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Ence Surahman
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ence.surahman.fip@um.ac.id
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+6287821191948
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ence.surahman.fip@um.ac.id
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Universitas Negeri Malang, Indonesia
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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 221 Documents
A systematic literature review of integrating augmented reality technology in science learning Rahmat, Anggi Datiatur; Kuswanto, Heru; Wilujeng, Insih
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i22023p172

Abstract

Abstrak: Penelitian ini bertujuan untuk mengungkap tren penelitian selama sepuluh tahun terakhir pada penggunaan teknologi augmented reality (AR) dalam pembelajaran IPA. Review pada studi ini mengikuti pedoman PRISMA. Ditemukan 154 artikel pada tahap identifikasi, kemudian dilakukan screening berdasarkan kriteria inklusi dan eksklusi sehingga menjadi 50 artikel untuk direview. Hasil review menunjukkan bahwa pembelajaran/prestasi akademik, motivasi, dan sikap merupakan variabel yang paling banyak diteliti dalam artikel, Di mana prestasi akademik sangat dipengaruhi oleh motivasi dan sikap, sehingga sering dipertimbangkan dalam penelitian. Aplikasi mobile dan buku bergambar AR merupakan jenis AR yang sering diimplementasikan karena mudah digunakan dan dapat dikembangkan dengan cepat dan praktis. Kecenderungan metodologi adalah desain kuantitatif. Alat pengumpulan data yang sering digunakan adalah tes kognitif. Metode pengambilan sampel yang paling sering digunakan adalah convenience sampling, dan populasi sampel yang sering diidentifikasi adalah siswa sekolah menengah. Rekomendasi penelitian yang sering diberikan oleh peneliti adalah melakukan identifikasi pengaruh penggunaan AR terhadap kemampuan afektif siswa dan mengidentifikasi persepsi guru. Hasil penelitian ini akan menjadi sebuah referensi bagi para peneliti yang tertarik untuk mengimplementasikan AR dalam pembelajaran.Abstract: TThis study aimed to explore research trends over the past decade regarding the use of augmented reality (AR) technology in science learning. The study followed the PRISMA guidelines. A total of 154 articles were found at the identification stage and then screened based on inclusion and exclusion criteria so that 50 articles were to be reviewed. The review results show that learning achievement, motivation, and attitudes are the variables most researched in the article. Learning achievement is strongly influenced by motivation and attitude, so it is often considered in research. Mobile applications and AR picture books are often implemented because they are easy to use, fast, and have practical development. The methodological trend is a quantitative design. Data collection tools that are often used are cognitive tests. The frequently used sampling method is convenience sampling, and the sample population often identified is high school students. Researchers often give research recommendations to identify the effect of using AR on students' affective abilities and teacher perceptions. The results of this study will be a reference for researchers interested in implementing AR in education.
Students’ collaboration and communication skills with problem-based learning model Putri, Cynthia Nora Dwi; Sedyati, Retna Ngesti; Zulianto, Mukhamad
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p225

Abstract

Abstrak: Penelitian ini bertujuan untuk mengetahui tingkat keterampilan kolaborasi dan komunikasi peserta didik dengan model Problem Based Learning (PBL). Subjek penelitian ini adalah 77 peserta didik yang dipilih dengan teknik purposive sampling. Penelitian ini menggunakan jenis penelitian deskriptif kuantitatif. Pengukuran data menggunakan lembar observasi yang dianalisis dengan persentase. Berdasarkan hasil penelitian keterampilan kolaborasi dan komunikasi dengan model Problem Based Learning (PBL) menunjukkan bahwa secara keseluruhan peserta didik kelas XI IPS SMAN di Banyuwangi sudah mencerminkan keterampilan kolaborasi dan komunikasi. Persentase keterampilan kolaborasi peserta didik kelas XI IPS SMAN di Banyuwangi sebesar 60,5 persen yang termasuk dalam kategori “cukup”. Selanjutnya persentase keterampilan komunikasi peserta didik kelas XI IPS SMAN di Banyuwangi sebesar 53,2 persen yang termasuk dalam kategori “cukup”. Hasil dari keterampilan kolaborasi dan komunikasi peserta didik ini menyatakan bahwa setiap peserta didik telah menunjukkan sikap dari keterampilan-keterampilan tersebut.Abstract: This study aims to determine the level of collaboration and communication skills of students with problem-based learning models. The sample of this research was 77 students which were selected by purposive sampling technique. This research uses a type of quantitative descriptive research. Measurement of data using observation sheets were analyzed by calculating the average value of the percentage. Based on the results of research on collaboration and communication skills with the Problem Based Learning (PBL) learning model, it shows that overall the students of class XI Social Sciences at Senior High School in Banyuwangi already reflect collaboration and communication skills. The percentage of collaboration skills of class XI Social students at Senior High School in Banyuwangi is 60.5 percent, which is in the "enough" category. Furthermore, the percentage of communication skills of class XI Social students at Senior High School in Banyuwangi is 53.2 percent, which is in the "enough" category. The results of these students' collaboration and communication skills state that each student has shown an attitude of these skills.
The SAMR model for the development of learning device innovations in the subject of applying electronic circuits Wahyudi, Rykha Avadian; Leksono, Ibut Priono; Rohman, Ujang
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p234

Abstract

Abstrak: Pengembangan dan penelitian ini menghasilkan perangkatapembelajaran dengan model SAMR (substitution, augmentation, modification, redefinition) untuk mengintegasikanateknologi agar pembelajaranalebih inovatif danakreatif serta meningkatkan pemahaman siswa. Prosedur pengembangan perangkat pembelajaran menggunakan metode pengembangan research and development (R&D) dan pendekatan model SAMR. Teknik pengumpulanadata dilakukan dengan observasiadan angket. Tahap pengujianakelayakan dilakukanaoleh ahli media, ahli desain, ahli materi, temanasejawat dan siswa. Hasil penilaian kelayakan ahli desain diperoleh prosentase 95,5 (valid). Ahli materiadiperoleh prosentase 93,8 (valid). Ahli media diperoleh prosentase 83,8 (valid). Uji kepraktisan oleh teman sejawat diperoleh prosentase 91,7 (baik). Hasil respon terhadap produk di kelompok kecil diperoleh prosentase 98,9 (baik)  dan uji coba kelompok besar diperoleh prosentasea97,5 (baik). Hasil data dan analisis penelitian, disimpulkan bahwa pengembangan perangkat pembelajaran penerapan rangkaian elektronika dengan model SAMR kelas XI memudahkan siswa dan guru berkolaborasi mencapai tujuan pembelajaran dan mengembangkan kreatifitas dan inovasi siswa dengan mengintegrasikan teknologi serta dapat diterapkan dalam pembelajaran lainnya.Abstract: By incorporating technology, this Research and Development creates learning aids that use the SAMR (substitution, augmentation, modification, redefinition) model to make learning more original and creative while improving student's knowledge. The SAMR model approach and the Research and Development (R&D) method were used in the process of creating learning tools. Questionnaires and observation were used as data-collecting tools. Media specialists, design experts, material experts, coworkers, and students participated in the feasibility testing stage. A percentage of 95.5 (valid) was attained in the design expert feasibility evaluation results. Experts in material score 93.8 (valid). A valid percentage of 83.8 was given by media professionals. Colleagues' practicality test scored 91.7 out of 100, which is good. The results of the response to the product in the small group obtained a percentage of 98.9 (good), and in large group trials, it was 97.5 (good). The results of the research data and analysis concluded that the development of learning tools applying electronic circuits using the class XI SAMR model makes it easier for students and teachers to collaborate in achieving learning goals and develops student creativity and innovation by integrating technology and can be applied in other learning.
Development of an Android-based virtual laboratory as a database learning media for vocational school Umami, Riza; Leksono, Ibut Priono; Rohman, Ujang
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p212

Abstract

Abstract: Tujuan pengembangan dan penelitian ini adalah menghasilkan produk laboratorium virtual berbasis android sebagai media pembelajaran basis data kelas XI SMK dilengkapi buku petunjuk penggunaan “Vlab base” dan meningkatkan pemahaman serta hasil belajar siswa pada topik pengelolaan tabel pada basis data menggunakan Bahasa SQL. Prosedur pengembangannyamenggunakan  metode Research and Development (R&D) dan pendekatan pengembangan aplikasi model waterfall. Hasil validasi dari ahli media mencapai prosentase 92 (sangat layak), ahli desain 93 (sangat layak), dan ahli materi 94 (sangat layak). Uji kepraktisan mencapai prosentase 95 (sangat layak), kelompok kecil 90,67 (sangat layak), dan uji coba kelompok besar 93 (sangat layak) yang mempermudah siswa belajar dan praktikum mandiri memahami pengelolaan database berkategori sangat layak dan dapat digunakan guru dalam pembelajaran. Hasil pre dan post test siswa meningkatkan nilai hasil belajar siswa sebesar 100% berdasarkan kriteria efektivitas ketika digunakan dalam pembelajaran. Abstract: The goal of this research and development is to create an Android-based virtual laboratory product as a database learning medium for class XI Vocational School equipped with a manual for using "Vlab base" and to improve understanding and results of student learning in the topic of managing tables in databases using SQL language. The development procedure employed the research and development (R&D) method to create Android-based learning materials and the waterfall model application development approach. The validation results are 92% (very feasible) from the media experts, 93% (very decent) from the design experts, and 94% (very decent) from the material experts. The practicality test reaches 95% (very feasible), the small group reaches 90.67% (very feasible), and the large group trial obtains 93% (very feasible), making individual practice and learning simpler for pupils to understand database management that is categorized as very feasible and can be used by teachers in learning. Based on the criteria of effectiveness for learning, the results of the students' pre-test and post-test showed a 100% improvement in the value of student learning outcomes.
The implementation of Kahoot! based assessment and its impact on students' motivation in learning mathematics Lubis, Indah Syafrina; Ulfah, Syafika
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p106

Abstract

Abstrak: Penelitian menggunakan aplikasi Kahoot! mempengaruhi motivasi belajar peserta didik dalam pembelajaran matematika menjadi tujuan penelitian ini. Penelitian ini menggabungkan prosedur pra-eksperimental dengan metode kualitatif dan kuantitatif dalam desain one group pretest-posttest. Peneliti menemukan bahwa ketika peserta didik menggunakan aplikasi Kahoot!, motivasi belajar matematika mereka meningkat sebesar 12% (60.58 > 54.03). Berdasarkan hasil analisis kualitatif menyatakan bahwa aplikasi Kahoot! membuat pembelajaran matematika lebih menarik, tidak membosankan, meningkatkan interaksi sosial terhadap pembelajaran matematika, serta memberikan dorongan kompetitif yang positif. Selain itu, berdasarkan hasil analisis kuantitatif menunjukkan adanya perbedaan yang signifikansi antara nilai motivasi belajar matematika sebelum dan sesudah penerapan aplikasi Kahoot!. Hasil uji t menunjukkan nilai signifikansi (Sig) lebih rendah dari nilai alpha (0,000 < 0.05), sehingga H0 ditolak dan H1 diterima yang berarti terdapat pengaruh yang signifikan antara sebelum dan sesudah menggunakan aplikasi Kahoot!. Hasil uji N-Gain motivasi belajar matematika sebesar 0.30, skor ini dikategorikan sedang yang artinya penggunaan aplikasi Kahoot! dalam pembelajaran matematika cukup efektif dalam meningkatkan motivasi mempelajari mata pelajaran tersebut.Abstract: This research uses the Kahoot! to influence students' learning motivation in learning mathematics is the goal of this study. This study combines pre-experimental procedures with qualitative and quantitative methods in a single-group pretest-posttest design. Researchers found that when students used the Kahoot! app, their motivation to learn math increased by 12% (60.58 > 54.03). Based on the qualitative analysis results, it is stated that the Kahoot! application makes mathematics learning more interesting, not boring, enhances social interaction in mathematics learning, and provides positive competitive motivation. Additionally, based on the quantitative analysis results, there is a significant difference in motivation for learning mathematics before and after the implementation of the Kahoot! application. The t-test results show a significance value (Sig) lower than the alpha value (0.000 < 0.05), thus rejecting the null hypothesis (H0) and accepting the alternative hypothesis (H1), which means there is a significant impact between before and after using the Kahoot! application. The N-Gain test result for motivation in learning mathematics is 030, categorized as moderate, indicating that the use of the Kahoot! application in mathematics education is quite effective in improving motivation to study the subject.
The influence of the guided inquiry method and critical thinking on the learning outcomes of culinary arts in class X high school students Gunawan, Wawan; Karyanto, Yunus; Wiyarno, Yoso; Atiqoh, Atiqoh; Suharti, Suharti; Harwanto, Harwanto
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p001

Abstract

Abstrak: Pembelajaran yang memberikan pengalaman dan partisipasi siswa adalah pembelajaran inkuiri karena pembelajaran inkuiri menuntut siswa untuk melakukan aktivitas, mengamati, menganalisis, dan menarik kesimpulan dari aktivitas yang diamati. Artinya metode inkuiri dapat mengembangkan kemampuan berpikir siswa sehingga menuntut siswa untuk mengambil inisiatif dalam memecahkan masalah. Tujuan dari penelitian ini adalah untuk mengetahui ada pengaruh hasil belajar tata boga antara yang menggunakan metode guided inquiry dan metode ekspositori, pada siswa yang mempunyai kemampuan berpikir kritis berbeda. Penelitian ini menggunakan rancangan kuasi eksperimental faktorial 2X2. Hasil penelitian ini dapat ditarik simpulan sebagai berikut: Ada perbedaan hasil belajar tata boga siswa yang memiliki kemampuan berpikir kritis tinggi dengan kemampuan berpikir kritis rendah dan ada interaksi antara penerapan metode guided inquiry dan kemampuan berpikir kritis terhadap hasil belajar tata boga siswa. Berdasarkan temuan penelitian dapat disimpulkan bahwa penggunaan metode guided inquiry dan keterampilan berpikir kritis dapat meningkatkan hasil belajar tata boga pada siswa SMA Kelas X.Abstract: Learning that provides student experience and participation is inquiry learning because inquiry learning requires students to carry out activities, observe, analyze and draw interesting conclusions from the activities observed. This means that the inquiry method can develop students' thinking abilities so that it requires students to take the initiative in solving problems. The aim of this research is to determine whether there is an influence on culinary learning outcomes between those using the guided inquiry method and the expository method, on students who have different critical thinking abilities. This research uses a 2X2 factorial quasi-experimental design. The following conclusions can be drawn from the results of this research: There are differences in the culinary learning outcomes of students who have high critical thinking abilities and those with low critical thinking abilities and there is an interaction between the application of the guided inquiry method and critical thinking abilities on students' culinary cooking learning outcomes. Based on research findings, it can be concluded that the use of guided inquiry methods and critical thinking skills can improve culinary learning outcomes in Class X high school students.
Development e-booklet learning media with the mnemonic method on the material of the motion system Jasti, Rena Firda; Sidabutar, Hudson
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p056

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan media pembelajaran e-booklet dengan metode mnemonik pada materi sistem gerak untuk mengatasi kesulitan siswa dalam menghafal materi Biologi yang memiliki banyak istilah asing. Penelitian ini menggunakan metode ADDIE yang terdiri dari lima tahap, yaitu analyze, design, develop, implement, dan evaluate. Hasil penelitian menunjukkan bahwa e-booklet yang dikembangkan dinyatakan “Valid” oleh ahli materi maupun ahli media dengan persentase rata-rata berturut-turut adalah 93,3 persen dan 83,75 persen. Respon guru dan siswa terhadap e-booklet yang dikembangkan tergolong “Sangat Praktis” dengan persentase rata-rata berturut-turut adalah 98,75 persen dan 89,62 persen. Hasil belajar kognitif siswa menunjukkan rata-rata perolehan nilai siswa sebesar 92,14. Dan yang memperoleh nilai ≥75 sebanyak 27 siswa sehingga diperoleh persentase ketuntasan sebesar 96,42 persen yang tergolong sangat efektif. Hal ini menunjukkan bahwa media pembelajaran e-booklet efektif digunakan pada materi sistem gerak untuk mempermudah siswa dalam mengingat.Abstract: This research aims to develop e-booklet learning media with the mnemonic method on the material of the motion system to overcome student’s difficulties in memorizing Biology material which contains various foreign terms. This form of study qualifies as research and development (R&D) and employs the ADDIE method which consisted of five stages, namely analyze, design, develop, implementation, and evaluate. The results demonstrate that the developed e-booklet was declared "valid" by material experts and media experts with an average percentage of 93.3 percent and 83.75 percent, respectively. The response of teachers and students to the developed e-booklet is classified as "very practical" with an average percentage of 98.75 percent and 89.62 percent, respectively. The average student score on cognitive learning outcomes was 92.14. Among the participants, 27 students obtained a score of ≥75 were 27 students, thereby resulting in completeness percentage of 96.42 percent, classified as very effective. This indicates that the e-booklet learning media is an effective tool for facilitating memory retention.
Development of augmented reality feature modules on the introduction of historical monuments in Timor Leste Usfinit, Imelda Florenciana; Kuswandi, Dedi; Soepriyanto, Yerry
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p011

Abstract

Abstrack: Tujuan dari penelitian ini adalah untuk menghasilkan modul monumen bersejarah yang dilengkapi dengan fungsi augmented reality (AR) untuk siswa kelas IX yang valid/cocok untuk melengkapi pengajaran dan praktis untuk meningkatkan hasil belajar siswa. Penelitian ini menggunakan model pengembangan Lee dan Owens. Persentase hasil yang diperoleh dari validasi ahli media adalah 80%, dalam kategori valid dan layak. Pengetahuan material menyumbang 96,6% dari kelas yang valid dan layak. Siswa dan nilai ujian diterima dengan baik. Sementara itu, siswa yang ditugaskan secara acak mendapat nilai 93% (nilai bagus) dalam ujian mereka. Rata-rata pretest sebesar 90,75% dan rata-rata posttest sebesar 88,1%. Itu menunjukkan n-gain atau difference sebesar 65,52%. Oleh karena itu, dapat dikatakan bahwa terdapat perbedaan yang signifikan terhadap hasil belajar sebelum dan sesudah ujian. Berdasarkan kriteria, termasuk kriteria hasil belajar.Abstract: This study aims to produce a historical monument module equipped with augmented reality (AR) functions for the 9th-grade gymnasium, which is suitable for supplementing teaching and improving student learning outcomes. The study employed the development model suggested by Lee and Owens. The percentage results obtained through the validation of media experts were 80% of valid and feasible categories. The data yielded 96.6% valid and feasible in categories. The students' test results were well received. Meanwhile, randomly assigned students scored 93% (good grades) in their exams. The average of the pretest was 90.75% and the average of the posttest was 88.1%. This shows a gain or difference (n-gain) of 65.52%. Therefore, it could be claimed that there is a significant difference in learning results between pretest and posttest based on various criteria, including learning outcomes criteria.
Analyzing the use of information technology in guidance and counseling services in Indonesia and Tanzania: A narrative review Kaserero, Subira Nahemia; Muslihati, Muslihati; Ramli, Muhammad
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p066

Abstract

Abstrak: Karena kemajuan pesat dalam teknologi informasi, konselor sekolah harus memodifikasi layanan bimbingan dan konseling mereka untuk mencerminkan perubahan ini. Sayangnya, sedikit informasi tentang bagaimana konselor menggunakan TI tersedia, terutama di Tanzania dan Indonesia. Penelitian ini bertujuan untuk menganalisis bagaimana kedua negara ini menggunakan teknologi informasi untuk layanan bimbingan dan konseling. 100 artikel internasional dan Nasional telah direview dari tahun 2014 hingga 2024 di Google Scholar, sedangkan 25 artikel telah dipilih menggunakan model PRISMA. Konselor sekolah menggunakan komputer, smartphone, Microsoft Word, PDF, WhatsApp, Zoom, dan Google Meet. Namun, mereka menghadapi kesulitan seperti keterampilan TIK yang tidak memadai, dan kurangnya pelatihan, mereka sering belajar kemampuan digital baru dari rekan kerja mereka. Studi lebih lanjut tentang penggunaan TIK di negara-negara ini diperlukan, seperti halnya penyelidikan upaya pemerintah untuk meningkatkan literasi digital khusus untuk konselor sekolah. Abstract: In light of rapid advancements in information technology, school counselors must modify their guidance and counseling services to reflect these changes. Unfortunately, there is a paucity of information about how counselors use IT, especially in Tanzania and Indonesia. This study aims to analyze how these two countries use information technology for guidance and counseling services. A total of 100 international and national articles have been reviewed from 2014 to 2024 in Google Scholar, while 25 articles have been selected using the PRISMA model. School counselors use computers, smartphones, Microsoft Word, PDFs, WhatsApp, Zoom, and Google Meet. However, they encounter difficulties, such as inadequate ICT skills and lack of training. Consequently, they frequently learn new digital abilities from their work colleagues. Further studies on ICT use in these nations are required, as well as an investigation of government efforts to enhance digital literacy specifically for school counselors. 
The influence of E-PjBL and student learning interest on critical thinking skills Prihatin, Prihatin; Gunawan, Wawan
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p024

Abstract

Abstrak: Penelitian ini bertujuan untuk menguji pengaruh model pembelajaran electronic project-based learning (E-PjBL) dan minat belajar terhadap kemampuan berpikir kritis pada materi pola pemotongan busana tanpa perca. Penelitian dilakukan di lembaga kursus dan pelatihan di Surabaya dengan jumlah responden sebanyak 120 peserta didik dan terbagi menjadi 2 kelompok yaitu 60 peserta didik pada kelompok kontrol dan 60 peserta didik pada kelompok eksperimen. Hasil analisis menunjukkan sebagai berikut: terdapat pengaruh model pembelajaran electronic project-based learning (E-PjBL) dan metode konvensional serta minat belajar terhadap kemampuan berpikir kritis pada materi pola pemotongan busana tanpa perca dan terdapat interaksi antara model pembelajaran electronic project-based learning (E-PjBL) dan minat belajar terhadap kemampuan berpikir kritis pada materi pola pemotongan busana tanpa perca. Maka dapat disimpulkan dari hasil penelitian bahwa model pembelajaran electronic project-based learning (E-PjBL) dan minat belajar dapat meningkatkan kemampuan berpikir kritis peserta didik.Abstract: This study attempted to see the impact of the electronic project-based learning (E-PjBL) learning model and learning interest on students' critical thinking skills using Lean pattern fashion design materials. The research was carried out at a course and training institute in Surabaya, with 120 students divided into two groups and surveyed: 60 in the control group and 60 in the experimental group. According to the findings, the electronic project-based learning (E-PjBL) learning model and the traditional learning method and interest increase student's critical thinking skills in fashion design through lean patterns. It also unveiled the relationship between modeling and a desire to learn with critical thinking skills in lean pattern fashion design. As a result of the research findings, the current study concluded that the electronic project-based learning (E-PjBL) learning model and students' interest in learning can improve students' critical thinking abilities.