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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 11 Documents
Search results for , issue "Vol. 8 No. 2 (2022): November 2022" : 11 Documents clear
Integrasi Polysynchronous Learning dengan Problem Based Learning untuk Meningkatkan Keterampilan Metakognitif Fendy Hardian Permana; Dwi Setyawan
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.15065

Abstract

Aspek pendidikan mengalami perubahan dan penyesuaian terhadap penyelenggaraan proses pembelajaran sebagai akibat dari adanya pandemi covid-19. Berdasarkan hasil observasi dan wawancara kegiatan pembelajaran blended learning menunjukkan adanya beberapa kendala : 1) kegiatan pembelajaran blended learning yang dilaksanakan tidak student center, 2) proses pembelajaran dirasa monoton, 3) kompetensi mahasiswa terutama pada kemampuna keterampilan berpikir kritis dan metakognitif tidak terasah dengan baik. Berdasarkan hal tersebut maka perlu dilakukan penelitian integrasi polysynchronous learning dengan problem based learning untuk mengukur keterampilan metakognitif mahasiswa. Jenis penelitian ini merupakan Quasy Eksperimen dengan menggunakan pendekatan penelitian kuantitatif, sedangkan desain penelitian yang digunakan yakni non-equivalent pre-test post-test control group desain. Hasil penelitian juga menunjukkan bahwa pembelajaran polysynchronous learning dengan problem based learning dapat mengembangkan kemampuan berpikir kritis dan metakognitif mahasiswa dengan sangat baik pada MK Zoologi dan MK Anfiswanman.
Metode demonstrasi pada pembelajaran jarak jauh mata pelajaran gambar teknik di Sekolah Menengah Kejuruan M. Agphin Ramadhan; Arris Maulana; Ana Amalia Islami; Muhammad Rijal Basyir; Valiant Lukad Perdana Sutrisno
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.17624

Abstract

The existence of the Covid-19 pandemic is a challenge for learning in vocational schools, especially in practical learning. In the Vocational School of Design, Modeling, and Building Information (DPIB), a Technical Drawing subject aims to prepare students to be skilled at drawing building construction. This research is a Classroom Action Research that aims to determine changes in the learning outcomes of class X students of DPIB skill competence using the demonstration method. This research was conducted in 3 stages: pre-cycle, Cycle I, and Cycle 2. The data analysis showed that at the pre-cycle stage, student learning outcomes only had an average score of 68.653, and 26 of 32 students completed learning. Next, student learning outcomes in the first cycle experienced a relatively high increase of 11%, with an average score of 80.4, with 28 students completed carrying out learning. Then, the test was continued in cycle II with several improvements. At this stage, student learning outcomes increased by 4% from cycle I, with an average score of 84, and 28 students completed learning. The demonstration method is proven effective in applying to Engineering Drawing subjects that are carried out remotely because it can improve student learning outcomes.
Pengembangan video animasi pembelajaran matematika berbasis nilai-nilai kewirausahaan di sekolah dasar Rilia Ayuni; Romadon Romadon; Adevia Indah Kusuma
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.19462

Abstract

Increasing entrepreneurial values in practice needs to be supported by good learning media. This project is intended to create animated video media for learning mathematics based on entrepreneurial principles for second graders of elementary school. The research employed Research and Development (R&D) develoipmental model by using the ADDIE method. Two media experts, two material experts, and one linguist expert served as the research subjects. User responses from the results of the implementation consisted of 2nd grade homeroom teachers and 38 students in 2nd grade of SD Negeri 8 Air Gegas in South Bangka. The data collection method employed questionnaires and observation as the instrument of the research. An average rating of 90.2% from media professionals was reached after considering the opinions of material specialists, linguists, and media experts. Based on the assessment of media experts, material experts, and linguists, an average percentage of media experts' assessment of 90.2% with very appropriate criteria, 82.5% of material experts with very feasible criteria, and 88.4% of linguists with very feasible criteria was obtained. Based on the responses of students and teachers, it was obtained an average percentage of students' assessment of 95% with very practical criteria and 89.4% of teachers with very practical criteria. While the results of the post test obtained an average percentage of 86.2% with very effective criteria. This research drew the conclusion that the media produced using the Animaker software is very feasible and practical to be implemented in learning and is effective in efforts to increase entrepreneurial values in students. The research suggested that the media can be used by teachers in the learning process by paying attention to other supporting facilities, while in further research to be able to measure the implementation of this media over a longer period of time using learning outcomes instruments.
Kahoot! Sebagai Inovasi Evaluasi Hasil Belajar Siswa Yang Efektif Dan Menyenangkan Jarot Tri Bowo Santoso; Anik Widiyanti
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.21384

Abstract

Student learning outcomes became an important part of decisions making about planning and implementing future learning. In general, the evaluation tools put the students under stress and lead to failure to achieve minimum graduation competencies. Kahoot! is one of the applications that can be used as an innovation in evaluation of student learning outcomes. The purpose of this study is to analyze the effectiveness and level of student acceptance of Kahoot! as a platform for evaluating Economics subject learning outcomes at SMA Negeri 1 Gemuh class X IPS. Respondents involved in the study were students of class X IPS 1 as the experimental class and class X IPS 2 as the control class, each class totaling of 30 students, at SMA N 1 Gemuh, Kendal Regency, Central Java. Data were taken through tests and in-depth interviews. The test result data were analyzed descriptively quantitatively. Analysis of interview data using an interactive model, namely data reduction, data display, and drawing conclusions. The results showed that the Kahoot! effective as a platform for evaluating economic learning outcomes. Kahoot app! is an innovation in evaluating learning outcomes that are more enjoyable.
Peningkatan aktivitas belajar mata pelajaran Ilmu Pengetahuan Sosial melalui model pembelajaran Talking Chips di kelas I Madrasah Ibtidaiyah Uci Nurhayati; Nadlir Nadlir; Fina Atifatul Husna; Nina Rohmatul Fauziyah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.21632

Abstract

This research is based on the fact that social studies learning in class I, MI Bilingual Roudlotul Jannah, Prambon, tends for students to be inactive during learning. So, this impacts learning activities in social studies learning in the classroom that has not been fully implemented properly. This study aimed to increase learning activities through the application of the talk chips model in social studies learning. The research subjects in this study were 32 bilingual students of class 1 MI Roudlotul Jannah Prambon, Sidoarjo. This research is a type of classroom action research that consists of 2 cycles. Data collection techniques used in this study are observation and documentation—data relating to assessing student learning activities. The results of learning mastery are 36%, then increase in the first cycle to 75%, and in the second cycle, there is an increase until the mastery of learning activities reaches 93%. So, it can be concluded that the chip speaking model can improve learning activities.
Pengembangan EduKependudukan digital di sekolah siaga kependudukan untuk mewujudkan sustainable development goals (SDGs) Endah Septiani; Dewi Liesnoor Setyowati; Hamdan Tri Atmaja
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.22296

Abstract

The research background dealt with the increased of estimated population of Indonesia which is currently anticipated by the Sustainable Development Goals (SDG). One of the actions to anticipate the population growth is through population education in schools, targeting youth who are candidates for the next generation and at the same time a component of development. The purpose of this research is to develop Edukependudukan digital or digital population education in realizing quality education in schools as an effort to achieve the Sustainable Development Goals (SDGs). Considering that the target of population education is the younger generation who need to follow the development of their age characteristics, it is necessary to have a technology-based model of population education. The stages of the method in this study used seven Research and Development steps from Borg and Gall. The results of the study show that the EduKependudukan digital scheme that has been developed into an implemented digital application in schools was showing valid, feasible and useful result for students. The results of the response test showed that the students' response to the application content was 83.13% in the good category and the student's response to the application design was 86.83 in the very good category. The results of the study showed that there was an increase in students' knowledge after using EduKependudukan digital as seen from the average score during the pre-test, which increased from 45.39 to 71.65 during the post-test. EduKependudukan digital can be used as a media for socializing population for high school students as an effort to realize quality education as Sustainable Development Goal 4 (SDG).
Konstruksi Model Pembelajaran STEAM (Science, Technology, Engineering, Arts, and Mathematics) dengan Pendekatan Design Thinking pada Materi Energi Terbarukan Devie Febriansari; Sarwanto Sarwanto; Sri Yamtinah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.22456

Abstract

Industrial revolution 4.0 accelerates the need for resources with contextual skills relevant to technological advances. Renewable energy is one of the global issues that need to be followed up into one of the concerns in education. The STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning concept is seen as a learning innovation that accommodates the skills needed in the era of the industrial revolution 4.0. In addition, through the design thinking approach, students are facilitated to realize creativity or ideas in solving surrounding problems. This study aims to reconstruct the STEAM learning model with a combination of design thinking approaches to renewable energy learning materials. This research uses a descriptive qualitative approach to data sources from the literature. The analysis tool used is Miles and Huberman interactive model data analysis. The purpose of this research is to formulate a combined framework of the STEAM learning model and design thinking that can be applied to renewable energy learning materials.
Implementation of Individualized distance learning programs for special needs childrens during the Covid-19 pandemic Devia Sugmawati; Retno Winarni; Winarno Winarno
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.22485

Abstract

Innovation of individual learning programs for children with special needs (ABK) in the middle of Emergency Remote Teaching (ERT) is necessary, especially for children with special needs. The purpose of this study was to describe the implementation of individual distance learning programs for children with special needs in inclusive schools during the pandemic. This is qualitative research with a phenomenological approach. Data collection techniques using observation sheets, interviews, and documentation. Data validation is done by source triangulation and technique triangulation. While the data analysis techniques use the theory of Miles and Huberman. The results of this study show the design of distance learning programs made by teachers to learn ABK in inclusive schools, namely with a collaborative model: (flexibility), (modification), (support), and with a 5M strategy. This collaboration Model and design help teachers and students in implementing the learning of children with special needs during the pandemic. In line with that, it is necessary to modify the individual learning program for children with special needs in inclusive schools the learning model that allows it to be used for learning for children with special needs during the pandemic is the 5M learning model.
The development of flashcard media to improve students’ english vocabulary in english lessons at Islamic elementary school Asrindah Nasution; Rani Rahim
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.22521

Abstract

This study aims to determine how to develop appropriate and effective flashcards and to find out whether flashcards can improve students' English vocabulary. The developed media is flashcards. The subjects in this study were fourth-grade students of SD MIS Nurul Hidayah Medan. This type of research was R & D research using a 4-D model. Finding out the feasibility of the media is obtained from an expert validator. Meanwhile, finding out the effectiveness of the media is obtained by testing the media. The trial was carried out twice. The trial was conducted on fourth-grade students consisting of 30 students. Based on the conclusion of the expert, it was stated that the flashcard is worthwhile and effective. While based on the results of the students’ assessment test on the flashcard showed that there was an increase in students' English vocabulary in the first and second trials. Thus, it can be concluded that the development of flashcard as media is feasible and effective for students to use in the teaching and learning process.
Pemanfaatan Aplikasi Mindjet Mindmanager dalam Meningkatkan Literasi Materi Pembelajaran IPS Nurleli Ramli; Amiruddin Mustam
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 2 (2022): November 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i2.22812

Abstract

The online learning system has an impact on student learning patterns, especially when the lecturer only assigns students to answer questions that do not require them to be skilled in thinking as a result, students do not understand the learning material and indicate that they are only at the performative and functional literacy level. This study aims to find out how the use of the Mindjet Mindmanager application can be used as a medium to improve student literacy in social sciences learning materials. The study used a quantitative descriptive method with 35 respondents from Tadris IPS IAIN Parepare students in the first semester. The results showed that the literacy level of Tadris IPS IAIN Parepare students changed with the difference between the pre-test and post-test items for performative items 2.14, functional 0.69, informational 4.77, and epistemic 3.4. This is because the mindjet mindmanager application requires students to find keywords from what they read and connect one concept to another in describing a topic of social sciens learning materials.

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