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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 347 Documents
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.
Development of multimedia-based learning videos to increase learning motivation in history for grade XI social science students in senior high school Kristoforus Bagas Romualdi; Ajat Sudrajat
JINoP (Jurnal Inovasi Pembelajaran) Vol. 10 No. 1 (2024): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v10i1.25708

Abstract

Students' motivation during history learning processes in the classroom is influenced, among other factors, by teachers' innovation in teaching. However, there are still teachers who lack innovation, resulting in decreased motivation for students to learn history. This study aims to develop and assess the feasibility of a product in the form of multimedia-based learning videos on the topic of Islamic Maritime Kingdoms, as well as to analyze its effectiveness in increasing the learning motivation of Grade XI Social Science students. The type of research used was research and development with ADDIE design. This study involved 2 experts, 2 teachers, and 75 students divided into 15 students for small-scale trials and 60 students for large-scale trials and extensive testing. Data collection was done through questionnaires using survey techniques and interviews. Data analysis techniques included quantitative and qualitative descriptive analysis, as well as descriptive statistics. The research results indicated that the product developed by the researcher was feasible for use as a learning media. Additionally, multimedia-based learning videos were also effective in increasing students' motivation to learn history.
Utilizing GeoGebra-assisted model-eliciting activities (MEAs) in mathematics instruction enhances students' comprehension of concepts and improves their problem-solving abilities Putri Ayu Febriani; Vera Mandailina; Abdillah Abdillah; Syaharuddin Syaharuddin; Saba Mehmood
JINoP (Jurnal Inovasi Pembelajaran) Vol. 10 No. 1 (2024): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v10i1.25819

Abstract

A key goal of teaching math is for students to develop a deep understanding of concepts. This understanding is the foundation for all future learning in math. The purpose of this study was to improve students' conceptual understanding and problem-solving skills in GeoGebra-assisted mathematics learning with Model Eliciting Activities (MEAs). The quantitative method with a nonequivalent (pre-test and post-test) group design was used to answer the hypothesis. The instruments used were pre-test and post-test in the form of descriptions consisting of 5 questions. The participants in this study were 26 junior high school students. Data analysis used Paired Sample T-tests (t-test) to determine the level of conceptual understanding and problem-solving ability of students. The results of data analysis obtained that the application of Model Eliciting Activities (MEAs) assisted by GeoGebra is effective in increasing student’ understanding of mathematical concepts and student problem-solving skills. So, it is concluded that learning with the Eliciting Activities Model (MEAs) assisted by GeoGebra can improve students' conceptual understanding and problem-solving skills. In the future teachers are recommended to use Model Eliciting Activities (MEAs) assisted by GeoGebra in learning mathematics.
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.
The Improving students’ cognitive skill: The use of the project-based learning of STEM Model Ita Tri Lestari; Unik Ambarwati; Tri Asih
JINoP (Jurnal Inovasi Pembelajaran) Vol. 10 No. 1 (2024): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v10i1.27138

Abstract

Science learning emphasises the provision of direct experience to develop students’ competencies in exploring and understanding the natural surroundings scientifically. However, the science learning process in SDN 2 Bulusan, Indonesia, remains directed at students’ ability to merely remember various information without relating it to their natural surroundings. This impacted students’ ability to understand science only to the extent of rote memorisation. There is a need for an approach that improves students’ cognitive skills to achieve the desired ability. The objectives of this study are: (1) to explain the procedures of Project-based Learning (PjBL) in teaching Science, Technology, Engineering, and Mathematics (STEM); and (2) to improve scientific attitudes and students’ cognitive learning outcomes. This research employed classroom action research (CAR) with two cycles for 13 fifth graders of SDN 2 Bulusan. The data was obtained through interviews, observation, and tests, which were analysed using source triangulation and technique triangulation. The results showed that: (1) PjBL STEM was carried out through reflection, research, discovery, application, and communication; and (2) students’ cognitive learning outcomes have increased as shown through minimum completion criteria, which improved from 76.9% to 92.3%. This finding shows that PjBL STEM potentially improves the cognitive learning outcomes of Indonesian fifth-graders.
The Development of STEAM-Based LKPD - PjBL Acid-Base Solution Material to Improve Creative Thinking Ability Abdul Hamid; Nana Nana; Syahmani Syahmani; Rusmansyah Rusmansyah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 10 No. 1 (2024): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v10i1.27191

Abstract

This study aims to determine the validity, practicality, and effectiveness of STEAM–PjBL-based LKPD products. The research method used is research and development (R&D) with the ADDIE development model. The developed LKPD was tested on 24 class XI IPA 2 MAN 1 Banjarmasin students. The results showed that the LKPD developed was included in the very valid category in the aspects of content, presentation, language, and design assessment, with an average score of 95.5%. The LKPD that was developed also fulfilled practicality aspects with very practical categories on individual readability tests, small group readability tests, student response questionnaires, and teacher responses, as well as observation sheets on teacher abilities in managing classes. LKPD has also fulfilled the aspect of effectiveness, as seen from the results of the average N-gain percentage of 76%. So that students' creative thinking skills are included in the high category. The results of this study indicate that the product developed, namely the STEAM-PjBL-based LKPD, has met the aspects of validity, practicality, and effectiveness.