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Contact Name
Fathirma'ruf
Contact Email
ainarajiepp@gmail.com
Phone
+6285253190336
Journal Mail Official
ainarajiepp@gmail.com
Editorial Address
Ainara Press, Jln. Lintas Sumbawa, Kabupaten Bima, Nusa Tenggara Barat, Indonesia
Location
Kab. dompu,
Nusa tenggara barat
INDONESIA
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
ISSN : 27757854     EISSN : 27757854     DOI : https://doi.org/10.54371/jiepp.v1i2
JIEPP-Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP) dengan Focus & Scope pada bidang: Inovasi Pembelajaran, Implementasi Teori & Manajemen Pendidikan, Evaluasi Pembelajaran, Pengembangan Teknik, Model & Perangkat Pembelajaran, Teknologi Pendidikan, Evaluasi dan Pengembangan Kurikulum, Belajar dan Pembelajaran, Desain sistem Pembelajaran, serta Makalah Ilmiah Hasil Penelitian bidang Ilmu Pendidikan.
Articles 154 Documents
Pengaruh Penggunaan Media Pembelajaran Interaktif Berbasis Aplikasi Articulate Storyline 3 terhadap Hasil Belajar Siswa Rizaluddin Rizaluddin
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 2 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i2.994

Abstract

Penelitian ini dilatarbelakangi oleh praktik pembelajaran yang monoton, di mana guru cenderung menyampaikan materi secara abstrak dan partisipasi siswa sangat rendah, sehingga capaian belajar banyak yang tidak memenuhi Kriteria Ketuntasan Minimal (KKM). Untuk mengatasi permasalahan ini, digunakan media pembelajaran interaktif berbasis aplikasi Articulate Storyline 3. Penelitian kuasi-eksperimen dengan desain nonequivalent control group dipilih karena pembagian kelas di sekolah tidak memungkinkan randomisasi. Populasi penelitian berjumlah 210 siswa kelas XI SMA Negeri 2 Dompu, dengan sampel kelas XI-5 sebagai eksperimen dan XI-2 sebagai kontrol yang ditentukan secara purposive. Instrumen berupa tes pilihan ganda 30 butir, dianalisis dengan uji prasyarat (normalitas dan homogenitas) serta uji hipotesis (uji-t independen). Hasil penelitian menunjukkan perbedaan signifikan antara kelas eksperimen dan kontrol (t(52) = 5,150; p < 0,05). Sebanyak 64% siswa di kelas eksperimen mencapai ketuntasan belajar (nilai ≥ 70 sesuai ambang KKM), jauh lebih tinggi dibanding kelas kontrol. Temuan ini menegaskan bahwa media pembelajaran interaktif berbasis Articulate Storyline 3 berpengaruh positif dan signifikan terhadap hasil belajar siswa, serta memberikan implikasi praktis bagi penerapan teknologi interaktif dalam pembelajaran ekonomi.
Pengaruh Model Pembelajaran Inkuiri berbasis Tri Hita Karana dalam Meningkatkan Keterampilan Sosial Siswa Sekolah Dasar Devi Anzelina; Ni Putu Wedayanti; Putu Melly Cahyani; Ni Luh Putu Wirasanti; I Komang Adanda Wira Suputra; Ni Kadek Ginantri Setiari
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 2 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i2.1013

Abstract

 Penelitian ini bertujuan menguji pengaruh model pembelajaran Inkuiri berbasis nilai-nilai kearifan lokal Tri Hita Karana (THK) terhadap peningkatan keterampilan sosial siswa kelas IV sekolah dasar. Desain penelitian menggunakan quasi-experimental tipe non-equivalent control group pretest-posttest dengan dua kelompok: eksperimen (Inkuiri-THK) dan kontrol (konvensional). Instrumen penelitian berupa angket keterampilan sosial mencakup indikator kerja sama, komunikasi efektif, dan partisipasi aktif, dilengkapi observasi kelas. Hasil analisis menunjukkan peningkatan signifikan pada kelompok eksperimen (21,3%) dibandingkan kontrol (7,4%), dengan uji-t menghasilkan p < 0,05 dan effect size sebesar 1,52 (kategori besar). Temuan ini menegaskan bahwa integrasi nilai-nilai budaya lokal dalam model Inkuiri efektif memperkuat kompetensi sosial siswa. Penelitian ini mengisi kekosongan riset kuantitatif terkait implementasi Inkuiri-THK pada jenjang SD.
The Effect of Website-Based Learning ‘Belajar Lagu Daerah’ on Elementary School Students’ Understanding of Regional Songs: Pengaruh Pembelajaran Berbasis Website “Belajar Lagu Daerah” terhadap Pemahaman Lagu Daerah pada Siswa Sekolah Dasar Tiwi Aini; Julia Julia; Dety Amelia Karlina
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 3 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i3.1069

Abstract

The dominance of popular digital media has contributed to declining interest in Indonesia’s traditional songs among elementary pupils. This study examines the effect of the BELANDA (Belajar Lagu Daerah) website on students’ understanding of traditional songs. Using a quasi-experimental nonequivalent control group design, two grade-5 classes (n=27 per class) at SD Negeri Situraja participated. The experimental class used the BELANDA website for three sessions, while the control class received conventional instruction. Pretest–posttest data were analyzed via descriptive statistics, assumption checks, paired and independent t-tests, and normalized gain (N-Gain). Results indicate a significant improvement in the experimental class compared with the control (p<.05), with mean N-Gain of 0.70 (high) versus 0.45 (medium), respectively. Findings suggest that interactive, audiovisual web-based materials can strengthen cognitive understanding of local cultural elements among elementary students.
The Effect of Self-Awareness on Students’ Career Choice: Pengaruh Self-Awareness terhadap Pemilihan Karir Siswa Nur Intan; Dhevy Puswiartika; Ikhlas Rasido; Nur Eka Wahyuningsih Riyadi
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 3 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i3.1090

Abstract

This study aims to analyze the influence of self-awareness on students’ career choices at SMA Negeri 5 Palu. Self-awareness is understood as an individual’s ability to recognize personal potential, emotions, and values, which plays a crucial role in career decision-making. A quantitative approach with a survey method was employed, and the sample consisted of 152 twelfth-grade students selected through proportional sampling. Data were collected using a Likert-scale questionnaire and analyzed using simple linear regression. The findings reveal a positive and significant influence of self-awareness on students’ career choices, with a significance value of 0.000 < 0.05 and a coefficient of determination (R²) of 0.383. These results indicate that the higher the level of students’ self-awareness, the more accurate their career decision-making tends to be. Therefore, enhancing self-awareness through career guidance programs in schools is strongly recommended as a strategic effort to support students in their career planning
Implementation of a Role-Playing Model Assisted by Wayang Comic Media to Improve Javanese Polite-Speech (Unggah-Ungguh) Speaking Skills among Elementary School Students: Implementasi Model Role Playing Berbantuan Media Komik Wayang untuk Meningkatkan Keterampilan Berbicara Unggah-Ungguh Bahasa Jawa pada Siswa Sekolah Dasar Mareta Noor Ahadiya; Much Arsyad Fardnai; Diana Ermawatii
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 3 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i3.1101

Abstract

This classroom action research investigated the effectiveness of a role-playing model supported by wayang comic media in improving fifth-grade students’ Javanese polite-speech (unggah-ungguh) speaking skills. Unggah-ungguh was operationalized into five assessable indicators: (1) appropriateness of speech level to the interlocutor and situation, (2) diction and vocabulary accuracy, (3) grammatical structure, (4) fluency and pragmatic relevance of responses, and (5) pronunciation–intonation. The study involved 13 students of Grade V at SD 3 Margorejo and was conducted in two cycles following Kemmis & McTaggart (planning–action–observation–reflection). Speaking performance was evaluated using an analytic rubric by two independent raters and resolved through consensus when discrepancies occurred. Results showed substantial improvement in classical mastery: 0% in the pre-cycle, 53.85% in Cycle I, and 92% in Cycle II. The average speaking score increased from 58 (pre-cycle) to 70 (Cycle I) and 80 (Cycle II). These findings suggest that role playing with wayang comics provides contextual scaffolding for selecting appropriate speech levels and enhances students’ confidence and speaking accuracy.
The Effect of Business Mentoring on Students’ Competence in Teaching Factory Management: Pengaruh Mentoring Bisnis terhadap Kompetensi Siswa pada Pengelolaan Teaching Factory Aulia Rikhaul
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 3 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i3.1113

Abstract

Data from Indonesia’s Central Bureau of Statistics (BPS) in 2024 indicate that the open unemployment rate among Vocational High School (SMK) graduates remains the highest (9.01%), suggesting a persistent gap between graduate competencies and labor-market needs. Teaching Factory programs are designed to bridge schools and industry, yet early observations show that implementation is often constrained by limited authentic practice and minimal industry involvement. This study examines the statistical relationship between business mentoring and students’ competence in managing Teaching Factory activities at Stigma Resto, SMKN 3 Sukoharjo. A quantitative cross-sectional survey was conducted with 67 eleventh-grade students participating in the Teaching Factory program. Data were collected through online questionnaires, validated using Aiken’s V and Pearson item-total correlations, and analyzed using simple linear regression. The results demonstrate that business mentoring is positively and significantly associated with student competence (p = 0.000 < 0.05; β = 0.650; r = 0.709), explaining 50.2% of the variance in competence (R² = 0.502). These findings highlight business mentoring as a key strategy to strengthen students’ technical and managerial capabilities while reinforcing Teaching Factory implementation through sustained school–industry collaboration. Future studies should expand the model by incorporating additional internal and external factors affecting Teaching Factory performance.
The Effect of Canva-Based Learning Media on Students’ Learning Motivation in Islamic Religious Education at Junior High School: Pengaruh Media pembelajaran berbasis Canva terhadap Motivasi Belajar Pendidikan Agama Islam Siswa Sekolah Menengah Pertama Idhar Idhar; Ilyas Ilyas; Arif Rahman
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 5 No 3 (2025): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v5i3.1119

Abstract

This study aims to analyze the effect of using Canva media on students’ learning motivation in Islamic Religious Education (IRE) at SMP Negeri 2 Dompu. The low level of students’ enthusiasm in IRE learning, which is still dominated by conventional methods, encourages the use of more innovative digital visual media. This study employed a quantitative ex post facto approach. The population consisted of 143 eighth-grade students, with 23 students selected as the sample through purposive sampling. Data were collected using a Likert-scale questionnaire and analyzed using simple linear regression with SPSS version 25. The results showed that the use of Canva media had a significant effect on students’ learning motivation in IRE (t = 6.372; p < 0.05), with a coefficient of determination (R²) of 0.621. These findings indicate that Canva media is effective in increasing students’ interest, attention, and engagement in IRE learning. Therefore, the use of Canva is recommended as a creative and contextual learning medium in line with the Merdeka Curriculum.
The Effectiveness of the Creative Dimension of P5 (Entrepreneurship Theme) on Elementary School Students’ Financial Literacy Skills Nelinda Oktarina; Susanti Faipri Selegi; Sri Wahyuningsih
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 6 No 1 (2026): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v6i1.1172

Abstract

This study aims to analyze the effectiveness of implementing the creative dimension within the Projek Penguatan Profil Pelajar Pancasila (P5) under the entrepreneurship theme in improving elementary school students’ financial literacy skills. The study employed a quantitative approach using a quasi-experimental nonequivalent control group design. The sample consisted of 55 fifth-grade students from SD Negeri 128 Palembang, divided into an experimental group (27 students) and a control group (28 students). The experimental group received treatment through P5 entrepreneurship-based activities emphasizing the creative dimension, including product idea planning, simple product development, pricing and capital simulation, and contextual selling practices, while the control group followed conventional instruction. Data were collected using a financial literacy test, observation, and documentation, and analyzed through normality tests, homogeneity tests, and an independent samples t-test on posttest scores. The results revealed a significant difference between the two groups, with t(53) = -8.664; p < 0.001, where the experimental group (M = 85.19) outperformed the control group (M = 80.71). The effect size was also found to be strong (Cohen’s d = 2.34), indicating a substantial impact of the intervention. These findings suggest that integrating the creative dimension within P5 entrepreneurship activities is highly effective in enhancing students’ financial literacy skills and provides meaningful, contextual learning experiences in elementary education.
The Use of Blooket Game to Improve Sixth Grade Students’ Learning Outcomes in Elementary School History Desi Julyka Agiansy; Bandeni Bandeni
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 6 No 1 (2026): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v6i1.1174

Abstract

This study examines the effectiveness of integrating the Blooket game with a deep learning pedagogical approach in improving sixth-grade elementary school students’ history learning outcomes, particularly on the topic of Indonesian Historical Events during the Independence Era. The study is motivated by students’ low conceptual understanding of history content, as instruction is often dominated by rote memorization. Although previous studies have explored the use of Blooket, research that specifically investigates its integration with a deep learning pedagogical approach in elementary history learning remains limited. This study employed a quasi-experimental pretest–posttest control group design involving 30 sixth-grade students, divided into an experimental group and a control group. The experimental group received instruction using Blooket designed to promote deep conceptual understanding of historical events, while the control group was taught using conventional methods. Data were collected through learning outcome tests and classroom observations. The results indicate that the posttest mean score of the experimental group (M = 87) was higher than that of the control group (M = 74). These findings suggest that the integration of Blooket with a deep learning pedagogical approach has the potential to enhance students’ history learning outcomes in a more meaningful and conceptually grounded manner.
Development of BAMSI (Busy Book for Numbers Six and Nine) as a Learning Medium for Number Recognition among Children Aged 5–6 Years Zahara Alfina Divanti; Sri Widayati; Nurhenti Dorlina Simatupang; Afifah Rahmaningrum
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 6 No 1 (2026): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v6i1.1204

Abstract

The ability to recognize and differentiate numbers is a fundamental component of early childhood numeracy development; however, many children experience difficulties distinguishing visually similar numbers such as 6 and 9. This study aims to develop, validate, and evaluate the effectiveness of BAMSI (Busy Book for Numbers Six and Nine) as an interactive learning medium for children aged 5–6 years. The research employed a Research and Development (R&D) approach using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. The feasibility of the media was assessed through expert validation involving media and subject-matter experts using a Likert-scale instrument, while effectiveness was tested using a one-group pretest–posttest design with 17 kindergarten children. Assessment indicators included the ability to identify, name, and classify numbers 6 and 9. The validation results indicated that the BAMSI media was highly feasible. Furthermore, the effectiveness test showed a significant improvement in children’s number recognition abilities, as evidenced by the Wilcoxon test (p < 0.001) and an N-Gain score of 0.81 (high category). The novelty of this study lies in integrating sensorimotor-based activities that enable children to manipulate physical objects, thereby strengthening visual discrimination and conceptual understanding. These findings suggest that BAMSI is an effective, engaging, and developmentally appropriate medium for enhancing early numeracy skills.