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 60 Documents
Effectiveness of Genetic Module to Reduce Misconception Levels and Improve Cognitive Learning Outcomes of Grade XII Students of SMA Negeri 5 Malang Didik Dwi Prastyo; Mohamad Amin; Hendra Susanto
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (163.179 KB) | DOI: 10.17977/um072v2i22021p89-97

Abstract

We investigate the effectiveness of module to reduce misconception and improve learning outcomes in genetic material using multiple choice test with CRI. This study using pre-experiment study with one group pretest post test design. This study reports the results of analysis of misconception level of XII grades in SMA Negeri 5 Malang reduce from 33.42 percent to 12.92 percent. Learning outcome increase from 38.30 into 72.96.  These results indicate that the genetic module is effective to reducing the level of misconceptions and improving student cognitive learning outcomes.Keywords: Misconception, learning outcomes, genetic
Android-Based "Idea Bank" Application as Media E-Learning in Courses Change Management Elfia Nora; Afwan Hariri Agus Prohimi; Lohana Juariyah
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.684 KB) | DOI: 10.17977/um072v2i12020p9-21

Abstract

During this time for change management lectures, it is still often conveyed by the method of lectures and group discussions on cases of change in the industry and its management. Idea Bank application will be expected to be a reference for students to pour ideas of change, try to design changes, keep documentation of the implementation of changes they make, so that the idea of changes and innovations made by students in this application later may also be useful for the State University of Malang, because during this time the tasks carried out by students are more often stored in hard copy, or soft copy personally by lecturers who foster the subject.The purpose of developing e-learning media in change management courses in the form of android-based "idea bank" application is to create more innovative electronic learning media and provide more interactive learning media to students in accordance with the millennial era they live in.Learning tools developed in the form of Electronic Learning Media Applications stored on HP Android can be installed through the Play Store labeled "Idea Bank", where in it there will be several features namely problem portrait feature,  Idea Change feature, Idea Design feature,  theory change feature, Idea Succes feature, and some electronic program tools, including save menu, table data filling menu, upload documentation and others.The development method is Borg & Gall development model (1996) using water fall flow at the development stage. Stages of development ranging from needs analysis, product planning, product development, trial / implementation (validation), revision and report creation.Product results in the form of Idea Bank Application in the form of problem portrait feature, Idea Change feature, Idea Design feature, theory change feature Idea Succes Feature. stored on HP Android and also application usage tutorial.Keywords: Application; Idea Bank; E-learning.
Learning Innovation Online Course Based on Blended Learning for Interactive Learning in The Era of Education 4.0 Andika Bagus Nur Rahma Putra; Awalia Habibatuz Zahro; Amat Mukhadis; Nurul Ulfatin; Muhammad Ashar
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (605.515 KB) | DOI: 10.17977/um072v1i12019p46-55

Abstract

The objectives of this study: (1) developing online learning innovations based on blended learning for interactive learning media era education 4.0; and (2) testing the attractiveness of the product being developed. The development of Quipper School learning tools follows the 4-D model (namely defining, designing, developing, and disseminating). The results of this study include: (1) quipper school has several advantages to help the learning process, including students being able to learn independently, learning that is fun and interesting through features, displaying material and varied videos, students can practice questions, and teachers can monitor the progress of student learning; (2) Quipper School media which is proven to improve student learning outcomes
Fun POAC, A Learning Media for Human Resources Course Imam Bukhori; Elfia Nora; Sopiah Sopiah
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1053.061 KB) | DOI: 10.17977/um072v3i12021p14-25

Abstract

This type,  of course, consists of compulsory courses, prerequisites, concentrations, and electives. Human Resource Management courses are compulsory courses that must be followed by all undergraduate students of the Department of Management at the Faculty of Economics, Malang State University. The development of  Fun  POAC Human Resources Application as an e-learning medium in this human resource management course is to create and develop electronic learning media which will be able to make it easier for students to understand how planning, organizing, moving, and controlling human resources in an organization,  Making learning in resource management courses is not boring and interesting because it is not only encouraged in listening to what lecturers say but is packed with application devices with various accessories and interesting features that can make students motivated to open, read and understand learning materials, assignments and practices. The material on the application is packaged for one semester lectures. The e-learning media developed consists of fun planning HR, Fun Organizing HR, Fun Actuating HR, and fun controlling desktop-based menus so that students or those who want to use this application can install it on their respective computers or laptops. The development method carried out is the Borg &Gall development model (2005) using waterfall grooves(waterfall)at the stage of development. The development stages start from needs analysis, product planning, product development, trial/implementation (validation), revision, and report creation. The product results in the form of the "Fun POAC Human Resources" Application as a learning medium in human resource management courses and will be equipped with media application videos, as well as media usage instructions. 
The Development of Augmented-Reality Based Guided Inquiry Teaching Material of Life Organization System Linda Suci Triliana; Munzil Munzil; Sugiyanto Sugiyanto
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1120.641 KB) | DOI: 10.17977/um072v2i22021p113-123

Abstract

The purposes of this research and development is to produce feasible and valid teaching materials utilizing augmented reality-assisted guided inquiry learning model in the activity of identifying life organizational system for 7th grade students of Junior High School/Islamic Junior High School, as teaching material in Covid-19 Pandemic era. This research used Lee and Owens research and development model, limited to three stages, namely: analysis/assessment, design, and development. The feasibility of the teaching materials were determined from the results of the validation and user assessment. The teaching materials were developed in A6-sized printed books containing Basic Competence 3.6 materials of life organizational system from the cellular level to organismic level. The materials were presented in the forms of illustrations, videos, three-dimensional AR animations, and handouts on google drive. Based on the validity result which was conducted by material and media experts, it was discovered that the teaching materials were valid and feasible for learning with the score percentage of more than 81 percent.
Development of Entrepreneurship E-Module for Elementary School Students Based on Local Wisdom in Madura Island Indah Setyo Wardhani; Rika Mellyaning Khoiriya
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (136.121 KB) | DOI: 10.17977/um072v1i22020p36-44

Abstract

The aim of this research is to develop a valid, practical and effective entrepreneurship e-module for Elementary School students in Madura. The validity level of the entrepreneurship e-module is known through the results of validation analysis by the validator. The level of practicality is known through observations of the use of entrepreneurship e-module, and the level of effectiveness known from two aspects, namely (1) the average score of students’ learning outcomes and (2) positive responses of the students. The development research model used to modify the 4D model by Thiagarajan and Sammel that consists of four stages, namely the stages of defining, designing, developing, and disseminating.
Validating an instrument to investigate students’ conception of Salt hydrolysis Isnatul Husniah; Habiddin Habiddin; Muhammad Sua’idy; Nuryono Nuryono
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (81.786 KB) | DOI: 10.17977/um072v1i12019p1-6

Abstract

This paper outlines the development and validation of a Four-tier instrument in the topic of salt hydrolysis (FTISH). The instrument was developed by using the procedure of FTDICK instrument as published by Habiddin & Page (2019). This study was a part of other separates studies conducted by other groups of researchers including Devita, Habiddin & Suaidy (2019) (in press). This study involved 127 students in total and data collection were carried out two times involving 64 students in the first data collection and 63 students in the second one. The participants of both groups were public secondary school students from Malang. The FTISH consists of 23 questions. The results show that the validity of the questions ranged between 0.263 and 0.745. The reliability of the instrument was 0.80 and falls in the high category. The future implementation of the instrument to support the teaching and learning of salt hydrolysis are also discussed.
Development of Teaching Material with the Creative Problem Solving Model Using Mobile Learning Application Aisyah Sukmafani; Munzil Munzil; Isnanik Juni Fitriyah
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (667.687 KB) | DOI: 10.17977/um072v2i22021p124-135

Abstract

This study and development aimed to produce a valid and feasible teaching material with the Creative Problem Solving (CPS) model on the activity of environmental pollution analysis using a mobile learning application in the COVID-19 pandemic era. The study model in this development was using the ADDIE method that limited to analyze, design, and develop stages where each stage passes the evaluation stage. The validity rate of the teaching material is obtained through a validity test by the validator while its eligibility rate is obtained through feasibility tests by the users. The validation result of materials in the teaching material had a percentage of 93.31 percent and the media feasibility test obtained a percentage of 95.60 percent. This teaching material was packed in a mobile learning form that consists of water, air, and land pollution materials. This teaching material displayed news articles, materials explanations, and presented in the form of animated videos, phenomena videos, pictures of environmental pollution, student worksheets, and mission-based learning activities. Animated videos have three animation characters that move and talk with different voices in each sub-chapter. The validation result by validators stated that the teaching material is valid and feasible, with a percentage of greater than or equal to 81 percent.
Application of ESP32 as a Media for Learning Ozone Damage in the Form of IoT-Based Ultraviolet Index Readers Nugroho Adi Pramono; Fauzan Ibnu Sofyan; Bertha Anggita Purwandani; Oktavia Ghaisyani
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (396.639 KB) | DOI: 10.17977/um072v2i12020p22-29

Abstract

Ultraviolet light is part of the electromagnetic waves from solar radiation. Excessive UV light can cause damage to human skin. High UV index caused by one of the damage to the ozone layer, therefore it is important we study the ozone damage in an area. On this occasion made learning media in the form of an IoT-based ultraviolet index reader. This tool uses ESP32 as a controller by adding several modules namely UV index sensor and wifi module. The existence of a wifi module makes it easy for us to send data and control ESP32 using the internet, therefore this tool is said to be based on the Internet of Things (IoT). With this tool we can compare the UV Index level in several regions simultaneously without being in that area. From the difference in index, we can study the level of UV radiation in each region in real time. Therefore we can study the comparison of ozone damage levels.
Design and Implementation a Management Information System Extracurricular WebBased (Case Study: SMAN 1 Sampang) Achmad Hamdan; I Made Irawan; M. Zainal Arifin
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (68.351 KB) | DOI: 10.17977/um072v1i12019p56-59

Abstract

This research aims to design and implement a Management Information System Extracurricular Web-Based in SMA Negeri 1 Sampang to be able to further improve the performance of the school in extracurricular management. SMA Negeri 1 Sampang is a leading public school in the town of Sampang. However extracurricular school management system is still not supported by good information technology facilities. And so we need an information system as an efficiency improvement of school performance in extracurricular management. This research using research design development. The this development goal is to develop a extracurricular management information system web-based as a means to improve the performance of the school in order to support the extracurricular management skills to further develop the student maximum and can also support the academic achievement of students. This development using Waterfall model. The conclusion of this research is that the extracurricular management information system is declared to be feasible and valid to be used because the percentage generated is quite high, namely the average usability aspect of 89.54 percent and the functionality aspect of 99.99 percent.Keyword: Information System, Management, Extracurricular