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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 327 Documents
Pengembangan bahan ajar menulis naskah drama bermuatan kearifan lokal dan pendidikan karakter Nia Ulfa Martha; Dyah Wijayawati; Vera Krisnawati; Bivit Anggoro Prasetyo Nugroho
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.19554

Abstract

Students have difficulty in writing drama scripts. Teachers Indonesian are required to be able to develop teaching materials as a source of material information that is important for students to be skilled in writing drama scripts. Teaching materials developed by teachers should be charged with local wisdom and character education. This research aims to realize the learning materials of writing drama scripts loaded with local wisdom and character education. This research uses Research and Development (R&D) approach from Borg and Gall which is tailored to the needs of this research. This research and development resulted in teaching material writing drama scripts loaded with local wisdom and character education. As a learning material to write a drama script, the material contains six main parts: writing a drama script, intrinsic elements of drama, character education values, examples of local wisdom, examples of drama scripts that are charged with local wisdom and character education, and evaluations to measure students' competence. The procedure is divided into seven main stages, namely theoretical and practical analysis, analysis of the needs of students and teachers, prototyping, material expert tests, prototype revisions, product use tests, and product development of thinking-pair-sharing techniques writing drama scripts
Innovation integration of Islamic values in learning environmental themes in biology education H. Husamah; Hadi Suwono; Hadi Nur; Agus Dharmawan
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.19565

Abstract

This article aims to analyze the innovation of integrating the values ​​of Islamic Values in learning environmental themes in the Biology Education Study Program at Muhammadiyah Higher Education. It is library research with qualitative data based on the secondary data. The source triangulation technique was employed to check the data validity. The obtained data were analyzed using descriptive qualitative analysis using VOSviewer software, which are described through the results of behaviour and sentences observed by the researcher. Content analysis was employed as the analysis technique. the results showe 17 formulations of the importance and urgency of Islamic Values and 12 formulations of Islamic Values ​​and their integration in learning environmental themes. This means that Islamic Values need to be integrated into learning environmental themes in the Biology Education Study Program at Muhammadiyah Higher Education along with the learning model. Among the model that can be used is integrative STAD type Cooperative Learning and Project-Based Learning
Electric drive training kit sebagai produk inovasi media pembelajaran praktikum mahasiswa pendidikan vokasi: Analisis uji praktikalitas Doni Tri Putra Yanto; Oriza Candra; Citra Dewi; Hastuti Hastuti; Hermi Zaswita
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.19676

Abstract

This study discusses the practicality test analysis of an innovative product of practicum learning media, namely the Electric drive training kit which is used in electric drive practice lesson for vocational education students, Industrial Electrical Engineering study program. This development is carried out because of the unavailability of practicum learning media that are in accordance with the characteristics of the material and oriented to industrial developments which resulted in the learning process being not optimal. The purpose of the study is to reveal the practicality level of using the Electric drive training kit as a practicum learning media by users, namely lecturers and students. The practicality level is analyzed based on data from lecturers' assessments and student assessments after using the product in the learning process through filling out the practicality assessment sheet. The data are analyzed using percentage analysis and interpreted using a practical interpretation table. Practicality assessment sheets with a Likert scale are used as data collection instruments. The results show that based on the responses of lecturers and students, this media was very practical to use as a practicum learning media in the  electric drive practice lesson. Thus, it can be concluded that the Electric drive training kit is very practical to use as a learning media to support the implementation of learning to be more optimal.
Pengembangan kaligrafi digital berbasis aplikasi android untuk pembelajaran khat araby Ahmad Yasir Amrulloh; Nino Indrianto
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.19889

Abstract

Media is an important component in learning Arabic calligraphy and must be presented innovatively. It was found that there were digital Arabic calligraphy stickers that were difficult to read and had errors in lettering and arrangement. This situation will lead to errors of meaning and intent. This study aims to design digital Arabic calligraphy stickers and analyze them based on material experts. This study employed the ADDIE model development method which is modified into four stages, namely: analysis, design, development and implementation. The Likert scale technique was used as an analysis to collect data from 25 PBA students as respondents. The results show that digital calligraphy stickers designed through the Android application of Ana Muhtarif al-Khat, PixelLab and Wemoji. The validation results from two material experts were “very good”. This means that the development of this product is feasible and meeting the needs of PBA students in learning Arabic calligraphy, namely being creative and innovative in utilizing media in the form of Android-based applications in making works. These results imply the need to develop various animated calligraphy stickers or GIFs to maximize learning Arabic calligraphy
Enhancing students’ speaking skill through a game-based learning innovation of family game show Ria Arista Asih; Hermiyanti Tri Halisiana
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.20400

Abstract

Gamification and game-based learning (GBL) is the newly introduced learning strategies considered fit for English fun learning. . This study aims to investigate the implementation of teaching Speaking in Foreign Language for Specific Purposes (FLSP) at Universitas Muhammadiyah Malang. The employed research design was Classroom Action Research (CAR) with two cycles. The GBL employed was modified from the Family 100 and Trivia game show. Subjects of the study were the Psychology students 2021/2022. Data collection methods were a survey and observation checklist, and the obtained data were analyzed using Activity Theory. The data triangulation was obtained by comparing researchers’ observation notes and questionnaire responses. . Results show that students were not enthusiastic when learning about Speaking through games.  Their enthusiasm increased when the game level, rules, and topics were adjusted. The findings of this study imply that GBL enhanced students’ understanding, motivated their learning, and increased their positive behaviours
Problem-based numbered head together learning approach for a successful teaching strategy Bayu Rima Aditya; Fathul Jannah; Irawan Nurhas
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.20861

Abstract

The study aims to investigate the potential of the Numbered Head Together (NHT) model for improving the learning engagement of elementary students in Indonesia. Although the work in this area is extensive, little is currently known about the adequacy and better strategy for implementing the model at the elementary school level. Classroom Action Research (CAR) was applied to this study, as it has been extensively used in elementary school teaching and is well established in the literature. The study results provide an extended approach as a proven successful process for applying the NHT model to elementary schools in Indonesia by incorporating the Problem Solving (PS) learning model into the NHT model. While this study was originally designed for the Indonesian context, we also see a possible application of the proposed expanded NHT model as transboundary for teaching activities in general at the elementary school level. This research serves as the first step toward a deeper insight into the practical application of the NHT and PS learning model in primary school contexts. The evaluation of the results provides initial evidence of the effectiveness of the combined model in improving student engagement in learning.
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.