cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
jinopfkip@gmail.com
Editorial Address
Jl. Raya Tlogomas 246 Malang, East Java, Indonesia, Postal Code: 65144
Location
Kota malang,
Jawa timur
INDONESIA
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.
Arjuna Subject : -
Articles 10 Documents
Search results for , issue "Vol. 11 No. 2 (2025): November" : 10 Documents clear
Validity and Practicality of Interactive Multimedia Based on PBL Assisted Quizzes on Environmental Pollution to Improve Learning Motivation and Digital Literacy Yovita Yovita; Mery Berlian; Rian Vebrianto; Musa Thahir; Dilva Hardila
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.36256

Abstract

A digitally literate person can use technology strategically to search for and evaluate information, as well as to connect and collaborate with others. In digital learning environments, students are required to develop a set of essential skills known as digital literacy. These skills are crucial for ensuring that learning can take place effectively in the digital era and for helping students become independent, critical thinkers. This study aims to develop effective Problem-Based Learning (PBL) Interactive Multimedia to support students' digital literacy. The type of research used is Research and Development (R&D), applying the Dick and Carey instructional design model. This model comprises ten systematic steps, ranging from identifying instructional goals to conducting summative evaluations. The result of this study is a PBL-based interactive multimedia product that has been validated by experts and tested by users. Based on the validation process, the multimedia product received a score of 88%, which falls into the "Very Valid" category. In addition, the practicality test showed a score of 86%, indicating that the product is "Practical" and easy to use for both teachers and students. Therefore, the developed multimedia is considered suitable and effective for use as an interactive learning tool that supports problem-based learning in today’s digital classroom environment.
Development of SCaGI website as career information guidance media to improve students' career maturity in senior high school in Boalemo District Dedi Sukri Tantu; Budi Astuti
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.36392

Abstract

This study aims to develop the SCaGI website as a career information guidance medium to improve the career maturity of senior high school students in Boalemo District, Gorontalo Province. The research was conducted using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. A total of 120 Grade XII students from four high schools were involved, with 18 students identified as having low career maturity. Data collection techniques included interviews, questionnaires, and a career maturity scale. Validation was carried out by material and media experts, and effectiveness testing used a one-group pretest-posttest experimental design. The SCaGI website was evaluated as highly feasible by material experts (97.72%) and media experts (95.45%), and was considered highly practical by guidance and counseling teachers (94.73%). The implementation of the SCaGI website demonstrated significant improvement in students’ career maturity, with an average N-Gain score of 0.76 (76.91%), indicating high effectiveness. These findings suggest that the SCaGI website is a valuable tool for providing accessible and engaging career information, supporting students in making more informed and independent career decisions. This study contributes to digital innovation in guidance and counseling practices and opens opportunities for broader implementation in diverse educational settings.
Development of E-Module based on Heyzine Flipbook to Increase Student Motivation and Learning Outcomes in Learning Letters Februardi Maulana Putra; Laily Nurlina
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.37066

Abstract

This study examines the effect of using Heyzine Flipbooks on students' motivation and learning outcomes in learning letter text for grade VII students at SMP Negeri 2 Padamara. With a quantitative experimental approach, two groups were analyzed: the control group (class 7A) using conventional learning methods, and the experimental group (class 7D) using Heyzine Flipbooks as an interactive learning tool. The purpose of this study was to examine the effect on the use of Heyzine Flipbooks on student motivation and learning outcomes. The research method used in this study is to use a quantitative method approach with experimental methods. Pretest and post-test data were collected to measure students' motivation and learning outcomes. The results showed a significant increase in motivation and learning achievement in the experimental group compared to the control group. The use of Heyzine Flipbooks, which integrates multimedia elements such as videos, images, and animations, provides a more interesting and interactive learning experience. It allows students to better understand the subject matter and participate more actively in the learning process. This study concludes that Heyzine Flipbooks is an effective digital tool to improve students' motivation and learning outcomes, especially on materials that require complex understanding such as letter texts.
iSpring Suite-Based Interactive Multimedia Development For Class V Volume Material Cube and Beam Muhammad Fauzan; Yuli Witanto
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.37768

Abstract

The lack of variety in the use of media in learning can make students bored and learning becomes monotonous. Teachers still use teacher books, student books and learning media in the form of building spaces made of paper where the media is easily damaged. In fact, the use of the right media in the learning process can create a fun classroom atmosphere, so that students become active, creative, effective and get meaningful learning. The facilities provided by the school are also quite complete such as; Projectors, laptops as well as speakers and microphones are only used to the maximum. To maximize these facilities, the researcher wants to develop an interactive multimedia based on the iSpring Suite which aims to improve the learning outcomes of class V students of cube and block volume materials. This research method uses R&D research with the Borg and Gall development model consisting of 10 steps, but in its implementation the researcher only reaches the 8th step. The media created is then tested by material and media experts. The validation test was obtained as a result of the assessment according to material experts of 91.07% (very feasible) and according to media experts of 82.5% (feasible). In addition, after being used in learning, this media showed a significance result on the T-test of 23,723 and the N-gain test obtained a result of 0.7555 which was included in the high criterion. Based on the results of the study, it is shown that the use of interactive multimedia based on iSpring Suite is effectively used to improve student learning outcomes.
Development of a Moodle-based e-learning with the flipped classroom model to improve self-efficacy and Mathematics learning achievement Amalia Husna; Amirunnizam Amirunnizam; Sofnidar Sofnidar; Khairul Anwar
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.37993

Abstract

Mathematics plays an important role in cognitive development. However, most students have low self-efficacy in mathematics. Low self-efficacy among students has an impact on their poor mathematics learning achievement. This study aims to develop Moodle-based e-learning using the flipped classroom model to enhance students’ self-efficacy and mathematics learning outcomes. This research employed a research and development (R&D) method using the ADDIE development model. The results of the study indicate that: (1) the development of Moodle-based e-learning with the flipped classroom model obtained a validity score percentage of 95% in terms of content and 95% in terms of media, both categorized as very valid; (2) it received practicality scores of 100% in the one-on-one trial and 90% in the small group trial, both categorized as very practical; and (3) it significantly improved students’ self-efficacy and mathematics learning outcomes, with N-gain values of 0.5 and 0.46 respectively, both categorized as moderate. The results of the independent samples t-test (two-tailed) showed a significance value of 0.000 < 0.05 with α = 0.05. Although this research was conducted during the COVID-19 pandemic when online learning was essential, the findings remain relevant and applicable in today's educational context. Even after the pandemic, as hybrid and digital learning become increasingly integrated with face-to-face learning, this model continues to offer significant benefits. It allows students to study materials independently outside the classroom and enhances meaningful interaction during in-person sessions. Therefore, the use of Moodle-based e-learning combined with the flipped classroom model can serve as a sustainable method to improve students' self-efficacy and mathematics learning outcomes in the long term.
Enhancement of folk story writing containing pancasila profile character values Sintowati Rini Utami; Siti Ansoriyah; Nur Sekhudin
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.39552

Abstract

The aim of this research is to develop the writing of folk tales that contain the character values of the Pancasila profiles as reading material recounts. The character values in folklore are developed based on themes and messages, encompassing global diversity, mutual cooperation, creativity, critical thinking, independence, and faith in God Almighty. Understanding these values is reinforced through folklore retelling. The folklore development follows the ADDIE model with three main stages: analysis, design, and development. Data were collected from orally transmitted folklore, including fables, myths or legends, adventure stories, fantasy tales, and fairy tales. Analysis was conducted on folklore structure, retold story structure, Pancasila character values, and the need for folklore writing through surveys and expert validation. The folklore development stage involved validation by teachers, education experts, and students. Data analysis was conducted using a qualitative descriptive approach. The quality of folklore teaching materials received an excellent rating, with scores of 95% from textbook subject matter expert and 93% from storyteller experts. Thus, folklore containing Pancasila character values is deemed suitable for implementation in the MK lecture on the development of teaching materials in language. Indonesian Language and Literature Education Study Program and study materials for the MK Literacy in the Language Education Masters Study Program
Revolutionising Education: The Role of SCT-Based E-Modules in Fostering Creative Thinking Rusmansyah Rusmansyah; Rizqi Noor Hayati; Mahdian Mahdian; Parham Saadi; Isnawati Isnawati; Arief Ertha Kusuma; Asih Widi Wisudawati
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.39852

Abstract

Creative thinking is crucial for students in addressing educational and daily challenges. It enables them to analyze problems and generate innovative solutions. The SCT-based e-module supports this development by allowing students to manage learning independently, thereby enhancing comprehension and creative thinking. This study employs a Research and Development (R&D) approach, utilizing the 4D model: Define, Design, Develop, and Disseminate. The aim is to create a valid, practical, and effective SCT-based e-module on buffer solutions. Conducted at SMAN 1 Martapura, the study involved five students in individual trials, 10 in small group trials, and 35 in limited trials. Data analysis showed: (1) Validity reached 84.89%, categorized as highly valid; (2) Practicality was confirmed by student responses (83% in individual trials, 83.5% in small groups) and teacher responses (92.5%), indicating high practicality; (3) Effectiveness was measured through students' creative thinking N-gain scores, which averaged 0.54, signifying moderate effectiveness. These results confirm the SCT-based e-module as an effective tool for fostering students' creative thinking.
Development of V-Mart Learning Media to Improve Student Interest and Learning Outcomes Uswatun Khasanah; Siti Inganah; Octavina Rizky Utami Putri
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.40158

Abstract

This study aims to develop V-Mart learning media based on PowerPoint and Quizizz. It utilised the material of determinants and inverse matrices of order 3x3 which is valid, practical, and effective. Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model was employed. This study involved 97 senior high school students. The instruments were questionnaires validated by media and material experts, and students’ tests. The results show that V-Mart was valid and feasible, with an average percentage of 92.19%. The average practicality from each class was 74.71%, 78.00%, and 75.00%. The effectiveness was visible from the classical completion of learning outcomes for each class, which were 81.25%, 84.38%, and 72.73%. There was an increase in learning outcomes for each class of 19.85%, 32.03%, and 31.49%. It thus can be said that V-Mart is worthy of recommendation as an innovative alternative to improve student learning, and can be further developed in other topics and digital learning platforms.
Teacher Mindfulness and Classroom Management: How Awareness Shapes the Use of Reinforcement and Punishment in Education Najmi Hayati
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.40522

Abstract

This study investigates the impact of teacher mindfulness on classroom management, focusing on how awareness influences the application of reinforcement and punishment strategies. The aim is to determine whether mindfulness practices improve teachers' use of behavioral interventions in educational settings. The study involved 29 teacher participants in Madrasah Aliyah Ittihadul Muslimin of Province Riau in July 2024, all engaged in a structured mindfulness training program. A mixed-methods approach was utilized. The quantitative phase employed a pre-test–post-test design to measure changes in classroom management practices and mindfulness levels. The qualitative phase included reflective journaling and semi-structured interviews to gain insight into teachers' experiences with mindfulness and behavior management. Quantitative results indicated a significant increase in the use of positive reinforcement and a reduction in punitive strategies following the intervention. The most significant gains were observed in Acting with Awareness (mean increase of 3.59) and Observing (mean increase of 2.72), critical to intentional and reflective classroom behavior management. Qualitative analysis revealed themes of improved emotional regulation, increased awareness, and more thoughtful responses to student behavior. The findings suggest that mindfulness enhances teachers' capacity to manage classrooms effectively by encouraging more balanced and intentional use of reinforcement and punishment.
Innovation in the Development of 2D Animation-Based Visualization Learning Media Using the ADDIE Method to Improve Student Learning Outcomes Lustiyono Prasetyo Nugroho; Rujianto Eko Saputro; Fandy Setyo Utomo
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 2 (2025): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i2.41737

Abstract

The development of information technology has not been fully utilized in science learning at vocational high schools, where conventional methods still dominate and make it difficult for students to understand concepts. This study aims to develop information technology and create a new product in the form of 2D visualization. The study employed a development approach based on the ADDIE model and focused on developing learning media for Grade 10 science subjects using animated videos. Three aspects were evaluated: feasibility, practicality, and effectiveness. The assessment of these aspects showed that students were able to improve their learning outcomes and conceptual understanding in science subjects. Based on expert evaluations, media experts provided an average score of 87%, while material experts rated it at 80%. Teacher responses reached 94%, and student responses were 94.49%. The results of the post-test stage indicated an average achievement of 92.25%, with the highest score of 100 and the lowest score of 70. These findings suggest that the use of animated videos can effectively enhance students’ learning outcomes and conceptual understanding. It is recommended that future studies expand the method, scope of materials, and sample size to further address the lower range of student scores.

Page 1 of 1 | Total Record : 10