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
Bibliometric study: Project-based learning in education on learning outcomes Scopus publication 2021-2023 Nurhusna Kamil; Haseena Sultan; Syahrul Ramadhan
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 2 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i22023p201

Abstract

Abstrak: Project-based learning merupakan suatu bentuk kegiatan yang berfokus kepada siswa sebagai pembelajar aktif. Penelitian ini bertujuan untuk membahas project-based learning dalam dunia pendidikan dengan mengambil data dari Scopus dan mengolah metadata menggunakan aplikasi bibliometric selama rentang 3 tahun terakhir, yakni 2021-2023. Pengumpulan data pada penelitian ini dengan 4 langkah, yaitu: 1) sumber data didapat dari jurnal yang terindeks Scopus; 2) metadata jurnal yang didapatkan kemudian diunduh dalam format CSV; 3) memeriksa hasil artikel dan mengambil sesuai dengan pertanyaan penelitian; 4) mengolah data yang didapatkan menggunakan aplikasi bibliometric. Hasil penemuan terhadap artikel sebelumnya diketahui bahwa publikasi artikel tentang project-based learning merupakan pembelajaran yang banyak mendapat perhatian dan minat di bidang pendidikan, mulai tingkat pendidikan dasar hingga pendidikan tinggi, khususnya pada rentang tahun 2021-2023. Penelitian ini berguna untuk memahami status penelitian terbaru saat ini, khususnya di bidang pendidikan anak usia dini agar bisa menentukan arah penelitian yang dilakukan ke depannya. Abstract: Project-based learning is a form of activity that focuses on students as active learners. This study aimed to discuss project-based learning in the world of education by taking data from Scopus and processing metadata using a bibliometric application for the last three years, namely from 2021-2023. The four steps to collect data of the study are: 1) data sources were obtained from Scopus-indexed journals; 2) the obtained journal metadata was then downloaded in CSV format; 3) the researchers examined the results of the articles and took them according to the research questions; 4) the researchers processed the data using the bibliometric application. The results of the findings on previous articles show that the publication of articles on project-based learning is learning that has received considerable attention and interest in education, both at the higher education level and at the initial foundation education, particularly in 2021-2023. This research is beneficial for understanding the status of the latest research, especially in early childhood education, to determine the direction of future research.
Development of the bitales application to improve students' local wisdom-based digital literacy Arif Akbar; Ita Fitriati; Ahyar Ahyar; Sitti Suhada; Arif Rahman Hakim
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/um031v12i12025p032

Abstract

Digital-based learning that integrates local wisdom is rarely implemented in Bima, including at SMPN 1 Palibelo. Based on findings in the field, learning at this school still uses a traditional approach without utilizing technology to introduce local culture. This research aims to develop the Bima Tales (BiTales) application based on Android as a digital literacy medium that combines folklore and local wisdom values typical of Bima. The method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the media expert validity test showed a "Good" category with an average score of 4.43, while the material expert gave an average score of 4.46. The app proved effective in improving students' digital literacy and understanding of local wisdom, as seen from the increase in learning outcomes from an average pretest score of 50.48 to 77.62 in the post-test and understanding of local wisdom from 41.19 to 75.95. This research shows that the integration of digital technology with local cultural content can improve the quality of learning and strengthen students' cultural identity.
The experiential learning model in productive subjects to enhance students’ industry-oriented skills: A systematic review Marini Fania; Tuti Iriani; Muhammad Aghpin Ramadhan
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/um031v12i22025p063

Abstract

This study explores the implementation of the experiential learning model in productive subjects at Vocational High Schools (SMK) to enhance students’ work-oriented competencies. Using a systematic literature review guided by the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework, this research synthesizes findings from 20 peer-reviewed journal articles published between 2019 and 2024. Data were gathered through literature searches using the Publish or Perish (PoP) tool, which retrieves data from databases such as Google Scholar. The findings indicate that implementing experiential learning significantly improves students’ technical competencies, critical thinking abilities, and career adaptability skills. However, challenges such as limited practical facilities, insufficient industry support, and underprepared educators remain prevalent. These insights highlight the importance of industry-school collaboration in optimizing vocational education and inform strategies for developing more responsive instructional practices in SMKs.
Case method textbook innovation for Autodesk inventor- assisted CAM learning Elfahmi Dwi Kurniawan; Nopriyanti Nopriyanti; Rudi Hermawan; Patterson Nji Mbakwa; Abi Pratama; Rianto Rianto; Febriansyah Febriansyah; Putri Indah Yanti
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/um031v12i22025p110

Abstract

Manufacturing faces a gap between technological developments and engineering training programs, including vocational education, that play a role in preparing skilled workers. The main obstacle is the high operational costs and learning facilities, especially in CAD/CAM learning related to CNC, where students experience difficulties in creating CNC programs due to the inability to visualize tool movements and limited physical access to CNC machines. This study developed a textbook based on Autodesk Inventor (CAM) integrated with the Case Method to facilitate the design of drawings and simulations of valid and practical CNC programs. The type of research used is Research and Development (R&D) with the ADDIE development model. The results of the study indicate that the developed teaching materials are valid. This is proven by the material and media experts' assessment results in the "very good" category. The practicality of the textbook in the learning process runs well, as shown in one-to-one, small-group, and field tests that are in the "very good" category. This textbook, which was systematically designed according to the students' characteristics and learning strategies and integrates Autodesk Inventor and Case Method teaching materials, is expected to bridge the theory-practice gap and improve students' technological literacy critically and creatively.
Developing a web-based initiation à la littérature française learning media using canva Maryam Bajranata; Dadang Sunendar; Iis Sopiawati
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/um031v12i12025p001

Abstract

In the rapidly evolving digital era, the need for effective, accessible, and technologically relevant learning media is increasingly demanding. Accordingly, this study aims to design and develop a web-based Initiation à la Littérature Française learning media using Canva and to provide information on the results of product feasibility in terms of materials and media. The method applied was Research and Development (R&D) with the PPE (Planning, Production, Evaluation) development model. In the data processing phase, this study conducted a validation test by two assessors—material expert judgement and media expert judgement based on the aspects developed by Nesbit & Li, 2009, LORI 2.0. The results reveal that from the material aspect, this learning media is very feasible to use, with a feasibility percentage of 86.1%, whilst from the media aspect, this product has a perfect feasibility of 100%. The finding implies that the web-based Initiation à la Littérature Française learning media using Canva is remarkably feasible. 
Project-based learning innovation through animated learning videos to sharpen students’ creativity and understanding Elisma Elisma; Nurul Kamilah Sadli; Syamsurizal Syamsurizal
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/um031v12i12025p012

Abstract

The learning paradigm has shifted from Teacher-Centred Learning (TCL) to Student-Centred Learning (SCL), emphasizing active students’ participation to increase their understanding, creativity, and skills in facing professional challenges. One method that supports this approach is Project-Based Learning (PjBL) combined with Animated Learning Video (ALV). This method is applied to help students understand biochemistry courses, which are often considered challenging. This research adopted a pre-experimental design to measure the increase in students’ understanding through pre-tests and post-tests after implementing the learning method. This research involved two classes with 64 students using total sampling techniques. The research results show that applying the ALV-based PjBL method is practical in increasing students’ understanding, as evidenced by a higher average score compared to conventional methods and improving students’ satisfaction in studying biochemistry. However, applying this method requires repetition and collaboration with other methods to deepen students' memory. 
The effectiveness of thermochemistry’s ludo game media for improving students’ learning outcomes and collaboration skills Anna Jurniar; Stephani Yunita Siahaan
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/um031v12i12025p022

Abstract

This study measured the effectiveness of using Ludo game media on thermochemistry on students’ learning outcomes and collaboration skills. This study used a group pretest-posttest design with a purposive sampling technique involving class XI-2 with 33 students. The results of the research data processing found that the average learning effectiveness from meetings 1 to 4 consecutively reached 69.62, 72.41, 84.24, and 85.51, which reached the increasingly effective category at meeting IV. Learning outcomes were measured through pretest and posttest with average values of 25 and 82.12, respectively. The paired T-test states that Tcount = 33.60 and the Ttable = 2.037, thus Tcount > Ttable, meaning that learning outcomes increased significantly after using the ludo game of thermochemistry. The improvement in learning outcomes in the high category with N-Gain score = 0.765. The results of the collaboration skills questionnaire obtained an average score of 85.32 (very high category). So, this study concluded that Ludo game media on thermochemistry proved to improve the students' learning outcomes and collaboration skills.
The use of the Canva application learning media in the Fiqh learning process Zul Amri
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 1 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i12023p001

Abstract

Abstrak: Rancangan pembelajaran yang berkualitas dan efektif serta mengikuti perkembangan zaman membutuhkan penggunaan media pembelajaran yang menarik, memotivasi, dan meningkatkan aktivitas pembelajaran berupa komunikasi dua arah dalam proses pembelajaran. Aplikasi Canva menjadi salah satu platform pengemasan media pembelajaran yang dapat digunakan degan berbagai desain yang menarik dan dapat diakses dengan mudah. Penelitian ini merupakan penelitian tindakan kelas yang tediri atas dua siklus yang meliputi tahap perencanaan, pelaksanaan tindakan, observasi dan refleksi. Penelitian terhadap subjek siswa kelas X IPK MAN 1 Pesisir Selatan sebanyak 21 siswa. Sumber data yang digunakan adalah observasi, tes,dan dokumen hasil belajar. Analisis data Penelitian Tindakan Kelas dengan teknik analisis deskriptif kuantitatif. Penelitian menunjukkan hasil belajar pada siklus I sebesar 42,85%, siklus II sebesar 57,14 % dan hasil belajar pada akhir siklus III sebesar 80,95 %. Peningkatan hasil belajar ini sejalan dengan aktivitas belajar siswa dalam mengajukan pertanyaan dan menjawab pertanyaan semakin meningkat. Abstract: Quality and effective learning designs that keep up with the times require the use of learning media that are interesting, motivating, and enhance learning activities in the form of two-way communication in the learning process. Through the Canva application, the packaging of learning media can be used with various attractive designs and can be accessed easily. This research is a classroom action research consisting of two cycles: the planning, action, observation, and reflection stages. The subject is student class X IPK MAN 1 Pesisir Selatan subjects with as many as 21 students. Sources of data used are observations, tests, and learning outcomes documents. Classroom Action Research data analysis with quantitative descriptive analysis techniques. Research shows learning outcomes in the first cycle at 42.85%, the second cycle at 57.14%, and the learning outcomes at the end of the third cycle at 80.95%. This increase in learning outcomes is in line with the increased student learning activity in asking and answering questions.
Literacy-based instruction with ICT on English learning in junior high school Prana Isvari Suganda; Made Hery Santosa; G.A.P Suprianti
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 1 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i12023p012

Abstract

Abstrak: Tujuan penelitian ini untuk menyelidiki pengaruh pembelajaran berbasis literasi dengan TIK pada pembelajaran bahasa Inggris pada siswa di Sekolah Menengah Pertama. Desain metode campuran digunakan dalam penelitian ini. Temuan yang diperoleh peneliti adalah hasil pre-test yang dilaksanakan sebelum diberikan treatment dan hasil post-test yang diberikan sesudah mendapatkan treatment. Untuk menganalisis data, metode penelitian kuantitatif dan kualitatif digunakan dalam penelitian ini. Uji sampel independent t-test digunakan untuk menganalisis pengaruh signifikan terhadap pembelajaran berbasis literasi yang dibantu oleh TIK. Pre-test dan post-test pada kelompok kontrol dan eksperimen digunakan untuk mengukur perbedaan hasil nilai bahasa Inggris siswa sebelum dan sesudah diberikan perlakuan. Hasil dari analisis data tersebut menunjukkan pengaruh signifikan pada hasil pembelajaran berbasis literasi berbantuan TIK. Disimpulkan, hasil belajar bahasa Inggris siswa meningkat setelah diberikan perlakuan pembelajaran berbasis literasi dengan bantuan TIK. Abstract: This study attempted to investigate the effect of literacy-based learning with ICT on learning English for students in junior high schools. The mix-methods were used in this study. The findings obtained by the researcher are the results of the pre-test carried out before the treatment and that of the post-test done after the treatment. In the data analysis, quantitative and qualitative research methods were employed. An independent sample t-test was used to analyze the significant effect of literacy-based learning aided by ICT. The pre-test and post-test in control and experimental groups were used to measure the differences in the results of students' English scores before and after the treatment. The results of the analysis of the data indicate a significant influence on ICT-assisted literacy-based learning outcomes. In conclusion, students' English learning outcomes increased after being given literacy-based learning treatment with the help of ICT.
The effect of interactive learning video media aided by Edpuzzle toward student learning Vivianingsih Vivianingsih; Nurus Suhliyatin; Muhlisatul Mahmudah; Sholahudin Al Ayubi
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 1 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i12023p024

Abstract

Abstrak: Belum adanya media pembelajaran yang memadai, dimana sekolah hanya menggunakan lembar kerja siswa berupa kertas buram ditengarai menjadi salah satu penyebab rendahnya dari hasil belajar siswa. Hal ini didukung dengan hasil wawancarasalah satu guru matematika dan beberapa siswa. Tujuan dari penelitian ini untuk menganalisis pengaruh penggunaan media video pembelajaran interaktif berbantuan Edpuzzle terhadap hasil belajar siswa. Jenis penelitian ini menggunakan quasi eksperimen dengan dengan pendekatan kuantitatif. Wawancara, dokumentasi dan tes digunakan dalam metode pengumpulan data. Teknik random sampling merupakan teknik pengambilan sampel pada penelitian ini. Hasil uji hipotesis menunjukkan bahwa penggunaan media Edpuzzle berpengaruh pada hasil belajar siswa. Kontribusi penelitian ini yakni media video pembelajaran interaktif berbantuan Edpuzzle dapat digunakan sebagai alternatif sumber belajar Matematika. Abstract: The lack of adequate learning media, where schools only using student worksheets in the form of opaque paper is suspected to be one of the causes of low student learning outcomes. This is supported by the results of interviews with one mathematics teacher and several students. The purpose of this study was to analyze the effect of the use of Edpuzzle-assisted interactive learning video media on student learning outcomes. This type of research uses quasi-experiments with a quantitative approach. Interviews, documentations and tests are used in the data collection method. Random sampling technique is a sampling technique in this study. The results of the hypothesis test show that the use of Edpuzzle media has an effect on student learning outcomes. The contribution of this research is that interactive learning video media assisted by Edpuzzle can be used as an alternative source of learning Mathematics.

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