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Jurnal Inovasi dan Teknologi Pendidikan
ISSN : 28298411     EISSN : 28298403     DOI : https://doi.org/10.46306/jurinotep
Core Subject : Science, Education,
Jurnal Inovasi dan Teknologi Pendidikan subscribes to a broad understanding of innovation in education in order to provide a wide platform for academic and practitioner discussion to create knowledge and exchange ideas on this issue. Jurnal Inovasi dan Teknologi Pendidikan key features include a commitment to research in schools, colleges and other educational settings; innovative approaches to problems in education which provide new and effective solutions to challenges; and research-inspired solutions to educational issues which have an impact in the widest sense of the term. Jurnal Inovasi dan Teknologi Pendidikan is a Scientific Journal published online in January, May and September,
Articles 154 Documents
Pengembangan Media Pembelajaran Interaktif Untuk Meningkatkan Minat Belajar Pada Mata Pelajaran Informatika di Kelas X SMK Anyan, Anyan; Edy Setyawan, Antonius
Jurnal Inovasi dan Teknologi Pendidikan Vol. 3 No. 3 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v3i3.216

Abstract

The background of this research is the process of using interactive learning media which is still less creative so that students find it difficult to receive learning material, which results in reduced student interest in learning. This research aims to evaluate the effectiveness of interactive learning media in increasing students' interest in learning, with a focus on aspects of active participation and student involvement in the learning process.  The research method used is development research (R&D) with the ADDIE development model (Analysis, design, development, implementation, evaluation) with procedures: analysis stage, design stage, development stage, implementation stage and evaluation stage. Data collection tools include test questions, questionnaires, observation sheets and documentation. The validation results from media experts obtained a result of 82% in the very feasible category, and the assessment from material experts was 100% in the very feasible category. and pre-test results of 60.5% show good understanding of the material. The results of students' learning interest increasing significantly can be seen from the results pretest in small-scale trials an average of 60.5% indicates the need to improve overall student understanding, and posttest 85.5% in the very good category, and wide-scale trials obtained average results pretest 67.2% indicated the need to improve overall student understanding and outcomes posttest 88.67% in the very good category.  the effectiveness of interactive learning media in increasing students' interest in learning in getting calculated grades effect size namely 1.30 in the "Very High" category. The implications of this research can encourage the development of educational policies that support the integration of technology in learning in secondary schools. By considering the positive results from the use of interactive media, educational policies can promote the development of students' digital competence and increase accessibility to technology in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID MENGGUNAKAN ISPRING MATERI MICROSOFT WORD KELAS VIII DI SMP NEGERI 6 SAMARINDA Hasiholan, Raphael Dwiputra; Rusdiana, Rusdiana; Romisa, Fahmi
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 2 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i2.219

Abstract

This research aims to develop Android-based interactive learning media for Informatics subjects in Grade VIII at SMP N 6 Samarinda, and to determine the feasibility of using Android-based interactive learning media as a learning tool for Informatics in Grade VIII at SMP N 6 Samarinda. This type of research applies the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques used include observation, interviews, and questionnaires. The data analysis techniques applied were descriptive qualitative analysis and quantitative analysis. The research subjects involved were 1 subject matter expert, 3 media experts, and 24 eighth-grade students at SMP N 6 Samarinda, while the object studied was the feasibility of developing Android-based learning media for Grade VIII at SMP N 6 Samarinda. The research results obtained based on validation show that the material expert validation achieved a score of 4.7 in the “Highly Feasible” category, the validation by 3 media experts achieved a score of 4.6 in the “Highly Feasible” category, and the student trials achieved a score of 4.5 in the “Highly Feasible” category. From these results, it can be concluded that the learning media developed using PowerPoint is “Highly Feasible” to be used as a learning medium for Microsoft Word material.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GOOGLE SITES PADA MATERI SOFTWARE KELAS VIII SMP NEGERI 6 SAMARINDA Alexander, Ricky; Rusdiana, Rusdiana; Saputra, Galih Yudha
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 2 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i2.220

Abstract

The development of learning media plays a very important role in the lecture process. The purpose of this research is to determine the development of learning media based on Google Sites and to assess the feasibility of the learning media that has been created on Software material for Grade VIII at SMP Negeri 6 Samarinda. This type of research uses the ADDIE development model (Analysis, Design, `Development, Implementation, and Evaluation). Data collection techniques involve observation, interviews, and questionnaires. The data analysis techniques used are qualitative descriptive analysis and quantitative analysis. The subjects involved in the research are 1 material expert, 3 media experts, and eighth-grade students at SMP Negeri 6 Samarinda, while the object of the research is the feasibility of developing learning media using Google Sites for Grade VIII at SMP Negeri 6 Samarinda. The results of the research obtained indicate that the developed learning media is "Very Suitable" to be used as a learning medium for the Software material, evidenced by the results of expert validation in materials which obtained a score of 4.7 with the category "Very Suitable", for the validation results of 3 media experts a score of 4.5 with the category "Very Suitable" was obtained and for the validation results from students a score of 4.74 with the category "Very Suitable" was obtained, thus the average score from the experts in materials, media, and students was 4.4 with the category "Very Suitable". From the research results, it can be concluded that the learning media created using Google Sites is "Very Suitable" to be used as a learning medium for the Software material.
Integrasi Pendekatan Deep Learning dalam Pembelajaran Bahasa Indonesia: Suatu Tinjauan Literatur tentang Pengembangan Kreativitas Siswa Sekolah Dasar Hasan, Abd.Wahid; Akbar, Ady; Putra, Elpri Darta
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 2 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i2.228

Abstract

Artikel ini menyajikan tinjauan literatur yang komprehensif mengenai integrasi pendekatan deep learning dalam pembelajaran Bahasa Indonesia untuk mendukung pengembangan kreativitas siswa pada jenjang sekolah dasar. Transformasi pendidikan abad kedua puluh satu menuntut model pembelajaran yang tidak hanya berfokus pada akumulasi pengetahuan, tetapi juga pada kemampuan berpikir kritis, reflektif, dan kreatif. Namun, penelitian sebelumnya menunjukkan bahwa praktik pembelajaran Bahasa Indonesia masih didominasi pendekatan yang bersifat prosedural dan berorientasi pada aturan kebahasaan, sehingga belum sepenuhnya memberikan kesempatan bagi siswa untuk menafsirkan makna, mengembangkan gagasan, dan mengekspresikan ide secara orisinal. Melalui analisis sistematis terhadap berbagai publikasi nasional dan internasional, artikel ini mengkaji konstruksi teoretis mengenai kreativitas dalam pembelajaran bahasa, mengidentifikasi elemen elemen utama pendekatan deep learning yang relevan, serta menguraikan strategi pedagogis yang berpotensi memperkuat kedalaman pemahaman dan keterlibatan belajar yang kontekstual. Hasil kajian menunjukkan bahwa aktivitas seperti membaca kritis, refleksi terhadap pengalaman berbahasa, eksplorasi teks autentik, diskusi kolaboratif, dan produksi karya kreatif berkontribusi signifikan terhadap pengembangan kapasitas kognitif dan afektif siswa. Integrasi pendekatan deep learning dalam pembelajaran Bahasa Indonesia memberikan arah baru bagi pengembangan desain instruksional yang lebih bermakna dan transformatif. Selain itu, temuan kajian ini menegaskan perlunya penelitian lanjutan untuk menguji model penerapan deep learning yang efektif dalam mendukung kreativitas siswa sekolah dasar.