cover
Contact Name
Ence Surahman
Contact Email
ence.surahman.fip@um.ac.id
Phone
+6287821191948
Journal Mail Official
jinotep.fip@um.ac.id
Editorial Address
Semarang St., No. 5, Malang, East Java Indonesia Principal Contact Ence Surahman Universitas Negeri Malang jinotep.fip@um.ac.id
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Inovasi dan Teknologi Pembelajaran
ISSN : 24068780     EISSN : 26547953     DOI : https://doi.org/10.17977/um031
Core Subject :
Jurnal Inovasi dan Teknologi Pembelajaran is a peer reviewed journal that covers the entire spectrum of innovative educational technology applications including the design development utilization management and evaluation to solve learning problems and knowledge exchange The journal welcomes a variety of approaches to empirical research qualitative quantitative R and D and mixed methods as well as high quality systematic reviews and meta analysis Jurnal Inovasi dan Teknologi Pembelajaran is a channel for authors to disseminate their high quality of systematice review meta analysis research and development case study experimental research that are useful in the field of educational and learning technologies The journals goal is to serve as a medium for researcher communication as well as a link between researchers practitioners and policymakers The journal publishes research articles in the following areas Design and implementation of instructional technology Innovative curriculum development Strategies and models of general and specific learning Cooperative learning collaborative learning peer learning Problem based project based and inquiry based learning Research and development methods Emerging technologies Integration of technology in learning Development learning media Smart learning environment Online learning Adaptive learning Learning analytics Learners characteristics Mobile learning Digital classroom digital learning resources and environments Hypermedia in learning Quality assurance of learning STEM STEAM education MOOCs TPACK Augmented reality virtual reality mixed reality Virtual laboratory Innovative assessment and evaluation
Arjuna Subject : -
Articles 94 Documents
Innovation of assessment instruments based on a pragmatics approach on the Mufradat tests Muhamad Fadhil Husein; R Umi Baroroh; Rianda Ayu Ritnaning Tias; Ade Satria Fauzi Nasution
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 12 No. 2 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v12i22025p085

Abstract

This study addresses the limitations of conventional vocabulary teaching methods at Pondok Modern Al-Furqon, which focus on rote memorization without assessing students' ability to use vocabulary communicatively. This research aims to develop a pragmatics-based assessment instrument to enhance students' competence in applying vocabulary in real-life contexts. The research adopts a Research and Development (R&D) approach using the ADDIE model. The findings indicate that the developed instrument, consisting of written tests (multiple-choice, short answers, matching pictures) and oral tests (simulations and dialogues) is valid and reliable both technically and pedagogically. Small-scale implementation revealed significant improvements in students' ability to apply vocabulary pragmatically, although some challenges, such as the extended time required for oral tests, were identified. The study concludes that the pragmatics-based instrument effectively supports more applicable Arabic language learning. The implications highlight the importance of integrating pragmatic approaches in vocabulary teaching to improve students' communicative skills in used language
MOOC development with case studies method in strategic management course for students to improve learning quality Lylys Endarwati; Eveline Siregar; Cecep Kustandi
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 12 No. 1 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v12i12025p044

Abstract

How to develop MOOCs on Strategic Management courses with case studies method for master’s program students? To produce MOOCs on Strategic Management courses using the case studies method for master’s students, innovation is required in design and planning. This development research uses the research method and development by applying the ASSURE model. Quantitative data was obtained through material expert tests, learning design expert tests, and one-to-one tests. The results of this study showed that the development of MOOCs with the case study method is very feasible to apply to S-2 program students, scoring 4 out of 4. The results of the learning design expert test obtained 3.7 out of 4, declaring that it is feasible to apply to graduate students. This study attempts to help support the Sustainable Development Goals education sector so that the wider public can continue to learn throughout life through MOOCs and so that they can be a guide in developing learning MOOCs with case method studies.
Reviewing the challenges and opportunities of digital technology integration in virtual education: Insights from MBA programmes in Iran Laleh Karimi
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p116

Abstract

The current study provides a comprehensive review of the integration of digital technologies in virtual education in Iran with a specific focus on MBA programmes. Drawing on research published from 2003 to 2022, the investigation seeks to identify major challenges, evaluate current practices, and offer recommendations for improving online MBA education within the Iranian context. An extensive search was conducted across databases such as Semantic Scholar, Google Scholar, Scopus, and Noormags, using keywords to select relevant studies focused on digital technology integration. The findings revealed that although digital technologies present opportunities for increased flexibility and educational innovation, their implementation in Iranian MBA programmes is hindered by inadequate technological infrastructure, limited lecturer training, and challenges in maintaining interactive and experiential learning environments. This review contributes to the existing literature by highlighting the unique institutional and geographic barriers faced by Iranian universities, providing a detailed analysis of these challenges, and proposing targeted strategies for overcoming them. Future research should prioritize the development of innovative solutions and the evaluation of their effects on the overall effectiveness of virtual MBA education in Iran
Development of the edu-game media Lom's Ethnic Journey to enhance interest in learning Mathematics and Physics among students Elisa Mayang Sari; Novitasari Novitasari; Linda Fujiyanti; Riki Afriansyah; Arya Ramadhani
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p126

Abstract

Abstrak:Secara umum pembelajaran Matematika dan Fisika masih dirasakan sulit bagi mahasiswa. Hal ini karena minat belajar mahasiswa pada kedua mata kuliah tersebut masih rendah. Hal ini dikarenakan metode pembelajaran yang monoton, dan penggunaan media yang terbatas. Penelitian ini bertujuan untuk meningkatkan minat belajar mahasiswa pada mata kuliah matematika dan fisika dengan mengembangkan media pembelajaran berbasis game edukasi yang bertemakan kearifan lokal "orang Lom," yaitu "Lom’s Ethnic Journey". Metode penelitian yang digunakan adalah design research meliputi expert review, one-to-one, small group, dan field test. Hasil penelitian menunjukkan bahwa game edukasi ini telah terbukti valid, praktis, dan memiliki efek potensial. Dari hasil efek potensial diperoleh user acceptance sebesar 86 persen dapat diterima dengan baik tanpa kendala saat digunakan di banyak jenis smartphone dan applicability organizational acceptance dalam peningkatan minat belajar mahasiswa sebesar 44 persen. Urutan minat belajar yang peningkatannya dari tertinggi ke terendah antara lain, adanya kemauan belajar, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya upaya yang dilakukan untuk merealisasikan keinginan untuk belajar, dan adanya perasaan senang mahasiswa dalam belajar.Abstract:Learning Mathematics and Physics is generally perceived as difficult for students, primarily due to low interest in these subjects. This is due to monotonous learning methods and limited use of media. This research aims to increase students' interest in mathematics and physics courses by developing educational game-based learning media with the theme of local wisdom "Lom people," namely "Lom's Ethnic Journey." The research method used was design research, which includes expert review, one-to-one, small group, and field tests. The study results show that this educational game has been proven valid and practical and has potential effects. The result of the potential effect is 86 percent of user acceptance, meaning it can be well received without problems when used in many types of smartphones. The implementation of organizational acceptance increased student interest in learning by 44 percent. The order of learning interest that increased from the highest to the lowest included the willingness to learn, the concentration of attention and mind on learning, the efforts made to realize the desire to learn, and the feeling of student happiness in learning.
AI-driven feedback system: Implementing advanced NLP and openAI for online learning Liberius Sabinus Koe; Cecep Kustandi; Eveline Siregar
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p137

Abstract

Abstrak:Penelitian ini bertujuan untuk mengembangkan umpan balik otomatis berbasis Artificial Intelligence (AI) dengan teknologi Natural Language Processing (NLP) dan GPT OpenAI dalam pembelajaran online. Jenis penelitian ini adalah penelitian pengembangan atau Research and Development (R&D) dengan model pengembangan Integrative Learning Design Framework (ILDF) sebagai acuan untuk merancang, memproduksi, serta menguji efektivitas produk. Produk yang dikembangkan berperan untuk menganalisis respons siswa secara otomatis, memberikan umpan balik yang cepat, relevan, serta menawarkan saran perbaikan secara real-time yang mencakup fitur-fitur utama seperti sentiment score, entities detection, syntax & grammar, correction, improvement suggestions, hingga relevance score. Pengembangan produk ini mencakup perancangan sistem hingga pengujian awal, namun tidak melibatkan evaluasi para ahli atau uji coba skala besar. Fokus penelitian adalah memastikan bahwa produk dapat berfungsi sesuai dengan rancangan teknis dan memenuhi kebutuhan awal pengguna. Hasil dari tahap pengembangan diharapkan dapat menjadi dasar bagi penelitian lanjutan dan membuka peluang baru untuk inovasi dalam teknologi pendidikan di masa depan.Abstract: This research aims to develop Artificial Intelligence (AI)-based automatic feedback with Natural Language Processing (NLP) technology and OpenAI GPT in online learning. The type of research is Research and Development (R&D) with the Integrative Learning Design Framework (ILDF) development model as a reference for designing, producing, and testing product effectiveness. The developed product plays a role in automatically analysing student responses, providing quick and relevant feedback, and offering real-time improvement suggestions, including key features such as sentiment score, entity detection, syntax & grammar, correction, improvement suggestions, and relevance score. The product development included system design to initial testing but did not involve expert evaluation or large-scale trials. The research focuses on ensuring that the product can function according to the technical design and fulfil the initial user needs. The results of the development phase are expected to form the basis for further research and open up new opportunities for innovation in educational technology in the future.
Why should e-mentoring be preferred over traditional mentoring in teacher professional development: a systematic review Nala Saka Ocean Setiani; Uwes Anis Chaeruman; Tuti Iriani
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p149

Abstract

Abstrak: Peningkatan kompetensi profesional guru menjadi salah satu komponen yang harus terus dicapai untuk meningkatkan kualitas pendidikan. E-mentoring muncul sebagai alternatif yang lebih baik dibanding mentoring secara tradisional dengan menawarkan kemudahan akses dan fleksibilitas. Penelitian ini bertujuan untuk menganalisis dan mengevualuasi e-mentoring dan mentoring tradisional secara bersama-sama untuk pengembangan profesional guru tentang mengapa e-mentoring mungkin lebih disukai daripada mentoring tradisional untuk mendukung kompetensi profesional guru. Metode penelitian ini menggunakan systematic literature dengan 15 artikel yang diakses dari tahun 2020-2024. Hasil penelitian menunjukkan bahwa di antara keduanya, e-mentoring menawarkan lebih banyak kemudahan aksesibilitas dan fleksibilitas, sementara mentoring tradisional unggul dalam membangun hubungan interpersonal yang kuat. Faktor-faktor yang mempengaruhi efektivitas meliputi kualitas hubungan mentor-mentee, penggunaan teknologi, dan desain program. Meskipun e-mentoring menunjukkan potensi besar, terutama dalam mengatasi hambatan geografis, efektivitasnya bergantung pada implementasi yang cermat dan dukungan teknologi yang memadai.Abstract: The improvement in teachers' professional competence is one of the key components to be continuously pursued to enhance the quality of education. E-mentoring has surfaced as a superior option, in contrast to conventional mentoring, by providing accessibility and adaptability. This research aims to analyse and evaluate e-mentoring and traditional mentoring for teachers' professional development, focusing on why e-mentoring might be preferred over traditional mentoring to support teachers' professional competence. The research method employs a systematic literature review of 15 articles accessed from 2020-2024. The results indicate that e-mentoring offers more accessibility and flexibility, while traditional mentoring excels in building strong interpersonal relationships. Factors influencing effectiveness include the quality of the mentor-mentee relationship, the use of technology, and the program design. Although e-mentoring shows great potential, particularly in overcoming geographical barriers, its effectiveness depends on careful implementation and adequate technological support
Development of team-based project learning media for 3D body mechanics animation course Arif Sutrisno; Bunga Fefiana Mustikasari; Nuril Kusuma Wardani
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p169

Abstract

Abstrak: Penelitian ini bertujuan mengidentifikasi kendala dan mengembangkan solusi untuk meningkatkan efektivitas pembelajaran mata kuliah Animasi 3D: Body Mechanic di program studi D4 Animasi Universitas Negeri Malang. Metode penelitian menggunakan model ADDIE (Analysis, Design, Develop, Implement, Evaluate) dengan pendekatan Team-Based Project dan blended learning. Hasil penelitian menunjukkan bahwa mahasiswa mengalami kendala berupa keterbatasan perangkat keras, ketidaksesuaian versi perangkat lunak, serta kesulitan memahami tutorial asing. Untuk mengatasinya, dikembangkan media pembelajaran interaktif dalam LMS SIPEJAR yang menyediakan tutorial berbahasa Indonesia, infografis, dan model karakter sederhana. Hasil evaluasi menunjukkan bahwa media pembelajaran yang telah dikembangkan dan terorganisir dalam LMS SIPEJAR dengan didukung model pembelajaran team-based project, telah secara merata dan signifikan meningkatkan hasil belajar mahasiswa di bidang animasi tiga dimensi. Penelitian kedepan perlu melihat diferensiasi hasil belajar masing-masing individu untuk melihat lebih mendalam perkembangan kompetensinya serta perlu adanya mekanisme umpan balik antar mahasiswa (peer feedback) agar mereka lebih mandiri dalam menyelesaikan proyek kelompok.Abstract: This study aims to identify challenges and develop solutions to enhance the effectiveness of the 3D Animation: Body Mechanic course in the Animation program at Universitas Negeri Malang. The research applied the ADDIE model (Analysis, Design, Develop, Implement, Evaluate) combined with a Team-Based Project and blended learning approach. The results indicate that students face challenges such as hardware limitations, software version mismatches, and difficulties understanding foreign-language tutorials. To address these issues, learning media was developed within the LMS SIPEJAR, providing tutorials in Indonesian, infographics, and simplified character models. The evaluation results indicate that the learning media that supported by the team-based project learning model, have significantly and evenly enhanced students' learning outcomes in the field of three-dimensional animation. Future research should explore the differentiation of individual learning outcomes to gain deeper insights into their competency development and establish a peer feedback mechanism to encourage greater independence in completing group projects.
Development e-booklet learning media with the mnemonic method on the material of the motion system Rena Firda Jasti; Hudson Sidabutar
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p056

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan media pembelajaran e-booklet dengan metode mnemonik pada materi sistem gerak untuk mengatasi kesulitan siswa dalam menghafal materi Biologi yang memiliki banyak istilah asing. Penelitian ini menggunakan metode ADDIE yang terdiri dari lima tahap, yaitu analyze, design, develop, implement, dan evaluate. Hasil penelitian menunjukkan bahwa e-booklet yang dikembangkan dinyatakan “Valid” oleh ahli materi maupun ahli media dengan persentase rata-rata berturut-turut adalah 93,3 persen dan 83,75 persen. Respon guru dan siswa terhadap e-booklet yang dikembangkan tergolong “Sangat Praktis” dengan persentase rata-rata berturut-turut adalah 98,75 persen dan 89,62 persen. Hasil belajar kognitif siswa menunjukkan rata-rata perolehan nilai siswa sebesar 92,14. Dan yang memperoleh nilai ≥75 sebanyak 27 siswa sehingga diperoleh persentase ketuntasan sebesar 96,42 persen yang tergolong sangat efektif. Hal ini menunjukkan bahwa media pembelajaran e-booklet efektif digunakan pada materi sistem gerak untuk mempermudah siswa dalam mengingat. Abstract: This research aims to develop e-booklet learning media with the mnemonic method on the material of the motion system to overcome student’s difficulties in memorizing Biology material which contains various foreign terms. This form of study qualifies as research and development (R&D) and employs the ADDIE method which consisted of five stages, namely analyze, design, develop, implementation, and evaluate. The results demonstrate that the developed e-booklet was declared "valid" by material experts and media experts with an average percentage of 93.3 percent and 83.75 percent, respectively. The response of teachers and students to the developed e-booklet is classified as "very practical" with an average percentage of 98.75 percent and 89.62 percent, respectively. The average student score on cognitive learning outcomes was 92.14. Among the participants, 27 students obtained a score of ≥75 were 27 students, thereby resulting in completeness percentage of 96.42 percent, classified as very effective. This indicates that the e-booklet learning media is an effective tool for facilitating memory retention.
Analyzing the use of information technology in guidance and counseling services in Indonesia and Tanzania: A narrative review Subira Nahemia Kaserero; Muslihati Muslihati; Muhammad Ramli
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p066

Abstract

Abstrak: Karena kemajuan pesat dalam teknologi informasi, konselor sekolah harus memodifikasi layanan bimbingan dan konseling mereka untuk mencerminkan perubahan ini. Sayangnya, sedikit informasi tentang bagaimana konselor menggunakan TI tersedia, terutama di Tanzania dan Indonesia. Penelitian ini bertujuan untuk menganalisis bagaimana kedua negara ini menggunakan teknologi informasi untuk layanan bimbingan dan konseling. 100 artikel internasional dan Nasional telah direview dari tahun 2014 hingga 2024 di Google Scholar, sedangkan 25 artikel telah dipilih menggunakan model PRISMA. Konselor sekolah menggunakan komputer, smartphone, Microsoft Word, PDF, WhatsApp, Zoom, dan Google Meet. Namun, mereka menghadapi kesulitan seperti keterampilan TIK yang tidak memadai, dan kurangnya pelatihan, mereka sering belajar kemampuan digital baru dari rekan kerja mereka. Studi lebih lanjut tentang penggunaan TIK di negara-negara ini diperlukan, seperti halnya penyelidikan upaya pemerintah untuk meningkatkan literasi digital khusus untuk konselor sekolah. Abstract: In light of rapid advancements in information technology, school counselors must modify their guidance and counseling services to reflect these changes. Unfortunately, there is a paucity of information about how counselors use IT, especially in Tanzania and Indonesia. This study aims to analyze how these two countries use information technology for guidance and counseling services. A total of 100 international and national articles have been reviewed from 2014 to 2024 in Google Scholar, while 25 articles have been selected using the PRISMA model. School counselors use computers, smartphones, Microsoft Word, PDFs, WhatsApp, Zoom, and Google Meet. However, they encounter difficulties, such as inadequate ICT skills and lack of training. Consequently, they frequently learn new digital abilities from their work colleagues. Further studies on ICT use in these nations are required, as well as an investigation of government efforts to enhance digital literacy specifically for school counselors.
The influence of the learning cycle e-model and interest on learning outcomes in acid-base material Silvia Azahra Sitanggang; Ajat Sudrajat
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 2 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i22024p084

Abstract

Abstrack: Penelitian ini dilaksanakan atas dasar adanya dominasi penggunaan metode ceramah dan kurangnya penggunaan media dalam pembelajaran terkhusus materi ajar asam basa di sekolah menengah atas di kota Kisaran. Tujuan dari penelitian ini adalah untuk mengetahui apakah ada perbedaan dalam hasil belajar antara Model Pembelajaran Cycle 5E dan Model Pembelajaran Cycle 7E, dan perbedaan minat belajar serta untuk mengetahui bagaimana model dan minat belajar berinteraksi satu sama lain.Hasil penelitian diuji dengan ANNAVA dua jalur. Hasil menunjukkan bahwa model Kelas Pembelajaran Cycle 5E dan Kelas Pembelajaran Cycle 7E memiliki perbedaan hasil belajar yang signifikan. Ini ditunjukkan oleh harga Fhitung 7,046 lebih besar Ftabel 4,06, yang menunjukkan bahwa Ha diterima dan H0 ditolak.Untuk minat belajar tinggi dan minat belajar rendah, Fhitung 4,58 lebih besar dari Ftabel 4,06, menunjukkan bahwa ada perbedaan hasil belajar yang signifikan antara minat belajar tinggi dan minat belajar rendah. Selain itu, untuk interaksi antara model pembelajaran dengan minat belajar, Fhitung 4,078 lebih besar dari 4,06, menunjukkan bahwa ada interaksi antara model pembelajaran dengan minat belajar dan hasil belajar. Abstract: This research was carried out on the basis of the dominance of the pervasiveness of the lecture method and the lack of use of media in learning, especially in acid and base teaching materials in high schools in the city of Kisaran. The aim of this research is to ascertain whether there are differences in learning outcomes between the Cycle 5E Learning Model and the Cycle 7E Learning Model, along with differences in learning interests. In addition, the study also seeks to find out how the models and learning interests interact with each other. The research results were tested using two-way ANOVA. The results show that the Cycle 5E Learning Class and Cycle 7E Learning Class models have significant differences in learning outcomes. This is shown by the value Fcount 7.046 more than Ftable 4.06, which shows that Ha is accepted and H0 is rejected. Meanwhile, for the learning interest, Fcount 4.58 more than Ftable 4.06 was attained, indicating a significant difference in learning outcomes between high learning interest and low learning interest. In addition, for the interaction between the learning model and learning interest, Fcount 4.078 is greater than 4.06, indicating that there is an interaction between the learning model, learning interest, and learning outcomes.

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