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Jurnal Inspirasi Pendidikan
ISSN : 20889704     EISSN : 25494147     DOI : 10.21067
Core Subject : Education,
The Jurnal Inspirasi Pendidikan is a publication that contains the results of critical research and studies in the fields of education and teaching. Published twice in one year by the Association of Educators of Universitas Kanjuruhan Malang. This journal is expected to be the medium of publication of the results of qualified scientific research as well as scientific disclaimers in the fields of education and teaching.
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Articles 7 Documents
Search results for , issue "Vol 12 No 2 (2022): Agustus 2022" : 7 Documents clear
The Quality of Education Personnel Services as a Supporting Indicator for the Successful Implementation of Merdeka Belajar-Kampus Merdeka Sri Rahayu; Ayu Asmah; Denna Delawati Chrisyarani; Ika Meviana; Yulianti; Iskandar Ladamay
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.913 KB) | DOI: 10.21067/jip.v12i2.6496

Abstract

MBKM has the aim of encouraging students to improve 21st century competencies and master various sciences, both hard skills and soft skills as a provision to enter the world of work. The Faculty of Education (FIP) has an active role in preparing graduates who are superior, creative, independent, tolerant, democratic and religious based on science and technology. This study aims to determine the role of tendik in the implementation of MBKM based on the dimensions of service quality. The research method used is an explanatory design with a survey method using a questionnaire as a data collection tool. Service quality coverage on five dimensions: Tangibles; Reliable; Responsiveness; Assurance/Guarantee; and Empathy. This research was conducted at FIP ​​Universitas PGRI Kanjuruhan Malang with a population of 34 lecturers. The results of the questionnaire survey on Tendik's satisfaction with the role of Tendik in the implementation of MBKM showed varied categories. The highest average percentage of each element, namely the responsiveness element in the very good category, is 88%.
Pengembangan Media Maze Board Animal dalam Pembelajaran IPA untuk Siswa Kelas III Sekolah Dasar Raihanah Raihanah; Novanita Whindi Arini
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (351.409 KB)

Abstract

Maze board animal media development in science learning for third-grade elementary school students. This study aims to develop Maze Board Animal learning media in science learning material for classifying animals based on the type of food in class III. This study also aims to determine the feasibility of Maze Board Animal media products by involving experts in the process of developing and assessing their products.  This research uses research and development methods (Research and Development). In this study, researchers conducted product feasibility tests by conducting product trials and t-tests to see student learning outcomes. The product test stage is carried out using the ADDIE model method, namely (Analysis, Design, Development, Implementation, and Evaluation). The instrument used in this study was a questionnaire. The product assessment team consists of media experts, material experts, educational experts, and response students of grade III SD /MI. Research subjects are 20 third class of elementary school students, chosen by using total sampling. Maze Board Animal media is considered effective and suitable for use in the learning process. It is shown by the results of t-test that Maze Board Animal media is effective to increase the result of the study of students (t= 65,35, p<0,05). And the results of media experts obtained an assessment of 91.7%, material experts obtained 88.3%, educational experts 94%, from product test students obtained 95%. From this assessment, the Maze Board Animal media can be used in student learning.  
Analysis of Students Mathematical Reasoning Abilities in Terms of Self-Regulated Learning Hella Jusra; Anisa Dita Rahmawati
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.907 KB) | DOI: 10.21067/jip.v12i2.7175

Abstract

The implementation of research activities in this paper is intended to provide an analysis related to the ability of students to reason mathematically in terms of self-regulated learning using qualitative methods and descriptive approaches. Data collection techniques will be obtained through filling out 6 test questions, 28 questionnaire statements, and interview activities. The subjects to be observed were carried out through a technique called purposive sampling so that 6 students were obtained which were divided into two students in each category. The datta will be arranged sequentially using data analysis technique consisting of data reduction, data presentation, and drawing conclusions. The results of the data found identify that students in the high self-regulated learning category have mathematical reasoning abilities as well. Furthermore, students in the medium categori have the ability to do moderate mathematical reasoning. Finally, students who are in the low category have low mathematical reasoning abilities. So based on the data above, it can be concluded that the higher the level of self-regulated learning. The less likely it is to make mistakes in solving problem related to the ability to do mathematical reasoning. The gives an indication that the better the level of intelligence and critical thinking that a person has, the mathematical reasoning ability will follow in the same.
Development of flipbook maker app-based learning resources for high school students Hadana Ulfannura
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (364.552 KB) | DOI: 10.21067/jip.v12i2.7223

Abstract

This study aims to develop learning resources using a flipbook maker application that can facilitate the improvement of student learning outcomes on the material of APBN and APBD for class XI IPS 3 SMAN 1 Tambang. In this development research using 4 stages of the ADDIE model, namely analyze, design, development and implementation. Data collection techniques used interview observations, media and material validation instruments and data on student learning outcomes. The data analysis technique used a validation sheet of media experts and material experts. The results showed that the feasibility value of the learning resource design expert got an average score of 86.45 with a very valid category. Meanwhile, the material expert's feasibility score got an average score of 88.70 with a very valid category. Student responses on the small-scale test showed 67.85 in the very useful category and 32.15 in the useful category. This is also shown from the learning outcomes of students increasing with a significance of = 0.001 less than a significance level of 0.05. Based on the assessment of expert judgment and student learning outcomes after using the flipbook maker application, it can be shown that the flipbook maker that has been developed in general can be declared valid and feasible to use.
Effectiveness of E - Module Implementation Using STEM Project-Based Learning on Statistics Materials Rosita Dwi Ferdiani Ferdiani
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.966 KB) | DOI: 10.21067/jip.v12i2.7299

Abstract

The purpose of this study was to determine the effectiveness of implementing e-modules based on STEM Project-based learning on statistical material. This research is qualitative and quantitative. The types of data in this study are qualitative and quantitative data. Qualitative data is generated from the input and suggestions of teachers (learning experts) and respondents. Quantitative data in the form of scores from the questionnaire and test results done by students. The instruments used in this study were e-modules based on STEM Project-Based Learning, tests, and questionnaires. The subjects of this study were students of class VIII SMP Al Inayah. Based on the results of the study, it was found that: 1). Assessment of effectiveness based on the results of test scores obtained by students during limited field trials (small groups) showed that students' completeness scores were 80% reaching a score of 75 or above the KKM (Minimum Completeness Criteria). This percentage is located on a criterion scale of 80% < 𝑋̅ ≤ 100%, so the test results show that the e-module developed is in the "very effective" category. 2). Assessment of effectiveness based on the results of test scores obtained by students during large field trials (large groups) showed that the student's completeness score was 90% reaching a score of 75 or above the KKM (Minimum Completeness Criteria). This percentage is located on a criterion scale of 80% < 𝑋̅ ≤ 100% so the test results show that the e-module based on STEM Project Based Learning developed is in the "very effective" category. The difference between this study and previous research is that this research focuses on the effectiveness of implementing the STEM Project Based Learning e-module on junior high school statistics which discusses data distribution, average value, median, mode, and distribution of data to conclude, make decisions, and make predictions. The e-module contains exercises that help students think creatively and implement material on real-life projects and their relationship to the STEM
The Effectiveness of The Video Critic Method in Multiple Intelligences-Based Learning for VIII Class Students at Madrasah Tsanawiyah Sutipyo Ru'iya; Yusron Masduki; Amrih Latifah
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.243 KB) | DOI: 10.21067/jip.v12i2.7422

Abstract

Strategy is important in the learning process to encourage student success. The teacher's expertise in compiling and using appropriate-strategies with learning materials will increase the effectiveness of learning. This study is a pre-experimental design study, intending to know the effectiveness of the video critic method in multiple intelligences-based-learning in class VIII students at Madrasah Tsanawiyah. The sample used was 30 students that choosen by random sampling. The data collection instrument was a cognitive test. The data analysis technique used a different test "t" test with the help of the Statistical Package for the Social Sciences (SPSS) 21. The results showed learning-outcomes incrased before and after using the video critic method based on multiple intelligences research (MIR). The results of the "t" difference test obtained a value of 10,806 (p < .00), so it can be concluded that there is a significant difference between the learning outcomes before using the MIR-based video critic method and the learning outcomes after using the MIR-based video critic method. This happens because students can learn according to their learning style, so they enjoy learning and learning more meaningfully.
Hot Topics and Frontier Evolution of Game In Stem Learning Research: A Bibliometric Mapping from 2002 to 2022 Novia Novia; Riandi Riandi; Anna Permanasari; Ida Kaniawati
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.835 KB) | DOI: 10.21067/jip.v12i2.7451

Abstract

The aim of the present study is to explore the evolving trend of research directions in the field of game in STEM learning. This research uses Scopus search analysis, Microsoft Excel software, and VOS viewer software. Based on 1489 articles (488 selected documents) selected from Scopus indexed journals, co-authorship, co-citation, co-occurrence, cluster, and content analysis were conducted. The results of the quantitative analysis showed that hugely important work on games of STEM education, namely computer game and digital game base learning. The literature on games in STEM education has explored fourteen hot themes during the last couple of decades: STEM, digital game, active learning, game based learning,  game, project based learning, serious game, creative self efficacy, teaching concept, learning content, industri 4.0, STEM activities, game element, and  interactive learning environment. The bibliometric study conducted gives a thorough and complete picture of STEM education research that may be valuable for scholars interested in furthering future understanding in this field.

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