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
Development of UKBM Based on EPUB (Human Digestive System) Novela Memiasih; Murni Sapta Sari; Triastono Imam Prasetyo; I Wayan Sumberartha
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 (350.024 KB) | DOI: 10.17977/um072v3i12021p34-40

Abstract

In this globalization era, information is very easy to obtain, therefore critical thinking skills are important for students to have because they can train students to filter the information obtained to solve a problem. The purpose of this research is to produce a product in the form of UKBM based on ePUB on digestive system topic to improve critical thinking skills and cognitive learning outcomes of students who have been tested for validity, practicality and effectiveness. The development model used in this study is the ADDIE development model. The study was conducted at SMA Negeri 5 Malang with the research sample being students of class XI. Research data in the form of the results of the validation of media experts, topic experts, assessment experts, field practitioners, student responses, pretest and posttest results of students. The results showed that the average percentage of validated ratings of media experts, topic experts, assessment experts, field practitioners were 96.74 percent, 100 percent, 100 percent, and 94.23 percent, all of which were in the very valid category. The practicality test value is 92.53 percent which means it is very practical, the value of the effectiveness test is 0.8 which means it is classified as very effective, the results of students critical thinking skills are 82.16 which means it is classified as very critical, and the cognitive learning outcomes of students 93.42 which means it is classified as high. Based on the results of the study it can be concluded that the development of UKBM based on ePUB can improve critical thinking skills and students cognitive learning outcomes. 
GAME BASED ENTREPRENEURSHIP LEARNING FOR VOCATIONAL HIGH SCHOOL STUDENTS IN FACING 4.0 INDUSTRY Indra Febrianto; Heny Kusdiyanti; Chau Kien Tsong
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 (409.129 KB) | DOI: 10.17977/um072v2i22021p55-71

Abstract

This study aims to analyze game-based entrepreneurship learning conducted on vocational high school students in facing Industry 4.0. This research used a literature review method with descriptive analysis through the provision of clear, factual, logical, and systematic discussion. This research used content analysis. The results of this study suggest that technology implementation is unquestionably required in the entrepreneurship learning process for the attainment of students' competences in the 4.0 Industry. Those competencies include social skills, one of the cross-functional skills, in the 4.0 Industry era that can be implemented through social entrepreneurship. In addition, game-based learning is effective to be applied to offer new different learning experiences. Those experiences are 1) learning by doing, 2) reflective learning, 3) situated learning, and 4) learning from crises. This learning is an alternative solution to prepare vocational high school students to encounter the 4.0 Industry. 
Design Interactive Multimedia Book Sanggar Doka Tawa Tana Using The Design Sprint Method Harviansyah, Yushivan Rendi; Ashar, Muhammad; Akbar, Muhammad Iqbal
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p83-96

Abstract

Tourism is a journey from one place to another carried out by a group of people or individual for a certain period of time with the aim of traveling that requires planning previously. This is supported by current technological advances, one of which is multimedia technology including information technology. This multimedia technology has made a significant contribution to the tourism sector by generating the ability to promote and develop tourist objects in any location with greater ease, less cost, and more flexibility. One of the attractions that is developing at the time of current technological advances, namely the Sanggar Doka Tawa Tana. This studio is one of the leading tourist attractions in the province of NTT that can attract tourists to visit. However Due to the Covid-19 outbreak, the number of tourists visiting has decreased drastically. But in 2021 the number of tourists visiting began to increase. So in this research development of EPUB-based interactive multimedia books to promote and provide the latest information for potential tourists related to the Sanggar Doka Tawa Tana. On book design interactive multimedia of Sanggar Doka Tawa Tana, the method used is the design sprint method where In the method there are 5 frameworks, namely understand, diverge, decide, prototype and validate.
Improving students' critical thinking skills using e-modules-contextual teaching and learning (CTL) on the interaction of living organisms with their environment Amrilizia, Nassa; Habiddin, Habiddin; Marsuki, Muhammad Fajar
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p65-82

Abstract

The ability to think critically is one of the 21st-century skills that students should master. Previous studies and international surveys such as PISA showed that the profile of Indonesian students' critical thinking skills is insufficient. This study developed e-modules based on Contextual Teaching and Learning (CTL) on the interaction of living organisms with their environment. The e-module was declared very feasible regarding its content, technological and assessment tools with 86.92%, 86.33%, and 93.5%, respectively. The readability test results by teachers and students were categorised as very feasible with 89,66 % and 88.08% percentages. The e-module was also tested empirically and demonstrated an improvement in students' understanding of the topic. The statistical procedures confirmed it, including the paired-sample t-test and the N-gain analysis.
Design and Build a Mobile Bookstore Application in Order to Attract Consumers' Reading Interest Using Prototyping Method Liyunjira, Liyunjira; Lesman, I Putu Dody Lesmana Dody
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p134-146

Abstract

Advances in technology today encourage many changes in human life from the information age to the digital era in all fields. Currently, almost all activities can be enjoyed through smartphones. Utilization of technology is one of the innovative steps to attract people's reading interest. This is not the case with e-book applications that already have many versions in development. However, with so many e-book applications that can be downloaded for free or paid for, it is still not an infrastructure to be able to attract people's reading interest which is very concerning. So we need an e-book application that can attract people's reading interest. The purpose of this research is expected to produce an e-book application that is more efficient, economical and provides convenience so that it can attract people's reading interest.The method used in this research is the prototyping method which consists of stages of communication, planning, modeling, prototype formation and deployment and feedback.Based on the results of the study, it shows that this mobile bookstore application can attract users' reading interest. This is evidenced by the results of user responses with an average value of 84%.  
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.
The Effect of Service Quality and Education Cost on Parent Loyalty Through Parent Satisfaction at Pelita Kasih Christian School Lawang Sabathelia, Sabathelia; Pradiani, Theresia; Rahman, Agus
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p97-111

Abstract

A private educational institution needs to strive for its parental loyalty so it will be the main choice of people who need educational services for their children. Service quality and education costs are thought to be the important factors that shape parental satisfaction and loyalty, so this study aims to examine and analyze whether service quality and education costs affect parental satisfaction and loyalty. A total of 68 parents of elementary students in grades III to VI and junior high students in grades VII to IX from a population of 209 parents of Pelita Kasih Lawang Christian School became respondents using the purposive sampling technique. The research data were then analyzed using Partial Least Square (PLS) technique with SmartPLS 3.3.9 software. The results of the analysis show that service quality has a positive and significant effect on parental satisfaction, but has no effect on parental loyalty, while the cost of education has a positive and significant effect on parental satisfaction, but has no effect on parental loyalty. And, parental satisfaction fully mediates both the quality of service and the cost of education on parental loyalty.
The Effect of Augmented Reality-Based Qur'anic Natural Science into Student’s Motivation and Learning Outcomes Ramadhan, Mochammad Rizal; Fahmi, M. Iqbal Najib; Hasanah, Samudra Mutiara; Rekan, Abd. Aziz bin
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p112-124

Abstract

Augmented reality-based IPA (QURRACI, disingkat IPA) merupakan salah satu solusi untuk meningkatkan motivasi dan hasil belajar siswa pada topik IPA Al-Qur'an dengan menggunakan media. Untuk mengembangkan media digunakan pendekatan ADDIE (Analysis, Design, Develop, Implement, dan Evaluate). Berdasarkan temuan penelitian, media yang dikembangkan berupa buku berbasis smartphone dan berhasil divalidasi relevansinya oleh ahli media, ahli materi, guru, peer reviewer, dan siswa. Secara khusus, validasi mengungkapkan (1) 87,27% untuk relevansi produk; (2) 90,66% untuk materi IPA Al-Qur'an; (3) 82,85% untuk tanggapan peer reviewer dan guru; dan (4) 86,2% untuk respon siswa, khususnya pada materi representasi ganda. Implementasi dilakukan pada 100 siswa, menunjukkan bahwa QURACI berpengaruh positif dan meningkatkan motivasi belajar siswa dalam pembelajaran IPA Al-Qur'an. Selain itu dari penelitian ini, berdasarkan hasil uji coba pretest dan posttest menggunakan analisis paired sample t-test dari 50 siswa diperoleh nilai signifikansi sebesar 0,000. Hasil penelitian menunjukkan secara keseluruhan ada dengan penerapan QURACI motivasi dan hasil belajar siswa dalam pembelajaran meningkat. Hal ini menunjukkan bahwa media pembelajaran QURACI terbukti mampu meningkatkan motivasi dan hasil belajar siswa. Hasil penelitian menunjukkan secara keseluruhan ada dengan penerapan QURACI motivasi dan hasil belajar siswa dalam pembelajaran meningkat. Hal ini menunjukkan bahwa media pembelajaran QURACI terbukti mampu meningkatkan motivasi dan hasil belajar siswa. Hasil penelitian menunjukkan secara keseluruhan ada dengan penerapan QURACI motivasi dan hasil belajar siswa dalam pembelajaran meningkat. Hal ini menunjukkan bahwa media pembelajaran QURACI terbukti mampu meningkatkan motivasi dan hasil belajar siswa.
Design and Development an Augmented Reality Pop-Up Earth Application Using the Design Thinking Method Sari, Nandha Mustika; Ashar, Muhammad; Kirana, Kartika Candra; Rahmadya, Budi
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p125-133

Abstract

The importance of providing information about planet earth to users is one of the reasons for conducting this research, because humans are living beings who play an important role in protecting the earth so that various information and knowledge about planet earth are needed. To get this information, the smartphone is one of the tools used as a medium of information. Through the use of this technology, researchers convey information using an interactive pop-up application in the form of three dimensions. To realize the interactive application, researchers use markerless-based augmented reality technology, so that users can use it without any limitations of space and time.The development method used in this research is the design thinking method consisting of 5 stages, namely empathize, define, ideate, prototype, and test. The testing phase in this study uses blackbox testing, validation tests carried out by experts, and a usability scale system carried out by potential users to determine the level of satisfaction when using the application. The results of the Pop-Up Earth application test show that the application is in grade A or the excellent category with an average SUS score of 82.5% and can run well as expected. Experts state that this application is valid for use with an average value of 98.3% for the delivery of application media and 87.5% for the delivery of application information. It is hoped that the Pop-Up Earth application can provide various information about planet earth to users interactively and informatively. 
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.