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INDONESIA
Journal Innovation In Education
ISSN : 30217474     EISSN : 30217466     DOI : 10.59841
Bidang kajian dalam jurnal ini termasuk sub rumpun Ilmu Pendidikan Ilmu Sosial, Bahasa dan Sastra, Olahraga dan Kesehatan, Matematika dan MIPA, Teknologi dan Kejuruaan, Ilmu Pendidikan dan Kesenian.
Articles 274 Documents
Pengaruh Media Pembelajaran Permainan Monopoli terhadap Hasil Belajar Peserta Didik Materi Kekayaan Budaya Indonesia Lutfiah Fairuz Zahro; Iqnatia Alfiansyah; Nataria Wahyuning Subayani
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3242

Abstract

This study aims to describe the effect of the use of monopoly game-based learning media on students' learning outcomes on Indonesian cultural richness materials. The background of this research is based on the need for learning media innovations that can increase students' motivation, involvement, and understanding of the material taught. The research method used is an experiment with a quasi-experimental approach. The research design applied is a non-equivalent control group design, which involves two classes as research subjects. Class IV A is designated as an experimental class that uses monopoly game learning media, while class IV C is designated as a control class that carries out learning without monopoly game media. The number of research samples was 58 students consisting of students in grades IV A and IV C at UPT SD Negeri 57 Gresik. The data collection technique uses a learning outcome test in the form of questions that are adjusted to the indicators of achievement of competence in Indonesian cultural richness materials. Data analysis was carried out using the Independent Sample T-test to determine the difference in learning outcomes between the experimental group and the control group. The results showed that the Sig. (2-tailed) value was 0.000 ≤ 0.05, which means that there was a significant difference between the two groups. Thus, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. This indicates that the use of monopoly game learning media has a positive influence on student learning outcomes. In conclusion, monopoly games as a learning medium can be used as an innovative alternative to improve student learning outcomes, especially in understanding Indonesia's rich cultural material. This media not only makes it easier for students to receive material, but also creates a more interactive, fun, and meaningful learning atmosphere.
Pengaruh Permainan Scrabble Terhadap Peningkatan Penguasaan Kosakata dan Spelling Bahasa Inggris pada Siswa Sekolah Dasar Muhammad Ikhwanurrahim; Yunida Tria Ningsih
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3248

Abstract

This research was conducted based on the recognition of vocabulary mastery as a fundamental aspect of English language proficiency, particularly at the elementary school level, where vocabulary serves as the basis for developing other language skills such as speaking, reading, listening, and writing. In addition, the study was also motivated by the need for innovative, creative, and interactive learning media to foster students’ engagement and interest in learning English. The objective of this research was to examine the effectiveness of Scrabble, a word-based educational game, in enhancing students’ vocabulary mastery. The research applied an experimental method with a quasi-experimental design, specifically the pretest–posttest nonequivalent control group design. A total of 20 elementary school students were involved and divided into two groups: an experimental group and a control group. The experimental group was taught using Scrabble as a learning medium, while the control group was taught using conventional teaching methods. Data on students’ vocabulary mastery were collected through pretests and posttests and analyzed using statistical comparisons to determine the significance of the improvements. The findings revealed a substantial improvement in the experimental group, whose average score increased from 13.20 in the pretest to 57.75 in the posttest, representing a gain of 44.55 points. In contrast, the control group showed only a modest improvement, rising from 12.54 to 33.99, with an overall gain of 21.45 points. These results clearly indicate that Scrabble-based learning is significantly more effective than traditional methods in improving vocabulary acquisition and spelling accuracy. The implications of this study emphasize the potential of Scrabble as an innovative and enjoyable learning medium that can actively involve students in the learning process, encourage collaboration, and improve language proficiency.
Pengaruh Video Animasi terhadap Pemahaman Penulisan Tanda Baca dan Huruf Kapital pada Keterampilan Menulis Kelas 4 Azzahra Nur Salsabilla; Afakhrul Masub Bakhtiar; Ismail Marzuki
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3250

Abstract

This study aims to determine the effect of animated videos on the understanding of punctuation and capitalization in the writing skills of 4th grade students of MI ASSA'ADAH Bungah in the 2024/2025 academic year. The method used in this study is a quasi-experimental with a Non-Equivalent Control Group design. The research sample consisted of two groups, namely the experimental group that was given treatment in the form of animated videos and the control group that was not given treatment. The instrument used in this study was a test whose validity and reliability had been tested. Based on the results of the data analysis that had been carried out, there was a significant difference between the experimental group and the control group. This was evidenced by the results of the normality test which showed that the experimental group had a significant value greater than 0.05. Thus, it can be concluded that the use of animated videos has a positive effect on the understanding of punctuation and capitalization in the writing skills of 4th grade students of MI ASSA'ADAH Bungah. The results of this study provide an important contribution to the development of more effective learning methods, especially in teaching punctuation and capitalization. Animated videos as a learning medium can be an interesting and interactive alternative to improve students' understanding of aspects of grammar that are often considered difficult. With dynamic visualizations, students can more easily grasp the concepts of punctuation and capitalization, ultimately improving their writing skills. Furthermore, this study also opens up opportunities for further research into the effectiveness of animation media in learning various other aspects of language.
Pengaruh Media Pembelajaran Genially terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas X di SMK Al-Amanah Salem Alkindi Gagah Pracaya Maulana; Eva Gustiana
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3252

Abstract

This study aims to determine the effect of the use of Genially learning media on the Indonesian language learning outcomes of 10th-grade students at SMK Al-Amanah Salem. The background of this study is based on the low interest and motivation of students in learning Indonesian, which has so far been dominated by conventional methods. Genially, as an interactive technology-based learning media, is believed to be able to provide a more interesting, creative learning atmosphere, and in accordance with the needs of the digital generation. The research method used is a quantitative method with an experimental design of One Group Pretest-Posttest Design, where the research sample was determined through a purposive sampling technique. The study population included all 10th-grade students in the Automotive Engineering and Software and Game Development departments in the 2023/2024 academic year. Data collection instruments in the form of observation, questionnaires, documentation, and tests were used to measure student learning outcomes before and after treatment. The results of the study showed a significant increase in student learning outcomes after the implementation of Genially learning media. A comparison of pretest and posttest scores showed an increase in the average score, which indicates that students were better able to understand Indonesian language material after participating in learning using this interactive media. In addition, student responses to the use of Genially were very positive. Students felt more motivated due to the varied presentation of the material, attractive visuals, and interactive features that encouraged active engagement in the learning process. Based on these findings, it can be concluded that the use of Genially media in Indonesian language learning has a positive effect on improving student learning outcomes.