cover
Contact Name
Aminuddin
Contact Email
aminuddin@unm.ac.id
Phone
-
Journal Mail Official
jeci.abcollab@gmail.com
Editorial Address
Jl. Buaran Raya No.9A, RT.1/RW.15, Duren Sawit. Kec. Duren Sawit, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta 13440
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
Journal of Education for Creativity and Innovation
ISSN : -     EISSN : 31106927     DOI : https://doi.org/10.66314/jeci
Core Subject : Education,
This journal covers, but is not limited to, the following areas: Creative and innovative pedagogical models in education, such as project-based learning, flipped classroom, blended learning, and design thinking. Educational technology, artificial intelligence (AI), and digital transformation in teaching and learning. Curriculum development integrating creativity, innovation, critical thinking, and future-ready competencies. Teacher professional development, digital competence, and pedagogical innovation to support creative learning. Student engagement, creative learning environments, and motivation strategies that foster innovation. Learning analytics, assessment innovation, and data-driven decision-making to enhance learning quality and outcomes. Integration of cultural identity, local wisdom, and social innovation in educational design and practice. Leadership, policy, and management for fostering creative and innovative educational institutions. Lifelong learning, digital literacy, and 21st-century skills development supporting creativity and innovation. Interdisciplinary approaches linking education with technology, arts, and social innovation.
Articles 12 Documents
Pengaruh Kolaborasi dengan AI terhadap Pengembangan Pola Pikir Desain dan Keterampilan Reflektif Mahasiswa Nur Azzahra; Agus Salim; Andi Dio Nurul Awalia
Journal of Education for Creativity and Innovation Vol. 1 No. 1 (2025): Agustus
Publisher : PT. Global Research Collaboration

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Abstract

Artificial Intelligence (AI) telah menjadi alat penting dalam pendidikan desain, membantu meningkatkan kreativitas, efisiensi, dan eksplorasi ide. Penelitian ini bertujuan mengevaluasi pengaruh kolaborasi dengan AI, khususnya melalui ChatGPT dan Midjourney, terhadap pola pikir desain, kreativitas, dan keterampilan reflektif mahasiswa. Metode kuantitatif digunakan dengan 76 mahasiswa sebagai responden yang menilai tiga aspek: pelatihan dan dukungan pengguna, kreativitas dan fleksibilitas, serta pengembangan keterampilan reflektif dan kreatif. Hasil menunjukkan bahwa persepsi mahasiswa berada pada kategori netral, dengan skor rata-rata 2,82, 2,75, dan 3,07. Mahasiswa melaporkan bahwa pelatihan dan panduan masih kurang memadai, AI terkadang kesulitan memahami konteks kreatif dan menjaga kesinambungan narasi, serta umpan balik reflektif yang diberikan terbatas. Temuan ini menegaskan bahwa meskipun AI mendukung percepatan proses kreatif, peran manusia tetap krusial untuk memastikan hasil desain yang orisinal, kontekstual, dan estetis. Penelitian ini menekankan perlunya peningkatan modul pelatihan, panduan lengkap, dan sistem umpan balik berkelanjutan agar penggunaan AI lebih efektif. Studi ini juga menunjukkan pentingnya lingkungan belajar kolaboratif di mana AI berfungsi sebagai pendukung kreativitas mahasiswa, sehingga mendorong pola pikir desain yang inovatif, adaptif, dan reflektif, serta kesiapan profesional di masa depan.
Analisis Deskriptif Aspek Computational Thinking Mahasiswa dalam Penguatan Literasi Komputer Firdaus; Akbar Fadila; Fitra Yusuf; Nurrahmah Agusnaya
Journal of Education for Creativity and Innovation Vol. 1 No. 1 (2025): Agustus
Publisher : PT. Global Research Collaboration

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Abstract

Perkembangan teknologi digital menuntut adanya keterampilan berpikir tingkat tinggi yang mampu mendukung literasi komputer dan problem solving di berbagai bidang. Salah satu keterampilan yang menjadi perhatian global adalah Computational Thinking (CT), yang meliputi abstraksi, dekomposisi, algoritmik thinking, evaluasi, dan generalisasi. Penelitian ini bertujuan untuk memetakan profil CT mahasiswa Indonesia melalui pendekatan kuantitatif berbasis kuesioner dengan 19 item pernyataan yang diisi oleh 46 responden dari berbagai perguruan tinggi. Analisis deskriptif dilakukan untuk mengidentifikasi kecenderungan responden pada setiap aspek CT. Hasil penelitian menunjukkan bahwa mahasiswa memiliki kecenderungan yang baik pada aspek algoritmik thinking, evaluasi, dan generalisasi, yang menandakan kemampuan berpikir prosedural, menilai solusi, serta mengadaptasi strategi ke permasalahan baru sudah cukup kuat. Sebaliknya, aspek dekomposisi masih berada pada tingkat sedang, menunjukkan perlunya penguatan keterampilan memecah masalah kompleks menjadi bagian yang lebih sederhana. Secara keseluruhan, profil ini menggambarkan bahwa CT mahasiswa telah berkembang dengan baik, namun masih memerlukan strategi pembelajaran yang lebih terarah untuk menyeimbangkan penguasaan di semua aspek. Temuan ini diharapkan dapat menjadi dasar pengembangan kurikulum dan model pembelajaran berbasis CT di pendidikan tinggi Indonesia.
Analisis Model Penerimaan Teknologi dengan EXT TAM Pada E-learning di Perguruan Tinggi A.Muh Syahidurrahman; Muh Naufal Ramadhani Alwi; Nurul Fadly; Aprilianti Nirmala S
Journal of Education for Creativity and Innovation Vol. 1 No. 1 (2025): Agustus
Publisher : PT. Global Research Collaboration

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Abstract

Universitas mengutamakan keunggulan pendidikan dengan menggunakan sistem e-learning. Studi ini menganalisis model penerimaan teknologi yang diperluas (EXT TAM) dalam konteks ini untuk menunjukkan dinamika penerimaan teknologi di lingkungan pendidikan e-learning perguruan tinggi. Research ini membutuhkan penafsiran yang lebih baik tentang komponen yang membentuk persepsi siswa dan karyawan akademis terhadap adopsi teknologi. Variabel-variabel penting seperti persepsi kegunaan, persepsi kemudahan penggunaan, dan faktor sosial dievaluasi berdasarkan desain penelitian yang hati-hati. Dengan berfokus pada model EXT TAM, analisis data mendalam memberikan gambaran mendalam tentang bagaimana kombinasi faktor-faktor ini memengaruhi adopsi teknologi di institusi pendidikan tinggi. Penelitian ini tidak hanya menambah literatur tentang penerimaan teknologi, tetapi juga memberi administrator akademis ide tentang bagaimana menggunakan teknologi untuk meningkatkan e-learning perguruan tinggi. Hasil ini diharapkan memberikan dasar untuk pembuatan kebijakan pendidikan yang lebih fleksibel dan beradaptasi dengan tuntutan teknologi di dunia pendidikan saat ini.
Dukungan Sistem dan Model Gamifikasi Untuk Meningkatkan Partisipasi Actor dalam Lingkungan E-learning Annisa Soedali Putri; Diva Armelia; Putwal Arjuna; Annajmi Rauf
Journal of Education for Creativity and Innovation Vol. 1 No. 1 (2025): Agustus
Publisher : PT. Global Research Collaboration

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Abstract

Kemajuan teknologi digital telah mendorong perubahan signifikan dalam pendidikan, termasuk pemanfaatan gamifikasi untuk meningkatkan partisipasi dalam e-learning. Penelitian ini bertujuan untuk menganalisis peran sistem dan model gamifikasi dalam mendorong motivasi serta keterlibatan mahasiswa pada lingkungan pembelajaran digital. Metode yang digunakan adalah penelitian kuantitatif dengan desain cross-sectional, melibatkan 35 mahasiswa Jurusan Teknik Informatika yang dipilih sebagai responden melalui kuesioner. Hasil penelitian menunjukkan bahwa penerapan gamifikasi melalui elemen-elemen seperti poin, lencana, dan leaderboard mampu meningkatkan motivasi belajar, partisipasi aktif, serta keterlibatan mahasiswa dalam proses pembelajaran. Kesimpulannya, dukungan sistem e-learning yang terintegrasi dengan gamifikasi memberikan kontribusi penting terhadap efektivitas pembelajaran, serta dapat menjadi strategi yang relevan untuk menggeser pendekatan belajar dari teacher-centered ke student-centered learning.
Pengaruh Persepsi Mahasiswa terhadap Penjaminan Keberlanjutan Pendidikan di Perguruan Tinggi Alwis Andini Sy; Rizky Ferdian; Devi Miftahul Jannah Jannah
Journal of Education for Creativity and Innovation Vol. 1 No. 1 (2025): Agustus
Publisher : PT. Global Research Collaboration

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Abstract

Pendidikan tinggi menghadapi tantangan berupa ketidakmerataan akses, kualitas yang belum optimal, dan minimnya infrastruktur digital, yang memengaruhi persepsi mahasiswa terhadap penjaminan mutu dan keberlanjutan pendidikan. Penelitian ini menggunakan pendekatan kuantitatif dengan desain cross-sectional, melibatkan 86 mahasiswa aktif yang dipilih secara acak melalui kuesioner berbasis skala Likert. Hasil menunjukkan mahasiswa mengapresiasi inovasi pengajaran dan kualitas pembelajaran, meskipun infrastruktur pendukung seperti akses internet dinilai kurang memadai. Hubungan dosen-mahasiswa cukup baik, namun akses konsultasi akademik masih menjadi kendala. Kesimpulannya, pendekatan terpadu dengan pembelajaran berkualitas, fasilitas memadai, dan hubungan akademik yang kuat diperlukan untuk mendukung keberlanjutan pendidikan. Temuan ini menawarkan rekomendasi strategis bagi perguruan tinggi untuk meningkatkan layanan pendidikan.
Development Of Project-Based Learning Modules For Concentration Subjects In The Visual Communication Design Department Dena Safitri; Muhammad Yusuf Mappeasse; Sanatang
Journal of Education for Creativity and Innovation Vol. 1 No. 2 (2026): Februari
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66314/jeci.v1i2.132

Abstract

This study aims to develop a Project Based Learning (PBL) module for specialized subjects in the Visual Communication Design Department at SMK Negeri 7 Pinrang. The research method used is Research and Development (R&D). The module development process was carried out in several stages, including learning needs analysis, planning, design, development, implementation, and evaluation. The learning needs analysis stage involved collecting data on student learning needs, learning objectives, and subject characteristics. The learning module was developed using the Project Based Learning approach, which encourages students to actively learn through practical projects relevant to their expertise in the field of Visual Communication Design. This study used a questionnaire instrument to assess the feasibility of the learning module for the concentration of expertise, which was compiled using a Likert scale. Data were obtained through observation, interviews, documentation, and questionnaires. The results showed that the module for the concentration of expertise subject received an average rating of 94% in the “very feasible” category from subject matter experts and media experts, with a score of 95% in the “very feasible” category. Based on this data, it can be concluded that the concentration expertise module in the Visual Communication Design Department is acceptable for use as a learning medium for students at SMK Negeri 7 Pinrang
Increasing Student Motivation in Informatics Through the Application of Quizziz Interactive Learning Media Lutfia
Journal of Education for Creativity and Innovation Vol. 1 No. 2 (2026): Februari
Publisher : PT. Global Research Collaboration

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Abstract

Learning motivation is an important factor that influences students’ success in learning informatics, which requires both conceptual understanding and technical skills. This study aims to improve students’ learning motivation in informatics subjects through the implementation of interactive learning media. The research method employed was Classroom Action Research (CAR), conducted in two cycles, each consisting of planning, action implementation, observation, and reflection stages. Interactive learning media were applied as instructional actions to enhance student engagement. The results indicate a significant increase in students’ learning motivation from the first cycle to the second cycle, as evidenced by improvements in active participation, learning enthusiasm, task completion, and understanding of the material. The implementation of interactive learning media was proven to create a more engaging learning environment and encourage students’ active involvement in the learning process. Therefore, it can be concluded that interactive learning media are effective as a learning strategy to enhance students’ learning motivation in informatics subjects in the digital era.
Improving Student Learning Outcomes Using Quizizz Interactive Quizzes at SMK Negeri 4 Gowa Saskia; Abdul Muis Mappalotteng; Andi Sitti Rasiah
Journal of Education for Creativity and Innovation Vol. 1 No. 2 (2026): Februari
Publisher : PT. Global Research Collaboration

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Abstract

The development of digital technology has encouraged the need for innovation in the learning process to improve students’ learning outcomes and engagement. One form of such innovation is the use of technology-based interactive quizzes such as Quizizz. This study aims to improve the learning outcomes of Grade X students at SMK Negeri 4 Gowa through the implementation of Quizizz as an interactive learning medium. The research employed Classroom Action Research conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 30 Grade X students. Data were collected through learning outcome tests, observations of student activities, and questionnaires on students’ responses to the use of Quizizz. The results showed a significant improvement in students’ learning outcomes, with the average score increasing from 70.5 in Cycle I to 85.3 in Cycle II, and classical learning mastery reaching 90%. In addition, students’ learning activities and motivation also improved, as indicated by their enthusiasm during the learning process and positive responses to the interactive and competitive features of Quizizz. It can be concluded that the use of Quizizz as an interactive learning medium is effective in improving students’ learning outcomes, motivation, and engagement, and therefore can be used as an alternative innovative learning medium at SMK Negeri 4 Gowa
Development of an E-Module for the Computer Systems and Network Analysis Course Niranti Jihan Sari; Jumadi M. Parenreng; Jamaluddin P.
Journal of Education for Creativity and Innovation Vol. 1 No. 2 (2026): Februari
Publisher : PT. Global Research Collaboration

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Abstract

Learning in the Computer Systems and Network Analysis course requires instructional materials that are well-structured, up-to-date, and easily accessible to support conceptual understanding and practical application within limited class time. This study aims to develop an e-module and to evaluate its validity, practicality, and effectiveness for use in the Computer Engineering Study Program at Universitas Negeri Makassar. The study employed a Research and Development (R&D) approach using the 4-D development model (define, design, develop, disseminate). The participants were students of the Computer Engineering Study Program, JTIK FT UNM. Data were collected through subject-matter expert validation, media expert validation, a student response questionnaire, and an instrument assessing learning outcomes after using the e-module. Data were analyzed using descriptive analysis. The results showed that the e-module achieved 100% in subject-matter expert validation and 100% in media expert validation, indicating that it was feasible/acceptable for use. In terms of effectiveness, student performance after using the e-module reached an average of 81.3% (very good category), while practicality analysis based on student responses yielded 70% (practical category). These findings indicate that the developed e-module meets feasibility criteria and supports the learning process. Therefore, the Computer Systems and Network Analysis e-module is deemed suitable as an instructional material to enhance learning quality in the Computer Engineering Study Program at Universitas Negeri Makassar.
Development Of E-Modules In The Basics Of Visual Communication Design Subject For Grade X At Smkn 4 Pinrang Mustari S. Lamada; Anas Arfandi; Rismayanti
Journal of Education for Creativity and Innovation Vol. 1 No. 2 (2026): Februari
Publisher : PT. Global Research Collaboration

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Abstract

The use of digital learning media in vocational schools is needed to improve the quality of learning in Basic Visual Communication Design (VCD) and to support students’ independent learning. This study aimed to develop an e-module for the Basic VCD subject at SMKN 4 Pinrang and to examine its validity, practicality, and effectiveness. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of the Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects included two content experts, two media experts, two instrument experts, a teacher, and Grade 10 students enrolled in the Basic VCD course. Data were collected using content validation sheets, media validation sheets, instrument validation sheets, and a student response questionnaire on the use of the e-module. The results indicated that the e-module was categorized as highly feasible, with validation scores of 100% from content experts and 90.00% from media experts. The practicality test yielded a score of 93.15% (very good), indicating that the e-module was easy to use in learning activities. The effectiveness test showed an N-Gain score of 0.77 (high), with an effectiveness interpretation of 77% (effective), demonstrating that the e-module improved students’ learning outcomes. Therefore, the developed Basic VCD e-module is valid, practical, and effective for use as a learning medium at SMKN 4 Pinrang.

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