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Contact Name
Relly Prihatin
Contact Email
journal.ijolii@gmail.com
Phone
+6285238332031
Journal Mail Official
journal.ijolii@gmail.com
Editorial Address
Universitas Sebelas Maret jl. Ir. Sutami 36 A Kentingan Jebres Surakarta
Location
Kota surakarta,
Jawa tengah
INDONESIA
Indonesian Journal of Learning and Instructional Innovation
ISSN : -     EISSN : 30258316     DOI : https://doi.org/10.20961/ijolii
Indonesian Journal of Learning and Instructional Innovation is peer reviewed journal of educational technology research which publishes reviews, analysis, dan empirical research on designing, developing, managing, utilizing and evaluating educational Technology to facilitating learning and improving performance in both formal and informal educational settings. Indonesian Journal of Learning and Instructional Innovation is published by Universitas Sebelas Maret, Indonesia and publishes Twice a year on June and December. We call for international authors to contribute for priority, quick and highly disseminated publication. Focus & scope includes: 1. Innovation Learning 2. Learning Sources, 3. Distance Learning, 4. E-learning, 5. Online learning, 6. Learning Evaluation, 7. Design Instructional, 8. Learning Evaluation, 9. Learning with TPACK Approach (Technological Pedagogical Content Knowledge), and other relevant topics on Educational Technology fields.
Articles 58 Documents
Developing a Digital Learning Management Strategy Using the Dick and Carey Model to Enhance Junior High School Students' Critical Thinking in Biology Learning Sasongko, Enggar Jati; Djono; Solihah, Khoirur Rohmaniatush; Putri, Marchecal Carissima Haipa; Muiz, Abdul
Indonesian Journal of Learning and Instructional Innovation Vol 3 No 02 (2025): Indonesian Journal of Learning and Instructional Innovation: December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v3i02.3008

Abstract

Biology learning at the junior secondary school level faces increasing challenges in fostering students' critical thinking skills as a core competency of the 21st century. International assessments consistently indicate that students' higher-order thinking skills in science remain relatively low, highlighting the need for learning strategies that emphasize systematic learning management rather than content transmission alone. This study aims to develop and examine the effectiveness of a digital learning management strategy through the integration of the Nearpod web-based platform using the Dick and Carey instructional design model to enhance junior high school students' critical thinking skills in biology. This research employed a Research and Development (R&D) approach following the nine stages of the Dick and Carey model, including needs analysis, instructional analysis, learner analysis, instructional design, formative evaluation, revision, and field implementation. The participants consisted of 72 eighth-grade students, three biology teachers, two media experts, and one educational technology expert. Data were collected through observations, questionnaires, critical thinking tests, interviews, and Nearpod learning analytics and analyzed using qualitative techniques and gain score analysis. The results indicate an average increase of 26.8% in students' critical thinking skills (N-Gain 0.44), categorized as medium-high, demonstrating that systematically managed digital learning effectively supports higher-order cognitive processes. The study concludes that integrating Nearpod as a digital instructional management system within a coherent instructional design framework significantly enhances biology learning quality. This research contributes theoretically by linking instructional design, digital learning management, and critical thinking development, and practically by offering an implementable model for technology-enhanced science instruction.
Integrasi Gamifikasi dan Model Pembelajaran Problem Based Learning (PBL) pada Pembelajaran Kimia dalam Peningkatan Keterampilan Berpikir Kritis: Suatu Tinjauan Literatur Sholihah, Khoirur Rohmaniatush; Djono
Indonesian Journal of Learning and Instructional Innovation Vol 3 No 02 (2025): Indonesian Journal of Learning and Instructional Innovation: December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v3i02.3009

Abstract

21st-century education requires students to master the 4C skills, which include critical thinking, collaboration, communication, and creativity. This study is based on the problem of low student analytical skills influenced by the dominance of teacher-centered learning, limited use of digital media, and the inconsistency of learning strategies with the demands of 21st-century competencies. This study aims to examine the use of gamification-based learning and problem-based learning in improving students' critical thinking skills. The research method used in this study is a literature review method by compiling various national and international publications published in the last five years collected through searches of academic databases (Scopus, Google Scholar, DOAJ, and Sinta). The results of the study indicate that the application of gamification and problem-based learning has provided consistent improvements in student motivation, engagement, and learning outcomes. Educational games have provided a learning environment that allows for independent exploration, strengthening reflective reasoning, and improving decision-making skills. However, the effectiveness of implementing this strategy is still influenced by the teacher's pedagogical competence, the availability of technological infrastructure, and the quality of alignment between game design and learning objectives. Based on the synthesis results, this study concludes that the integration of gamification and problem-based learning has strategic potential to support the transformation of learning toward a more adaptive and learner-oriented approach. These findings are expected to form the basis for developing innovative learning models that are relevant and effective in strengthening students' critical thinking skills.
PEMANFAATAN TEKNOLOGI DIGITAL OLEH BHABINKAMTIBMAS DALAM MENINGKATKAN EFEKTIFITAS DETKSI DINI POTENXI KONFLIK SOSIAL Muiz, Abdul; Sasongko, Enggar Jati; Carissima, Marchecal
Indonesian Journal of Learning and Instructional Innovation Vol 3 No 02 (2025): Indonesian Journal of Learning and Instructional Innovation: December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v3i02.3011

Abstract

The integration of digital technology into the operational learning of BHABINKAMTIBMAS (Public Security and Order Officer) is a transformative strategy to enhance early social conflict detection. This study evaluates how digital tools function as pedagogical mediums that reshape officers' analytical competencies. The research follows a literature review methodology, involving three strategic steps: 1) identifying high-impact literature from 2014–2024, 2) synthesizing data using a thematic matrix (technical, instructional, and social outcomes), and 3) validating findings through cross-case triangulation. Results indicate that digital platforms, such as the Binmas Online System (BOS) and GIS mapping, increase detection response speed by 30% and prediction accuracy by 5.2%. The effectiveness of this technology-enhanced learning is significantly governed by officers' digital literacy and institutional support. In conclusion, optimizing early detection requires a shift from technical tool usage toward a comprehensive digital competency framework. This study contributes to the field of Educational Technology by providing a strategic model for Operational Learning in professional security training, offering a novel perspective on how digital integration can bridge the gap between field intelligence and instructional innovation in policing.
Developing a Virtual Museum Tour as a History Learning Medium for Junior High Schools Muhammad Rijal Fitri Hidayatullah; Eka Budhi Santosa; Riris Fityatun Nur Faizah
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3366

Abstract

History instruction at the junior secondary school level remains predominantly teacher-centered and expository, limiting students’ active engagement and conceptual understanding. This study aims to develop a Virtual Museum Tour–based learning media using the Lapentor platform for seventh-grade prehistory materials and to examine its feasibility through expert validation. The research employed a Research and Development (R&D) approach based on the Alessi & Trollip development model, which consists of planning, design, and development stages. The research participants were seventh-grade students of SMP Widya Wacana 1 Surakarta. Data were collected through observation, interviews, documentation, and validation questionnaires administered to media and subject-matter experts. The results indicate that the Virtual Museum Tour media, designed in accordance with the Cognitive Theory of Multimedia Learning proposed by Richard E. Mayer, meets the feasibility criteria in terms of content accuracy, visual design, navigation, and multimedia integration. The developed product was deemed valid and suitable for use as a visual-interactive alternative in history instruction.
Teaching Factory-Based Learning Majoring in Machining Engineering at Vocational High School Budi Tri Cahyono; Relly Prihatin; Taufiq Subhanul Qodr; Hilmawan Wibawanto; Nidhoil Mohamed Ibrahim
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3473

Abstract

This study aims to analyze the effectiveness of the Teaching Factory (TEFA)-based learning model in improving the competence of machining engineering students at a vocational high school. It focuses on identifying differences in learning outcomes between students taught using TEFA integrated with industry standards and those taught using conventional methods. This research is important to ensure curriculum alignment with industry needs and to enhance graduate competitiveness in the Industry 4.0 era. This study employed a quantitative, quasi-experimental design. The population consisted of grade XI machining engineering students at Vocational High School Warga Surakarta, selected using cluster random sampling into experimental and control groups. Data were analyzed using one-way ANOVA. The results showed a significant difference in student competence, with TEFA outperforming conventional methods. TEFA creates a more relevant learning environment, improves discipline, and enhances technical skills in machine operation. These findings indicate that TEFA is effective and should be fully integrated into vocational school curricula.
Mapping Computational Thinking in the Era of Digital Transformation for Education toward SDG 4: A Bibliometric Analysis Afra Lathifah; Adrie Satrio; Liana Mumrikoh
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3551

Abstract

Computational Thinking (CT) has emerged as an important competency in education in response to ongoing digital transformation and the increasing emphasis on Sustainable Development Goal 4 (SDG 4). This study employs bibliometric analysis to examine CT-related publications from 2015 to 2025. Network, cluster, and overlay visualization techniques were used to identify key research trends, thematic developments, and collaboration patterns in the field. The results indicate a continuous growth in CT research and a shift from viewing CT primarily as a programming skill toward a broader cognitive and pedagogical construct involving problem solving, abstraction, and adaptive reasoning. CT is predominantly associated with workforce preparation, teacher capacity-building, and instructional innovation across educational contexts. While research has expanded into areas such as early childhood education and digital learning environments, topics related to equity, sustainability, and global citizenship remain relatively underexplored. Overall, this study highlights the evolving conceptualization of CT in education and underscores the need for more inclusive and sustainability-oriented research in future studies.
ANALISIS KEDISIPLINAN PESERTA DIDIKDENGAN LATAR BELAKANG ORANG TUA MERANTAU Triyani; Ana Andriani; Wakhudin
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3573

Abstract

The discipline of students with the background of migrating parents is the subject of this research. This study aims to analyze the discipline of students with the background of migrating parents at SD Negeri Adirejakulon, Adipala District, Cilacap Regency. The descriptive qualitative approach with the case study method is the approach and method used in this study. The research subjects in this study are students, parents, and teachers. Data collection techniques through observation, interviews, and documentation. The results of the study show that the attitude of students who have high discipline shows responsibility in carrying out every rule and task given which consists of time discipline, such as being on time in learning, doing assignments according to responsibility, compliance with school rules and discipline of actions, such as obedience to the rules of the game and school activities, neatness and conformity with dress standards, involvement in maintaining order, awareness and self-control. Migrating parents do not carry out their role optimally, especially in terms of providing guidance and assistance. Parental participation is needed to create a conducive learning atmosphere and form positive habits for children.
Pengaruh Media Pembelajaran Berbasis Augmented Reality terhadap Higher Order Thinking Skills (HOTS) Peserta Didik Sekolah Menengah Pertama Dzulkifli; Eka Budhi Santosa; Fatma Sukmawati; Iqbal Ar Rasyid
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3576

Abstract

The low level of Higher Order Thinking Skills (HOTS) among junior high school students in Indonesia, particularly in three-dimensional geometry, requires innovative instructional solutions. This study aims to investigate the effect of Augmented Reality (AR)-based learning media on the HOTS improvement of eighth-grade students in the topic of solid geometry at SMP Negeri 27 Surakarta. A quasi-experimental approach with a pretest-posttest control group design was employed. The sample consisted of 63 students (experimental group: n=31, control group: n=32) selected through purposive sampling. Data collection instruments were HOTS tests based on the revised Bloom's taxonomy (C4–C6), validated by experts. Data were analyzed using the Shapiro-Wilk normality test, Levene's homogeneity test, independent sample t-test, and N-Gain analysis. Results showed that the mean posttest score of the experimental group (75.11) was significantly higher than the control group (51.49). The independent sample t-test yielded a significance value of <0.001 (t = −11.348), leading to rejection of H₀. N-Gain analysis indicated an improvement of 60.31% (fairly effective category) in the experimental group versus 23.33% (ineffective category) in the control group. It is concluded that AR-based learning media significantly improves students' HOTS in solid geometry.
The Effect of Web-Based Game Media (Earthgames) on Critical Thinking Skills in Earth Structure Learning for Junior High School Students Lewi Damar Oktavian; Eka Budhi Santosa; Fatma Sukmawati; Cinta Kasih Putri Thomas
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3590

Abstract

This study investigates the effect of web-based game media, specifically Earthgames supported by the Wordwall platform, on the critical thinking skills of eighth-grade students in the topic of Earth Structure in the Natural Sciences (IPA) subject. A pre-experimental design using a one- group pretest-posttest approach was employed, involving 64 students from SMP Negeri 27 Surakarta during the 2025/2026 academic year. Data were collected through validated critical thinking tests covering indicators of interpretation, analysis, evaluation, inference, explanation, and problem-solving based on Facione's framework. Results showed a significant improvement in students' mean scores from 45.57 (pretest) to 67.27 (posttest). The hypothesis test using the Paired Sample t-test (Sig. < 0.001) confirmed a statistically significant difference, with an N- Gain score of 0.43 (moderate category). These findings indicate that Earthgames via Wordwall positively influenced students' critical thinking by providing interactive, visual, and game-based learning experiences. The media supports Mayer's Cognitive Theory of Multimedia Learning and aligns with the constructivist principles underpinning 21st-century science education.
Multimedia Development Android-based Learning of History at SMP Negeri 2 Paranggupito Sevinda Anandya Yudayana; Relly Prihatin; Faishal Rida Kusuma
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3608

Abstract

History learning at the junior high school level still faces several challenges, such as low student learning interest, dominance of lecture methods, and limited use of interactive learning media. These conditions make students difficult to understand chronology, cause-effect relationships, and historical events comprehensively. This study aims to develop Android-based learning multimedia for eighth-grade history subjects at SMP Negeri 2 Paranggupito and determine the feasibility of the media based on expert validation. This research used the Research and Development (R&D) method with the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The product was developed using Smart Apps Creator (SAC) in the form of an Android APK application containing historical materials, images, audio, animations, and interactive quizzes. Data collection techniques included observation, interviews, and validation questionnaires. The results showed that the Android-based learning multimedia obtained a “Very Good” category based on material expert and media expert assessments, indicating that the product was feasible for use in history learning. The Android-based multimedia learning application provides a more engaging, interactive, flexible, and relevant learning experience for digital generation students.