cover
Contact Name
Betty Masruroh
Contact Email
publisher@um.ac.id
Phone
+6285733562345
Journal Mail Official
jodli@um.ac.id
Editorial Address
PUIPT Disruptive Learning Innovation Universitas Negeri Malang (PUIPT DLI UM) Gedung B15 Lantai 1, Universitas Negeri Malang Jl. Semarang No.5, Kota Malang Jawa Timur, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Journal of Disruptive Learning Innovation (JODLI)
ISSN : 27748715     EISSN : 27214486     DOI : http://dx.doi.org/10.17977/um072
Core Subject : Education,
Journal of Disruptive Learning Innovation (JODLI): is an academic, open access journal about concepts, phenomena, and new discoveries that create transformative effects in education based on what the community needs of their time based on three research and development groups, namely: (1) Web / Mobile based Learning Platform with integration of Artificial Intelligent (2) Ubiquitous Education Technology (u-learning) equipped with Augmented Reality, and (3) One-Stop Learning that utilizes data mining and the power of data analysts.
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol 4, No 1 (2022)" : 6 Documents clear
Design and Development Augmented Reality Application to Introduce the Potential of Sudaji Village in Bali Using the Design Thinking Method Wahyu, Kartika; Ashar, Muhammad; Kirana, Kartika Candra; Rahmadya, Budi
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p1-10

Abstract

Indonesia is a country that has diversity, both in terms of ethnicity, customs, religion, and language. One of them is the island of Bali, the island of Bali is one of the parameters of Indonesian tourism. Data on the high number of tourist visits to Bali before the pandemic increased. This is what affects the economy in Bali. However, due to the COVID-19 pandemic, tourists visiting Bali have decreased. In an effort to increase the economy due to the pandemic in the tourism sector, the Province of Bali continues to develop villages in Bali into tourist villages. One of them is Sudaji Village, Sudaji Village is included in the top 50 Indonesian tourist villages, the current digitization in the form of websites, YouTube, Instagram, Tiktok, Facebook which is used to provide information about the potential that exists in the village. However, the digitization is still not enough to encourage tourists to know about Sudaji Village, especially domestic tourists. This is evidenced by the results of interviews with five domestic tourists, stating that they have never heard of tourism in Sudaji Village, Bali. In the development of digital villages in Sudaji Village, namely using Augmented Reality (AR). Augmented Reality (AR) is a technology that has a lot of potential to be developed in various fields. This study uses the design thinking method with 5 stages, namely empathize to find out about the problems of potential users, define to define problems from the data that has been obtained, ideate, which is to create solutions or ideas based on existing problems, prototypes make products from the results of the previous stages, and the fifth stage, namely testing carried out by 5 potential users to get an SUS score of 82 which is included in the A value with excellent information.
Development of Human Facial Expression Game for Autism Children Using Design Thinking Method Haq, Yaritza; Ashar, Muhammad; Kirana, Kartika Candra
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p11-23

Abstract

Facial expression is one of the important factors in interacting and communicating activities. People can know the emotions and feelings of the interlocutor through their facial expressions. However, this can be difficult while doing interactions with children with autism. These limitations become obstacles in socializing for children with autism because not everyone can understand their feelings. To overcome this problem, a study was proposed with the title "Development of a Game for Recognizing Human Facial Expressions for Children with Autism Using Design Thinking Methods". The existence of this research is expected to help children with autism to learn facial expressions according to the emotions they feel and can improve their social skills. The method used in this study is the Design Thinking method which consists of 5 stages, namely Empathize, Define, Ideate, Prototype, and Test.
User Interface and User Experience Design in Digital Learning Applications for Autistic Users with the Human-Centered Design Method Nurdin, Muhammad Iman; Ashar, Muhammad; Akbar, Muhammad Iqbal; Lesmana, I Putu Dody
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p24-31

Abstract

Currently in Indonesia there are millions of school-age children. Some of them still have difficulty in accessing education, including children with special needs. Children with special needs are part of a society that is classified as vulnerable. Some institutions state that they are 10 times more likely to be out of school. Even when they go to school, the learning they receive tends to be not optimal, especially for autistic children. Autism is a disorder of overall human development that results in barriers to socialization, communication, and behavior. With the various obstacles they have, the learning process they receive tends to be less than optimal if it is not balanced with adequate facilities and infrastructure. Therefore, in this study, researchers want to design a digital learning application for autistic users based on a website, where the User Interface (UI) and User Experience (UX) of the learning application are tailored to the user's needs. By using the Human-Centered Design (HCD) method that focuses on humans in its manufacture. With these grounds and reasons, it is hoped that this research can produce a UI UX with a good level of usability, effectiveness, and user satisfaction.
The Effect of Using Google Classroom and Whatsapp Group Applications on Students’ Interest and Learning Outcomes in Chemistry During The Covid-19 Pandemic mustapa, Kasmudin; Ahyar, Aditya Kurniawan; Ratman, Ratman; Magfirah, Magfirah
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p32-42

Abstract

This study aimed to determine the effect Google Classroom and WhatsApp Group applications on the interest and learning outcomes in chemistry during the Covid-19 pandemic at SMA Negeri 1 Ampibabo. It was a quasi-experimental study. The sample was students of class X MIA D and X MIA E for the 2021/2022 academic year, totaling 66 students. The interest in learning and learning outcomes were tested statistically using analysis t-test two parties. The results of data analysis showed that the mean score of student learning outcomes in the experimental class was 78.5, while in the control class was 86. The data analysis of questionnaires on students’ learning interest showed that the experimental class was in a "Undecided" attitude with a positive category of 63, 2% and the control class is in the "Strongly Agree" attitude with a positive category of 82.1%. The results of the normality test for each data set revealed that all data groups of interest and learning outcomes in both the experimental and control classes were normally distributed, as indicated by a significant probability value> (0.05). Similarly, the homogeneity assumption test results revealed that all data groups in observation variables were homogeneous, with a significant probability value> (0.05). Thus, there was an effect of using the Google Classroom and WhatsApp Group applications on students’ interest and learning outcomes in chemistry during the Covid-19 Pandemic at SMA Negeri 1 Ampibabo.
Development of Interactive Media Based on Articulate Storyline to Enhance Student Interest at Junior High School on The Pressure of Substance’s Material Albahy, Azmy Afif; Setiawan, Agung Mulyo
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p43-52

Abstract

Decreased student learning interest in the pressure of substance material is influenced by less interactive of learning media. The interactive media that we developed is based on articulate storyline application for junior high school’s student. The ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model is used to develop this product. The results were increasing value in the pre-test 41,4 to post-test 54,5. Then the result of the t-test analysis obtained a significance value of 0,001<0,05. In addition, the percentage of the descriptive analysis shows that the majority of students were 'interested' in the interactive media is 76.66%. Thus, we get the conclusion that the development of interactive media based on Articulate Storyline is able to increase the student interest at junior high school in the pressure of substance material.
Developing Content for 4-Side Hologram Media: E-Book and Hologram Video on Sound Material for Junior High School Students Andini, Putri Ayu; Setiawan, Agung Mulyo
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p53-62

Abstract

From the result of literature review, hologram as learning media is able to attract student interest and learning, and it is suitable to use in various disciplines and levels of education. In other hand, the observational result in the field, teachers rarely used an innovative media and student learning outcomes are low in sound material. Therefore, the authors are interested in developing hologram media content forms as e-books and hologram videos on sound material. This research is using R&D method with the ADDIE model (Analysis, Design, Development, Implementation and Evaluate). Based on our result, it can be concluded that the development of e-books and hologram videos on sound material are valid with a percentage 88.5% and are suitable to use in the classroom with a percentage 89.4%. Likewise, from the result of the reliability test for pre-test and post-test questions has a value of 0.882, so that these questions are reliable. After these products are used in the classroom, the effectivity test with N-gain experienced value in a moderate category. Thus, it can be concluded that the development of hologram media content for sound material, such as e-book and hologram videos, are effective to use in junior high school.

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