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INDONESIA
Jurnal Inovasi Pendidikan dan Pengajaran
Published by IKIP PGRI Pontianak
ISSN : -     EISSN : 29623081     DOI : https://doi.org/10.31571/jipp.v3i2
Core Subject : Education,
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP), dengan E-ISSN : 2962-3081 adalah jurnal ilmiah penelitian pendidikan. Jurnal ini menerbitkan artikel tentang hasil penelitian di bidang pendidikan baik dalam arti luas (pendidikan umum) maupun spesifik (mengacu pada bidang studi tertentu). Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) jurnal penelitian peer-review open-access yang diterbitkan oleh LPD IKIP PGRI Pontianak. JIPP adalah jurnal yang menerbitkan artikel hasil penelitian tentang pendidikan, pengajaran, metode pembelajaran, media pembelajaran, model pembelajaran, pembelajaran online, strategi pembelajaran, teknologi pembelajaran, manajemen pembelajaran, evaluasi pembelajaran dan inovasi pembelajaran yang ditulis oleh para peneliti, akademisi, profesional, dan praktisi dari seluruh dunia.
Arjuna Subject : Umum - Umum
Articles 92 Documents
Pengembangan Civic Participation Siswa Oleh Guru Pendidikan Pancasila Di SMP Negeri 1 Jonggat Riska Septi Aryani Aryani; Mohammad Ismail; Sawaludin sawaludin
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10308

Abstract

This research aims to determine how teachers help students improve their civic participation in Pancasila Education at SMP Negeri 1 Jonggat, and to identify the challenges and ease faced by teachers. This research uses a qualitative method with a phenomenological research type. The research subjects are students at SMP Negeri 1 Jonggat, while the informants in this study are Pancasila Education teachers. Research data was collected thru observation, interviews, and documentation. Data presentation techniques included data reduction, data display, and drawing conclusions using data validity techniques such as source triangulation, data triangulation, and time triangulation to check data accuracy. Research shows that students' civic participation grows thru two types of activities: extracurricular and intracurricular. The teacher has tried to instill values such as democracy, responsibility, discipline, and caring for others thru various activities that directly involve the students. However, doing this still faces some problems such as students' lack of learning motivation, some students being passive in discussions, and a lack of facilities and infrastructure. The results of this study indicate that students' civic participation at SMP Negeri 1 Jonggat has increased thanks to the active role of Pancasila Education teachers, although different teaching methods, better technology utilization, and stronger motivation for students are still needed to fully achieve the goals of civic education. Keywords: Civic Participation, Pancasila Education, Teacher’s Role
Efektivitas Model Direct Instruction Terhadap Hasil Belajar Matematika Kelas V di SD Mujahidin Agus Saputra; Agung Hartoyo; Ahmad Yani T
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10327

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas Direct Instruction (DI) terhadap hasil belajar matematika di Kelas V SD Mujahidin Pontianak. Populasi pada penelitian ini adalah seluruh peserta didik kelas V SD Mujahidin Pontianak yang terdiri dari lima kelas. Penelitian menggunakan pendekatan kuantitatif dengan rancangan pre-eksperimental, yaitu One-Group Pretest–Posttest Design. Sampel diambil menggunakan teknik random sampling. Instrumen penelitian berupa tes hasil belajar yang diberikan sebelum perlakuan (pretest) dan sesudah perlakuan (posttest). Data dianalisis menggunakan statistik deskriptif, uji t berpasangan, dan perhitungan effect size (Cohen’s d). Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 6,62, sedangkan nilai rata-rata posttest sebesar 7,29, sehingga terjadi peningkatan hasil belajar sebesar 0,71. Hasil uji t berpasangan menunjukkan nilai signifikansi p < 0,05, yang berarti bahwa pembelajaran Direct Instruction berpengaruh signifikan terhadap hasil belajar Matematika siswa. Selain itu, hasil perhitungan effect size diperoleh nilai Cohen’s d sebesar 0,62, yang termasuk dalam kategori sedang, sehingga pembelajaran Direct Instruction memiliki pengaruh yang efektif dalam pembelajaran matematika. Diharapkan penelitian ini dapat digunakan sebagai alternatif model pembelajaran.
Analisis Kemampuan Pemecahan Masalah Berdasarkan Self-Confidence Siswa Pada Materi Bilangan Bulat Kelas VII SMP Liza Liza; Jamilah jamilah; Dewi Risalah
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10561

Abstract

Abstract: This study uses a descriptive qualitative method, which aims to analyze student’s self-confidence in mathematical problem solving on integer topics at SMP Kemala Bhayangkari 1 Kubu Raya. The date were collected and described in the from of word, as is characteristic of descriptive research. The study was conducted at SMP Kemala Bhayangkari 1 Kubu Raya. Research data were collected through several techniques, namely tests, questionnaires, and interviews, which were used to analyze students self-confidence in mathematical problem solving. The collected data were then processed into clear and easily understood information. The data sources in this study consisted of six students from class VII B and one mathematics teacher at SMP Kemala Bhayangkari 1 Kubu Raya. The data collection techniques used included measurement techniques, direct communication techniques, and indirect communication techniques, interview guidelines, and documentation. The data analysis techniques used ware data reduction, data presentation, and conclusion drawing. The results of the study indicate that, in general, the higher the students self-confidence, the better their mathematical problem-solving ability. Keywords: Problem-Solving Ability, Integer Topics, Self-Confidence.
Pengembangan buku saku digital berbasis STEM terhadap kemampuan pemecahan masalah matematis siswa pada materi bilangan bulat kelas VII SMP Negeri 1 Embaloh Hulu Hardianus Tomi; Dwi Oktaviana; Hartono hartono
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10584

Abstract

This study aims to develop a STEM-based digital pocket book to improve students’ mathematical problem-solving abilities on the topic of integers for seventh-grade students at SMP Negeri 1 Embaloh Hulu. This study employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through indirect communication techniques and measurement techniques, using expert validation sheets, practicality questionnaires, and posttest questions. The research sample consisted of 28 students from class VII A. The data analysis techniques included validity, practicality, and effectiveness analyses.The results showed that the developed STEM-based digital pocket book was categorized as very valid with a validity percentage of 90%, very practical with a practicality percentage of 91.5%, and effective with an effectiveness percentage of 67.86%. Therefore, the STEM-based digital pocket book is feasible for use in the mathematics learning process in schools. Keywords: Digital pocket book, problem-solving skills, STEM, integers
Pengembangan Google Sites Terintegrasi Zep Quiz Untuk Meningkatkan Understanding Ability Siswa Kelas VII SMP Pada Materi Aljabar anthony hiu; Muchtadi muchtadi
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10672

Abstract

Abstract: Low algebraic understanding among Grade VII students remains a persistent challenge in Indonesian secondary mathematics education. This study developed Google Sites integrated with Zep Quiz to enhance students' understanding ability in algebra. Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the study involved six expert validators and 30 Grade VII students at SMP Negeri 2 Pontianak. Instrument content validity was confirmed via Aiken's V (0.82–0.93) and empirical validity (r = 0.86–0.98; α = 0.945). Expert validation yielded an overall validity score of 89.99% (highly valid: media 85.66%, content 94.33%). Practitioner ratings reached 94.67% (highly practical: students 89.33%, teacher 100%). Effectiveness was assessed via Wilcoxon Signed Rank Test (z = −4.782; p < 0.001). Mean scores rose from 25.33 (pretest) to 79.07 (posttest), producing an overall N-Gain of 0.72 (high category). Indicator-level analysis showed N-Gain values ranging from 0.55 (applying concepts algorithmically) to 0.84 (solving contextual problems). These findings suggest that integrating Google Sites with gamified formative assessment via Zep Quiz substantially improves algebraic understanding ability in early secondary school students. Keywords: ADDIE model, algebra, gamification, Google Sites, understanding ability, Zep Quiz
Pengembangan Media Pembelajaran Berbasis Arduino Pada Mata Kuliah STEM Adi Pramuda; Dwi Fajar Saputri; Matsun Matsun; Soka Hadiati
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10687

Abstract

The industrial revolution 4.0 demands the integration of technology into the learning process so that STEM courses require technology-based media. This study aims to develop Arduino-based learning media in STEM courses. The specific objectives of this study are to determine; 1) the validity of Arduino-based learning media in STEM courses; 2) the practicality of Arduino-based learning media in STEM courses. The method used in this study is the research and development method with a 4D design. The research subjects consisted of development subjects, namely material experts and media experts, while the trial subjects were students of the Physics Education study program at IKIP PGRI Pontianak Semester IV who took STEM courses. Data collection tools were in the form of validation sheets and response questionnaires to measure the practicality of the developed media. Data analysis techniques used percentages with predetermined feasibility and practicality criteria. The results of the study showed that Arduino-based learning media had met the feasibility criteria with a High category, Arduino-based learning media was practical to use based on student assessments with a high category, and students gave a good response to Arduino-based learning media.
Pengembangan Flipbook Interaktif Berbantuan Canva Terhadap Kemampuan Pemecahan Masalah Pada Materi Statistika Kelas VIII Maria Reza Fenon Resa; Reni Astuti; Muhamad Firdaus
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 2 (2026): Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP) Juli 2026
Publisher : LPD Universitas PGRI Pontianak

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Abstract

This study was motivated by students’ low mathematical problem-solving skills and the suboptimal use of engaging and interactive learning media in mathematics instruction. The purpose of this study was to determine the validity, practicality, and effectiveness of an interactive flipbook created using Canva on problem-solving skills in statistics for eighth-grade students at SMP Negeri 21 in Pontianak. This study employed the Research and Development (R&D) method using a modified 3D version of the 4D development model, namely define, design, and develop. The research subjects consisted of several validators, including subject matter experts and media experts, as well as 28 eighth-grade students from Class VIII C at SMP Negeri 21 in Pontianak. Data collection techniques included validation sheets, teacher and student response questionnaires, and problem-solving ability tests. The results showed that the validity level of the Canva-assisted interactive flipbook achieved an average percentage of 88.58%, meeting the criteria for “highly valid.” The practicality level achieved an average percentage of 94.46%, meeting the criteria for “highly practical.” Meanwhile, the effectiveness level, based on the students’ posttest results, reached 71.43%, meeting the “effective” criterion. Thus, the Canva-assisted interactive flipbook for eighth-grade statistics material is deemed highly valid, highly practical, and effective, making it suitable for use in mathematics instruction to support students’ problem-solving skills.
Penggunaan Canva Sebagai Media Pembelajaran Interaktif di Mi Islahul Muta’allim Karang Genteng baiqlia26 agustina26; Dwi Wahyudiati
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 2 (2026): Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP) Juli 2026
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi dalam bidang pendidikan mendorong guru untuk memanfaatkan media pembelajaran yang lebih inovatif dan interaktif guna meningkatkan kualitas proses belajar mengajar. Salah satu media yang dapat digunakan adalah Canva yang menyediakan berbagai fitur untuk mendukung penyampaian materi secara menarik dan mudah dipahami. Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif serta teknik pengumpulan data melalui observasi, wawancara, dokumentasi, dan studi literatur. Hasil penelitian menunjukkan bahwa penggunaan Canva sebagai media pembelajaran interaktif di MI Islahul Muta’allim Karang Genteng mampu membantu guru dalam menyajikan materi secara lebih efektif dan efisien melalui tampilan visual yang menarik. Penggunaan Canva juga memberikan pengaruh positif terhadap minat, motivasi, dan keterlibatan siswa selama proses pembelajaran sehingga siswa lebih aktif dan lebih mudah memahami materi yang disampaikan. Selain itu, Canva mendukung kreativitas guru dalam menyusun media pembelajaran yang lebih variatif. Meskipun masih terdapat beberapa kendala seperti keterbatasan fasilitas pendukung, akses internet, dan kemampuan penggunaan teknologi yang belum merata, penggunaan Canva tetap memberikan kontribusi positif dalam menciptakan proses pembelajaran yang lebih menarik dan interaktif di MI Islahul Muta’allim Karang Genteng. Kata kunci: Canva, Media Pembelajaran Interaktif, Madrasah Ibtidaiyah
Pengembangan Instrumen Tes Untuk Mengukur Kemampuan Berfikir Kreatif Matematis dengan Bantuan Wordwall Dalam Materi Relasi dan Fungsi Kelas VIII SMP Negeri 2 Sintang Neke Adriana Neke; Muhamad Firdaus; Wandra Irvandi
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 2 (2026): Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP) Juli 2026
Publisher : LPD Universitas PGRI Pontianak

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Abstract

Abstract: This study aimed to develop a Wordwall-assisted test instrument to measure students’ mathematical creative thinking skills on the topic of relations and functions for eighth-grade students at SMP Negeri 2 Sintang, and to determine its validity, practicality, and effectiveness. The research employed a Research and Development (R&D) method using a 3D development model consisting of the define, design, and development stages. The research subjects included three material experts, three media experts, and 28 students of class VIII E at SMP Negeri 2 Sintang in the 2025/2026 academic year. Data were collected through validation sheets, teacher and student response questionnaires, and a mathematical creative thinking skills test. Data analysis was conducted to determine the validity, practicality, and effectiveness of the developed product. The results showed that the developed Wordwall-assisted test instrument met the criteria of being highly valid, highly practical, and effective. The validity level, based on assessments by material and media experts, obtained an average percentage of 87.95%, categorized as highly valid. The practicality level, based on teacher and student response questionnaires, obtained an average percentage of 88.86%, categorized as highly practical. The effectiveness level was determined from students’ post-test results, where 20 out of 28 students achieved learning mastery, resulting in a mastery percentage of 71.43%, which falls into the effective category. Therefore, the Wordwall-assisted test instrument on the topic of relations and functions is feasible to be used as an evaluation tool for measuring the mathematical creative thinking skills of eighth-grade students at SMP Negeri 2 Sintang. Keywords: Test Instrument, Wordwall, Mathematical Creative Thinking Skills, Relations and Functions.
Pengembangan Media Pembelajaran Game - Based Learning (GBL) Berbantuan Baamboozle Pada Materi Penjumlahan Matriks Kelas XI SMA Negeri 2 Sekayam Yohana Fransiska Yohana; Syarifah Fadillah; Muchtadi
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 2 (2026): Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP) Juli 2026
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop a Game-Based Learning (GBL) educational medium using Baamboozle for the matrix addition curriculum in the 11th grade at SMA Negeri 2 Sekayam. The background of this study is the limited use of innovative and interactive educational media in mathematics instruction, resulting in suboptimal student engagement and motivation. This study employed the Research and Development (R&D) method using a modified 4D development model (3D), namely Define, Design, and Develop. The research subjects consisted of subject matter experts and media experts, as well as 24 11th-grade students at SMA Negeri 2 Sekayam as product test subjects. Data collection techniques included validation sheets, student response questionnaires, and a posttest. The results showed that the Baamboozle-assisted GBL learning media achieved a validity rate of 84.99%, meeting the “highly valid” criterion, comprising 83.33% from subject matter expert validation and 86.66% from media expert validation. The media’s practicality, as determined by the student response questionnaire, reached 87.14%, meeting the “highly practical” criterion. Meanwhile, the effectiveness level of the media, based on the results of the student posttest, was 75%, meeting the “effective” criterion. Based on these results, the Baamboozle-assisted Game-Based Learning (GBL) instructional media for the matrix addition material for 11th-grade students at SMA Negeri 2 Sekayam is declared valid, practical, and effective. Keywords: Game-Based Learning (GBL), Baamboozle, educational media, matrix addition.

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