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JINOP (Jurnal Inovasi Pembelajaran)
ISSN : 24431591     EISSN : 24600873     DOI : 10.2229.
Core Subject : Education,
JINoP acts as medium of publicating the result of research covering the learning innovation theme from the elementary to higher education level. The journal also acts as a medium of disseminating research thought conducted by teachers and lecturers. In substance, the articles published in the journal are projected to inspire circles of education in conducting innovation in teaching and learning process.
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Articles 10 Documents
Search results for , issue "Vol. 11 No. 1 (2025): Mei" : 10 Documents clear
Development oF liveworksheets assisted by everycircuit to improve higher-order thinking skills of prospective elementary teacher Siti Istiningsih; Nurul Kemala Dewi; Muhammad Erfan; Rahmat Hidayat; Mutmainnah Mutmainnah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.25489

Abstract

Liveworksheets are an option for educators who teach subjects that involve practical activities, but learning that involves abstract concepts involving Higher-Order Thinking Skills (HOTS), such as electricity, requires another platform, such as Liveworksheets. The research aims were to develop digital learning media in the form of Liveworksheets assisted by the Android EveryCircuit application to improve Higher-Order Thinking Skills (HOTS) for prospective elementary school teacher students. This research and development use a 4D model consisting of define, design, develop, and disseminate. Data analysis was performed using quantitative descriptive methods. The results found that the Liveworksheet assisted by the Android EveryCircuit application was categorized as valid, with an average V-Aiken of 1.20. Liveworksheets were categorised as practical with a total average of 3.44 or 86%, statistically effective in improving students' higher-order thinking skills (HOTS) with the gain value of the experimental class in the medium category and the control class in the low category. Thus, the Liveworksheet Student Activity Sheet assisted by the Android EveryCircuit application developed is valid, practical, and effective in improving students' Higher-Order Thinking Skills (HOTS) in the subject matter of electricity in Elementary School Science Education courses.
Development of a medicinal chemistry e-module using a team-based learning strategyDevelopment of a medicinal chemistry e-module using a team-based learning strategy Ida Adhayanti; Sesilia Rante Pakadang
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.28934

Abstract

Many pharmacy students consider Medicinal Chemistry a complex subject due to its abstract concepts and highly technical content. This study aimed to develop a digital e-module tailored to the characteristics and needs of vocational pharmacy students and to implement it using a Team-Based Learning (TBL) strategy to enhance engagement and motivation. The development process adopted the Rowntree model, consisting of planning, writing, and evaluation phases. Subject matter and media experts designed and validated six thematic submodules. The readability score was computed using the Gunning Fog Index, while additional evaluations were performed through usability testing (face-to-face) and field implementation. Expert and student assessments indicated that this e-module was rated “Very Good” in terms of content, design, and visual aspects. The mean readability score of 9.8 suggested appropriate textual complexity for the undergraduate level. By engaging students further through TBL, motivation, participation, and comprehension increased, as demonstrated by perception scores across four learning domains. Both the structured e-modules and collaborative learning worked in unison to transform what is traditionally perceived as a hard-to-teach subject into an interactive and enjoyable experience. Future studies should include multimedia enhancements and investigate broader implementation across other complex pharmaceutical courses.
Learning innovation through developing interpreter book: a classroom interpreting practice Afif Suaidi; Abdul Gafur Marzuki; Anita Anita; Villy Al Viyani; Erizar Erizar
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.32187

Abstract

In today's rapidly evolving educational landscape, innovative approaches are increasingly needed to enhance learning and address specific challenges, such as the effective teaching of interpreting skills for students studying translation and interpreting. This research aims to enhance the quality of an interpreter book for classroom use by employing a qualitative R&D approach using the ADDIE model, focusing on interpreting practice among sixth-semester students at the English Education Department. The research results show that the initial design of the interpreter book focused on offering students interpreting study and practice, developed from three resource books. Students evaluated the book using a 1-4 rating scale, and a need analysis was conducted with fourth-semester students to gather additional insights. The redesign phase added descriptions of proper and inverse interpreting based on evaluation and need analysis data. This reevaluation led to the inclusion of new features like illustrations, YouTube links, and texts in the book. The research applied the ADDIE model in seven steps, including two rounds of design and development. The initial design focused on developing interpreting skills like listening, note-taking, and clear expression, with sequential instruction in various interpreting modes. The second round of design and development further refined these aspects.
Development of the eduka gantari website to improve literacy and numeracy in realizing the Profil Pelajar Pancasila Robawati Robawati; Alifta Nurillah Kosasih; Riki Andriatna; Falach Noor Syahid; Sugiyani Sugiyani
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.32461

Abstract

Literacy and numeracy as a manifestation of critical reasoning in the Profil Pelajar Pancasila an important role in life, including in elementary school students. However, the achievement of literacy and numeracy skills of students is still relatively low. The aim of this research is to develop digital learning media with the "Eduka Gantari" website. This type of research is development research using the Plomp model which consists of three stages, namely the preliminary stage, the prototyping stage, and assessment phase. The results obtained from this research are in the form of digital learning media in the form of the "Eduka Gantari" website on the topic of Literacy and Numeracy which is valid, practical and effective. Data from the results of the research carried out showed that the average validation result was 4.21 on a scale of 5, the practicality of the media was up to 100% and the effectiveness in terms of the completeness aspect of learning outcomes from the pretest percentage was 48% and the posttest was 100%. Furthermore, the effectiveness of this media is from the average N-gain test for each ability, which is 0.72 for literacy skills and 0.74 for numeracy skills so that the product is in the high effective category. Thus, the media developed can provide opportunity for elementary school students to learn about Literacy and Numeracy because its valid, practical and effective in realizing the Profil Pelajar Pancasila.
Developing Students’ Speaking Performance through Mastering Question Words in Islamic University Setting Ana Kuliahana; Abdul Gafur Marzuki; Andi Nurfaizah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.32697

Abstract

This study aims to identify students’ speaking performance at English Department students of State Islamic University of Datokarama Palu could be developed through mastering question words method. It was designed as a collaborative classroom action research and divided into two cycles. Data came from class observation, field notes, questionnaire, and speaking test over six meetings of speaking lesson. The research included 22 students. The researchers identified the students’ speaking performance based on the criteria of success established. The findings showed that the use of questions in the teaching and learning process helps to increase students' motivation, responsiveness, and enthusiasm, as well as, of course, their courage to speak English. This method can also be used to encourage students to understand the question's content before they respond to it and to offer them the chance to verbally express their ideas. Only five students who received a score of at least were detected in the first cycle's assessment of students' speaking performance. It meant that only 23% of the students met the success criteria. The students' achievement was then discovered in the second cycle by seventeen students or 77%. It suggests that the success requirements have been met or that the question words technique can improve students' speaking performance.
Development of iSpring Suite 11 to train students’ numeracy literacy through problem posing Depi Setialesmana; Sinta Verawati Dewi; Linda Herawati; Dedi Nurjamil
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.36090

Abstract

Learning of direct and indirect proportions continues to face significant challenges, as many students struggle to grasp the fundamental concepts and their applications. A lack of relevant interactive learning media is one factor that affects students' conceptual understanding and numerical literacy skills. This study aims to develop iSpring Suite 11 learning media, focusing on the validity and practicality of the media while identifying students' numerical literacy categories and stages of problem posing. Validity and practicality are prioritized to ensure that the media meet academic and pedagogical standards and are easy to implement. Initial feedback is essential for improvement before evaluating the media's effectiveness. The research employs a Research and Development (R&D) methodology using the PPE model. Subject matter experts and media specialists conducted media validation, supplementing it with small- and large-scale trials to assess practicality. The results indicate that iSpring Suite 11 learning media demonstrate high validity and practicality, as evaluated by material and media experts. Among the 70 participating seventh-grade students, 21 exhibited high numeracy literacy, 31 were categorized as medium, and 18 were identified as low. An analysis of problem-posing stages revealed that 71.42% of students were in the pre-solution posing stage, 15.71% were in the within-solution posing stage, and only 12.85% achieved the post-solution posing stage. These findings suggest that, although the media have been validated as both valid and practical, further research is necessary to measure their effectiveness in enhancing students' numeracy literacy through pre- and post-test evaluations.
Metahuman KAGURI 0.1 as The Learning Media Innovation for Local Arts and Culture Exploration Aquita Valentina; Welly Suryandoko; Autar Abdillah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.36728

Abstract

This research aims to create a learning media utilising Metahuman technology, named "KAGURI 0.1”, to delve into the local arts of Bangil, Pasuruan. This media aims to introduce, safeguard, investigate, and enhance students' appreciation for the diverse local arts found in Bangil. The research employed a Research and Development (R&D) approach. During the analysis phase, a field study was performed to assess the learning requirements for arts and culture, alongside exploring various local art forms in Bangil, Pasuruan. The design phase consisted of planning the learning media, which included crafting storylines and user interaction scenarios. The development phase entailed generating representative metahuman characters using the "Metahuman Creator" software from Unreal Engine 5. Subsequently, the implementation phase involved integrating the media into the educational context and evaluating it with actual junior high school student groups. Evaluation was conducted through assessments of effectiveness and quality, including evaluations of language, graphics, content, user engagement, and learning efficacy. Findings from the study reveal that the Metahuman KAGURI 0.1 learning media was effectively crafted as an interactive tool that amalgamates visual, auditory, and interactive components in the study of arts and culture, particularly focused on the local arts of Bangil. This research carries several implications, such as bridging digital and traditional learning, promoting the preservation and sharing of cultural heritage, fostering immersive learning experiences, and most importantly, positively influencing our future generations.
Innovative Maritime Learning through Virtual Tour and Augmented Reality with an Interactive Approach for Competency Enhancement Dimas Pristovani Riananda; Afif Zuhri Arfianto; Isa Rachman; Muhammad Izzul Haj; Aminatus Sa'diyah; Widya Emilia Primaningtyas
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.36954

Abstract

This study explores the use of Virtual Tour and Augmented Reality (AR) technologies in maritime education, aiming to enhance student competencies through interactive learning experiences. The research employed a mixed-method approach, combining quantitative surveys and qualitative interviews to assess the platform's effectiveness. Data were collected from 60 students, with results showing that 80% of participants found AR highly effective for understanding ship systems, and 75% reported increased motivation to learn. A moderate negative correlation (-0.54) was identified between the Effectiveness of AR Technology and Motivation to Learn, suggesting that while AR simplifies complex concepts, it may reduce intrinsic motivation. Furthermore, technical difficulties impacted perceived effectiveness, with students experiencing fewer technical issues rating AR higher (4.19) than those encountering difficulties (3.93). Interestingly, students facing technical challenges reported higher motivation to learn (4.21) than those without difficulties (3.44), indicating that overcoming obstacles may enhance engagement. This study underscores the importance of optimising AR platforms for device compatibility and user support to maximise their educational potential. The findings suggest that while AR technology significantly improves understanding, attention must be given to balancing technical efficiency with user motivation
SCAR: Scrap Book based on Culturally Responsive Teaching Enriched with Augmented Reality Yuniawatika Yuniawatika; Maytha Esterya Lumban Gaol; Ika Feny Nur Aini; Lailatul Fitriah; Edwin Maulana Sandya
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.37543

Abstract

Cultural diversity in the material of practicing the 3rd principle of Pancasila can introduce cultural diversity, foster an attitude of tolerance, and respect from an early age. However, the lack of variations in learning media makes it difficult for students to understand the diversity of Indonesian culture, and they tend to be passive in learning. Based on the results of observations and interviews that have been conducted, it shows that there are obstacles experienced by teachers in developing media and using learning methods. Limited time, energy, and resources make it difficult for teachers to create varied learning media. This study aims to develop valid and engaging learning media by integrating the Culturally Responsive Teaching approach and Augmented Reality technology to improve students' understanding of cultural diversity. The research and development (R&D) method is applied in this research, which applies the ASSURE model. The validation results from media experts obtained 90%, material experts 85%, and teachers 94%. If interpreted, all three are included in the category of very valid. While the results of the attractiveness test on a small scale obtained a percentage of 93.75% and a large scale of 98%, both are included in the very attractive category if interpreted. So it can be concluded that SCAR: Scrap Book based on Culturally Responsive Teaching Enriched with Augmented Reality is worth using.
Development of digital comics to improve reading comprehension and self-efficacy of grade V students Adisty Ameliya Putri; Sri Sukasih
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.38194

Abstract

This study investigates the development of digital comics as an innovative instructional medium aimed at improving both reading comprehension and self-efficacy among fifth-grade elementary school students. The research is grounded in the context of declining student interest and performance in reading, particularly in understanding explanatory texts as mandated in the Indonesian language curriculum. The objective is to provide an engaging, accessible, and pedagogically sound media format that aligns with student learning characteristics and enhances their academic engagement. The research adopts a Research and Development (R&D) approach using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were obtained through qualitative and quantitative methods including interviews, classroom observations, student questionnaires, and pretest-posttest instruments. The developed media was validated by material experts, media experts, and classroom practitioners. The digital comics were designed using Canva and distributed interactively through Heyzine, incorporating structured narrative elements and visual appeal to support literacy development. The validation results revealed a high feasibility score of 91.59%, and the effectiveness test yielded an average n-gain score of 0.6793, signifying a moderate yet meaningful improvement in students’ reading comprehension. Furthermore, students’ self-efficacy scores reached 75.82%, placing them in the “good” category. These findings suggest that digital comics are not only effective in enhancing cognitive literacy but also in supporting students’ confidence and motivation in the learning process. This research implies that digital comics can serve as a valuable pedagogical tool in elementary education. Future implementations should explore broader accessibility, including offline versions, and their integration into other subject.

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