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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. 9 No. 2 (2023): November" : 10 Documents clear
Effectiveness of project-based learning for enhancing students critical thinking skills: A meta-analysis Tafakur Tafakur; Heri Retnawati; Ahmad Adnan Mohd Shukri
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.22142

Abstract

Innovative learning models like Project-based learning are believed to encourage not only the achievement of student learning outcomes but also 21st-century skills. Many studies on Project-based learning are related to developing 21st-century skills, one of which is critical thinking, with different results. Therefore, it is necessary to conduct a study that can elaborate on various studies on the effectiveness of Project-based learning on students' thinking skills. This study aims to determine the difference in critical thinking skills between students participating in project-based learning and other models. This study uses a quantitative approach with meta-analysis. The data is secondary data from studies published in journal articles indexed by Scopus and Google Scholar in the last ten years with a total of 29 studies that are suitable for analysis. The estimated aggregate is the difference between groups. Data analysis used Comprehensive Meta-Analysis Vers.3 to calculate and estimate aggregates, draw forest plots, test hypotheses, and analyze biases. The analysis results show that Project-based learning promotes students' critical thinking skills, although moderated by education level and comparative learning strategies. Project-based learning is superior to traditional learning at various levels of education.  Project-based learning and other scientific learning are known to support students' critical thinking skills. Teachers can also make PjBL more innovative by utilizing information technology, and the contextual environment, as well as integrating various media, content, and other learning strategies to encourage student critical thinking skills.
Development of learning media for the Google site web-based on character Kardiana Metha Rozhana; Wahyu Widodo; Dwy Cahyono; Firsta Bagus Sugiharto; Chusnul Chotimah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.22760

Abstract

This research aims to develop learning media based on the Google site web-based on character values, which will help elementary school teachers and students learn, especially on social studies content on ethnic and cultural diversity material in Indonesia. This study uses the ADDIE R&D model with five stages. The results of the feasibility validation from design experts show a percentage of 88.5% with excellent and valid criteria. Material experts perform a presentation of 86.6% with excellent and valid criteria. Linguists with a presentation of 80% with excellent and valid criteria. While aspects of application and student attractiveness with a presentation of 85% and teachers with a presentation of 96%. From the aspect of effectiveness, with a presentation of 98.4%, and from the aspect of student PPK assessment, with a presentation of 94.2%. These results indicate that media can be applied to process learning in schools, especially in grade IV SD.
Development of Islamic and ethnic educational videos using Android-based inspiring suite software Septia Mulyana; Sirajul Munir; Jamilus Jamilus; Fadlan Muchlas Abrori
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.23091

Abstract

Modifications of education and learning must be made because of the industrial revolution that continues to advance and develop so a teacher needs to prepare himself with science and teaching skills in the 21st century without losing the principles and character of traditional Islamic education. Likewise, with the use of media in learning, teachers are required to be able to innovate by utilizing existing technology so that students can get knowledge, expertise, or behavior from the results of the learning carried out. This research was conducted to develop educational videos using iSpring suite software that can be used in the face-to-face learning process, online learning, or independent learning, as well as to see its validity and practicality. The type of research used is research and development by applying 4D models (define, design, develop, and disseminate). The results showed that the educational videos that have been developed are needed by teachers and students and are declared very valid and very practical so that learning is more varied, interesting, and efficient and can be used independently or in groups anytime and anywhere without using the internet because it is in the form of an APK. For face-to-face learning, the learning media that has been designed is published in HTML while for self-study it into video form so that it can be opened on each student's Android.
Development of innovative e-module on team-based method to improve collaboration skills Kusumantoro Kusumantoro; Kemal Budi Mulyono; M. Fathur Rahman; Norzaidi Mohd Daud
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.23269

Abstract

Nowadays, the demand for collaborative skills is a fundamental element in learning. However, many teaching materials and modules do not yet accommodate these skills. This research aims to develop an innovative e-module based on the team-based method to enhance students' learning outcomes and collaborative skills in the course of Indonesian Economics. This research follows the Research and Development (R&D) approach using the ADDIE model, with data collection instruments including a needs analysis questionnaire, an expert evaluation scale for the e-module's content and media, a self-directed learning scale, and a student response scale, which were subsequently analyzed descriptively. The research results indicate that, based on assessments from content experts, media experts, and practitioners, the e-module is considered highly suitable. The effectiveness testing results demonstrate that the innovative e-module based on the team-based method significantly enhances students' learning outcomes and collaborative skills. As an implication, instructors of the Indonesian Economics course are encouraged to implement this e-module while considering the characteristics of the students they are teaching.
Development of augmented reality learning media based on assemblr studio web in ecosystem material Nengsih Nengsih; Anandita Eka Setiadi Eka; Ari Sunandar
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.25251

Abstract

Augmented Reality displays realistic-looking 3D animations. Learning media utilizing Augmented Reality can assist students in comprehending Biology education, particularly ecosystem materials, with greater concreteness. This study reports the development of Augmented Reality learning media based on Assemblr Studio Web, known for its validity and positive response from students. The research employs the Research and Development (R&D) approach with a 3D modification development model derived from the 4D model developed by Thiagarajan. The Augmented Reality learning media based on Assemblr Studio Web received highly valid assessments from subject matter experts (85.18%), media experts (90%), and language experts (80.83%). In a small-scale trial involving 27 students, a response rate of 78.51% (positive) was recorded, while in a large-scale trial with 63 students, the response rate was 76.4% (positive). It is concluded that the developed Augmented Reality learning media based on Assemblr Studio Web is highly suitable for use in the learning process and has received positive feedback from students.
Developing EFL teachers’ competence in designing learning materials through electronic English book design training Usman Usman; Zulfah Fakhruddin; Hardiyanti Hardiyanti; Zam-Zam Adam; Kadaruddin Kadaruddin; Bita Rahmani
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.25287

Abstract

This study aims to develop the competence of teachers in designing English learning materials through electronic English book design training. This study was action research. The training was given to 7 English teachers at the Madrasah Tsanawiyah level (Islamic junior high school) with more than 5 years of teaching experience and proficiency in using computers. Data were collected by using product assessment, observation, and interviews. The data was analyzed by using descriptive qualitative analysis. The results show that teachers can create electronic books for English learning after receiving learning technology training with training materials including: (1) designing materials through PowerPoint, (2) changing materials in electronic form through I-spring, and (3) making electronic books with the android extension via APK builder. Indicators of the teacher’s competence in designing electronic books include: (1) being able to independently design the content in terms of explanation materials in the form of images, audio, and video and exercises in the form of quizzes equipped with assessments and (2) being able to independently design the appearance or layout of an electronic book consisting of cover, layout, and buttons.
Developing Sasak ethnicity comic character-based student worksheets to improve students’ critical thinking skills Atika Malahilla; Muhammad Nizaar; Haifaturrahmah Haifaturrahmah; Najamudin Najamudin; Emese K. Nagy
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.26129

Abstract

Critical thinking skill is one of the top-notch thinking abilities required in the 21st century. Training students' critical thinking is not easy for teachers, so it takes an exciting learning media and contextual student worksheet to students' lives. Meanwhile, the available student worksheet from the government and publishers is less attractive and contextual. This study is a research and development of a 4D model with the stages comprising definition, design, development, and dissemination. The study recruited four-grade elementary school students, as many as 26 students. The test instrument was developed based on critical thinking ability indicators. The trial test of the student worksheet employed a group pretest-posttest design. The expert judgment result on the student worksheet prototype analyzed using Aiken V showed a very good category score and feasibility to be tested in the trial. The student worksheet trial test result indicated that Sasak ethnicity comic character-based student worksheets affect students' critical thinking. The students liked very much on the comic design very much, such as the Sasak ethnicity wardrobe design, the conversation location, and the issues discussed in the comic are contextual to real-life events, so the students were enthusiastic and critical in the discussion.
Internet of Things for Project-Based Learning in “Vocational High School Building Village Program” Bunyamin Bunyamin
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.26322

Abstract

This study aims to map the setup of an Internet of things-based project-based learning model as a learning medium in the VHS program to develop communities at SMK Negeri 2 Kuningan in West Java. The research technique is a qualitative and quantitative approach engaging class X-XII students in the field of software engineering competence at SMK Negeri 2 Kuningan via exploratory and in-depth observations. Gunungmanik Village, Kuningan, West Java Province was the location of the internet of things-based learning initiative being implemented. The analysis strategy employs Aiken's formula, and the success factor is confirmed by a panel of experts using an analysis interactive model approach that includes data collecting, data reduction, data presentation, and conclusion drawing. According to the finding of the study the internet of things, project-based learning model in the Village Development Vocational School program was classified into three model configurations, namely: 1) Project based learning based on the internet of things as a medium for developing students' vocational skills in completing student work projects by 69%; 2) Project based learning based on the internet of things serves as a learning medium to place theoretical and practical knowledge in the classroom by 73%; 3)  Project based learning based on the internet of things as a medium for integrating theoretical-practical learning, collaborative learning solutions to contextual problems providing more autonomy to students in the decision-making process by 74%. The result of this PBL was successful to meet the desired outcomes.
Development of pop-up book media based on project-based learning in mathematics learning about flat shapes in elementary schools Ika Feny Nur Aini; Ni Luh Sakinah Nuraini; Yuniawatika Yuniawatika
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.28299

Abstract

Flat building materials have very diverse materials and are considered the most difficult for students to understand. One of the failure factors that occur in students learning is the role of teachers and learning media that is less than optimal. The conditions that occur at SDN Mergosono 1 Malang City which experiences limited learning media to support mathematics learning so students have difficulty in understanding flat building material. Therefore, efforts are needed to optimize the use of media and learning models. This research aims to develop project-based learning-based pop-up book media on grade II elementary school flat building material with valid, practical, and interesting. This development research method uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The validation results of material experts obtained a percentage of 96.28%, media experts 98.86%, and teachers on average 98.33% by getting a very valid category. Student responses in small-scale and large-scale trials obtained an average percentage of 96.28% with very interesting and very practical criteria. So, it can be concluded that project-based learning-based pop-up book media in 2nd grade of elementary school flat building material is very feasible to use.
Implementation of the discovery learning model with engaged writing strategy and image media in improving fantasy story writing skil Anfiya'ul Baroroh; Hidayah Budi Qur'ani; Arti Prihatini; Ho Ngoc Hieu
JINoP (Jurnal Inovasi Pembelajaran) Vol. 9 No. 2 (2023): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v9i2.28666

Abstract

Fantasy story writing requires imagination, reasoning, sensitive feelings, and self-motivation to discover and process narrative ideas. Thus, this study describes how the discovery learning model with engaged writing strategies and image media improves fantasy narrative writing. This research employed a Quasi-Experimental Design. Data was collected using writing tasks, tests, and semi-structured interviews. Data analysis was conducted using SPSS Statistics and Microsoft Excel software. The research sample was class VII students at SMP Muhammadiyah 15 Brondong, Lamongan Regency. Research shows that the discovery learning model with engaged writing strategies and picture media improves fantasy narrative writing skills by integrating students' thoughts, feelings, and intrinsic motivation. The findings were evident from the Mann-Whitney U test, which showed a significant influence of this innovative learning model with a post-test value (0.0000005) and writing task value (0.00000001). Selain itu, hasil N-Gain value kelas eksperimen lebih tinggi (71%) dibandingkan kelas kontrol (5.4851%). By integrating engaged writing and image media, the discovery learning model significantly enhanced the experimental group's capacity to compose fantasy stories. However, the expository model was less effective in the control group. Thus, discovery learning models with engaged writing strategy and image media may improve fantasy story writing ability.

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