quality of education. E-mentoring has surfaced as a superior option, in contrast to conventional mentoring, by providing accessibility and adaptability. This research aims to analyse and evaluate e-mentoring and traditional mentoring for teachers' professional development, focusing on why e-mentoring might be preferred over traditional mentoring to support teachers' professional competence. The research method employs a systematic literature review of 15 articles accessed from 2020-2024. The results indicate that e-mentoring offers more accessibility and flexibility, while traditional mentoring excels in building strong interpersonal relationships. Factors influencing effectiveness include the quality of the mentor-mentee relationship, the use of technology, and the program design. Although e-mentoring shows great potential, particularly in overcoming geographical barriers, its effectiveness depends on careful implementation and adequate technological support
Development of team-based project learning media for 3D body mechanics animation course Sutrisno, Arif; Mustikasari, Bunga Fefiana; Wardani, Nuril Kusuma
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p169

Abstract

Abstrak: Penelitian ini bertujuan mengidentifikasi kendala dan mengembangkan solusi untuk meningkatkan efektivitas pembelajaran mata kuliah Animasi 3D: Body Mechanic di program studi D4 Animasi Universitas Negeri Malang. Metode penelitian menggunakan model ADDIE (Analysis, Design, Develop, Implement, Evaluate) dengan pendekatan Team-Based Project dan blended learning. Hasil penelitian menunjukkan bahwa mahasiswa mengalami kendala berupa keterbatasan perangkat keras, ketidaksesuaian versi perangkat lunak, serta kesulitan memahami tutorial asing. Untuk mengatasinya, dikembangkan media pembelajaran interaktif dalam LMS SIPEJAR yang menyediakan tutorial berbahasa Indonesia, infografis, dan model karakter sederhana. Hasil evaluasi menunjukkan bahwa media pembelajaran yang telah dikembangkan dan terorganisir dalam LMS SIPEJAR dengan didukung model pembelajaran team-based project, telah secara merata dan signifikan meningkatkan hasil belajar mahasiswa di bidang animasi tiga dimensi. Penelitian kedepan perlu melihat diferensiasi hasil belajar masing-masing individu untuk melihat lebih mendalam perkembangan kompetensinya serta perlu adanya mekanisme umpan balik antar mahasiswa (peer feedback) agar mereka lebih mandiri dalam menyelesaikan proyek kelompok. Abstract: This study aims to identify challenges and develop solutions to enhance the effectiveness of the 3D Animation: Body Mechanic course in the Animation program at Universitas Negeri Malang. The research applied the ADDIE model (Analysis, Design, Develop, Implement, Evaluate) combined with a Team-Based Project and blended learning approach. The results indicate that students face challenges such as hardware limitations, software version mismatches, and difficulties understanding foreign-language tutorials. To address these issues, learning media was developed within the LMS SIPEJAR, providing tutorials in Indonesian, infographics, and simplified character models. The evaluation results indicate that the learning media that supported by the team-based project learning model, have significantly and evenly enhanced students' learning outcomes in the field of three-dimensional animation. Future research should explore the differentiation of individual learning outcomes to gain deeper insights into their competency development and establish a peer feedback mechanism to encourage greater independence in completing group projects.
Reviewing the challenges and opportunities of digital technology integration in virtual education: Insights from MBA programmes in Iran Karimi, Laleh
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p116

Abstract

The current study provides a comprehensive review of the integration of digital technologies in virtual education in Iran with a specific focus on MBA programmes. Drawing on research published from 2003 to 2022, the investigation seeks to identify major challenges, evaluate current practices, and offer recommendations for improving online MBA education within the Iranian context. An extensive search was conducted across databases such as Semantic Scholar, Google Scholar, Scopus, and Noormags, using keywords to select relevant studies focused on digital technology integration. The findings revealed that although digital technologies present opportunities for increased flexibility and educational innovation, their implementation in Iranian MBA programmes is hindered by inadequate technological infrastructure, limited lecturer training, and challenges in maintaining interactive and experiential learning environments. This review contributes to the existing literature by highlighting the unique institutional and geographic barriers faced by Iranian universities, providing a detailed analysis of these challenges, and proposing targeted strategies for overcoming them. Future research should prioritize the development of innovative solutions and the evaluation of their effects on the overall effectiveness of virtual MBA education in Iran.
Development of the edu-game media Lom's Ethnic Journey to enhance interest in learning Mathematics and Physics among students Sari, Elisa Mayang; Novitasari, Novitasari; Fujiyanti, Linda; Afriansyah, Riki; Ramadhani, Arya
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p126

Abstract

Abstrak: Secara umum pembelajaran Matematika dan Fisika masih dirasakan sulit bagi mahasiswa. Hal ini karena minat belajar mahasiswa pada kedua mata kuliah tersebut masih rendah. Hal ini dikarenakan metode pembelajaran yang monoton, dan penggunaan media yang terbatas. Penelitian ini bertujuan untuk meningkatkan minat belajar mahasiswa pada mata kuliah matematika dan fisika dengan mengembangkan media pembelajaran berbasis game edukasi yang bertemakan kearifan lokal "orang Lom," yaitu "Lom’s Ethnic Journey". Metode penelitian yang digunakan adalah design research meliputi expert review, one-to-one, small group, dan field test. Hasil penelitian menunjukkan bahwa game edukasi ini telah terbukti valid, praktis, dan memiliki efek potensial. Dari hasil efek potensial diperoleh user acceptance sebesar 86 persen dapat diterima dengan baik tanpa kendala saat digunakan di banyak jenis smartphone dan applicability organizational acceptance dalam peningkatan minat belajar mahasiswa sebesar 44 persen. Urutan minat belajar yang peningkatannya dari tertinggi ke terendah antara lain, adanya kemauan belajar, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya upaya yang dilakukan untuk merealisasikan keinginan untuk belajar, dan adanya perasaan senang mahasiswa dalam belajar. Abstract: Learning Mathematics and Physics is generally perceived as difficult for students, primarily due to low interest in these subjects. This is due to monotonous learning methods and limited use of media. This research aims to increase students' interest in mathematics and physics courses by developing educational game-based learning media with the theme of local wisdom "Lom people," namely "Lom's Ethnic Journey." The research method used was design research, which includes expert review, one-to-one, small group, and field tests. The study results show that this educational game has been proven valid and practical and has potential effects. The result of the potential effect is 86 percent of user acceptance, meaning it can be well received without problems when used in many types of smartphones. The implementation of organizational acceptance increased student interest in learning by 44 percent. The order of learning interest that increased from the highest to the lowest included the willingness to learn, the concentration of attention and mind on learning, the efforts made to realize the desire to learn, and the feeling of student happiness in learning.
AI-driven feedback system: Implementing advanced NLP and openAI for online learning Koe, Liberius Sabinus; Kustandi, Cecep; Siregar, Eveline
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p137

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan umpan balik otomatis berbasis Artificial Intelligence (AI) dengan teknologi Natural Language Processing (NLP) dan GPT OpenAI dalam pembelajaran online. Jenis penelitian ini adalah penelitian pengembangan atau Research and Development (R&D) dengan model pengembangan Integrative Learning Design Framework (ILDF) sebagai acuan untuk merancang, memproduksi, serta menguji efektivitas produk. Produk yang dikembangkan berperan untuk menganalisis respons siswa secara otomatis, memberikan umpan balik yang cepat, relevan, serta menawarkan saran perbaikan secara real-time yang mencakup fitur-fitur utama seperti sentiment score, entities detection, syntax & grammar, correction, improvement suggestions, hingga relevance score. Pengembangan produk ini mencakup perancangan sistem hingga pengujian awal, namun tidak melibatkan evaluasi para ahli atau uji coba skala besar. Fokus penelitian adalah memastikan bahwa produk dapat berfungsi sesuai dengan rancangan teknis dan memenuhi kebutuhan awal pengguna. Hasil dari tahap pengembangan diharapkan dapat menjadi dasar bagi penelitian lanjutan dan membuka peluang baru untuk inovasi dalam teknologi pendidikan di masa depan. Abstract: This research aims to develop Artificial Intelligence (AI)-based automatic feedback with Natural Language Processing (NLP) technology and OpenAI GPT in online learning. The type of research is Research and Development (R&D) with the Integrative Learning Design Framework (ILDF) development model as a reference for designing, producing, and testing product effectiveness. The developed product plays a role in automatically analysing student responses, providing quick and relevant feedback, and offering real-time improvement suggestions, including key features such as sentiment score, entity detection, syntax & grammar, correction, improvement suggestions, and relevance score. The product development included system design to initial testing but did not involve expert evaluation or large-scale trials. The research focuses on ensuring that the product can function according to the technical design and fulfil the initial user needs. The results of the development phase are expected to form the basis for further research and open up new opportunities for innovation in educational technology in the future.

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