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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 the eduka gantari website to improve literacy and numeracy in realizing the Profil Pelajar Pancasila Robawati Robawati; Alifta Nurillah Kosasih; Riki Andriatna; Falach Noor Syahid; Sugiyani Sugiyani
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.32461

Abstract

Literacy and numeracy as a manifestation of critical reasoning in the Profil Pelajar Pancasila an important role in life, including in elementary school students. However, the achievement of literacy and numeracy skills of students is still relatively low. The aim of this research is to develop digital learning media with the "Eduka Gantari" website. This type of research is development research using the Plomp model which consists of three stages, namely the preliminary stage, the prototyping stage, and assessment phase. The results obtained from this research are in the form of digital learning media in the form of the "Eduka Gantari" website on the topic of Literacy and Numeracy which is valid, practical and effective. Data from the results of the research carried out showed that the average validation result was 4.21 on a scale of 5, the practicality of the media was up to 100% and the effectiveness in terms of the completeness aspect of learning outcomes from the pretest percentage was 48% and the posttest was 100%. Furthermore, the effectiveness of this media is from the average N-gain test for each ability, which is 0.72 for literacy skills and 0.74 for numeracy skills so that the product is in the high effective category. Thus, the media developed can provide opportunity for elementary school students to learn about Literacy and Numeracy because its valid, practical and effective in realizing the Profil Pelajar Pancasila.
Developing Students’ Speaking Performance through Mastering Question Words in Islamic University Setting Ana Kuliahana; Abdul Gafur Marzuki; Andi Nurfaizah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.32697

Abstract

This study aims to identify students’ speaking performance at English Department students of State Islamic University of Datokarama Palu could be developed through mastering question words method. It was designed as a collaborative classroom action research and divided into two cycles. Data came from class observation, field notes, questionnaire, and speaking test over six meetings of speaking lesson. The research included 22 students. The researchers identified the students’ speaking performance based on the criteria of success established. The findings showed that the use of questions in the teaching and learning process helps to increase students' motivation, responsiveness, and enthusiasm, as well as, of course, their courage to speak English. This method can also be used to encourage students to understand the question's content before they respond to it and to offer them the chance to verbally express their ideas. Only five students who received a score of at least were detected in the first cycle's assessment of students' speaking performance. It meant that only 23% of the students met the success criteria. The students' achievement was then discovered in the second cycle by seventeen students or 77%. It suggests that the success requirements have been met or that the question words technique can improve students' speaking performance.
Development of iSpring Suite 11 to train students’ numeracy literacy through problem posing Depi Setialesmana; Sinta Verawati Dewi; Linda Herawati; Dedi Nurjamil
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.36090

Abstract

Learning of direct and indirect proportions continues to face significant challenges, as many students struggle to grasp the fundamental concepts and their applications. A lack of relevant interactive learning media is one factor that affects students' conceptual understanding and numerical literacy skills. This study aims to develop iSpring Suite 11 learning media, focusing on the validity and practicality of the media while identifying students' numerical literacy categories and stages of problem posing. Validity and practicality are prioritized to ensure that the media meet academic and pedagogical standards and are easy to implement. Initial feedback is essential for improvement before evaluating the media's effectiveness. The research employs a Research and Development (R&D) methodology using the PPE model. Subject matter experts and media specialists conducted media validation, supplementing it with small- and large-scale trials to assess practicality. The results indicate that iSpring Suite 11 learning media demonstrate high validity and practicality, as evaluated by material and media experts. Among the 70 participating seventh-grade students, 21 exhibited high numeracy literacy, 31 were categorized as medium, and 18 were identified as low. An analysis of problem-posing stages revealed that 71.42% of students were in the pre-solution posing stage, 15.71% were in the within-solution posing stage, and only 12.85% achieved the post-solution posing stage. These findings suggest that, although the media have been validated as both valid and practical, further research is necessary to measure their effectiveness in enhancing students' numeracy literacy through pre- and post-test evaluations.
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.
Metahuman KAGURI 0.1 as The Learning Media Innovation for Local Arts and Culture Exploration Aquita Valentina; Welly Suryandoko; Autar Abdillah
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.36728

Abstract

This research aims to create a learning media utilising Metahuman technology, named "KAGURI 0.1”, to delve into the local arts of Bangil, Pasuruan. This media aims to introduce, safeguard, investigate, and enhance students' appreciation for the diverse local arts found in Bangil. The research employed a Research and Development (R&D) approach. During the analysis phase, a field study was performed to assess the learning requirements for arts and culture, alongside exploring various local art forms in Bangil, Pasuruan. The design phase consisted of planning the learning media, which included crafting storylines and user interaction scenarios. The development phase entailed generating representative metahuman characters using the "Metahuman Creator" software from Unreal Engine 5. Subsequently, the implementation phase involved integrating the media into the educational context and evaluating it with actual junior high school student groups. Evaluation was conducted through assessments of effectiveness and quality, including evaluations of language, graphics, content, user engagement, and learning efficacy. Findings from the study reveal that the Metahuman KAGURI 0.1 learning media was effectively crafted as an interactive tool that amalgamates visual, auditory, and interactive components in the study of arts and culture, particularly focused on the local arts of Bangil. This research carries several implications, such as bridging digital and traditional learning, promoting the preservation and sharing of cultural heritage, fostering immersive learning experiences, and most importantly, positively influencing our future generations.
Innovative Maritime Learning through Virtual Tour and Augmented Reality with an Interactive Approach for Competency Enhancement Dimas Pristovani Riananda; Afif Zuhri Arfianto; Isa Rachman; Muhammad Izzul Haj; Aminatus Sa'diyah; Widya Emilia Primaningtyas
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.36954

Abstract

This study explores the use of Virtual Tour and Augmented Reality (AR) technologies in maritime education, aiming to enhance student competencies through interactive learning experiences. The research employed a mixed-method approach, combining quantitative surveys and qualitative interviews to assess the platform's effectiveness. Data were collected from 60 students, with results showing that 80% of participants found AR highly effective for understanding ship systems, and 75% reported increased motivation to learn. A moderate negative correlation (-0.54) was identified between the Effectiveness of AR Technology and Motivation to Learn, suggesting that while AR simplifies complex concepts, it may reduce intrinsic motivation. Furthermore, technical difficulties impacted perceived effectiveness, with students experiencing fewer technical issues rating AR higher (4.19) than those encountering difficulties (3.93). Interestingly, students facing technical challenges reported higher motivation to learn (4.21) than those without difficulties (3.44), indicating that overcoming obstacles may enhance engagement. This study underscores the importance of optimising AR platforms for device compatibility and user support to maximise their educational potential. The findings suggest that while AR technology significantly improves understanding, attention must be given to balancing technical efficiency with user motivation
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.
SCAR: Scrap Book based on Culturally Responsive Teaching Enriched with Augmented Reality Yuniawatika Yuniawatika; Maytha Esterya Lumban Gaol; Ika Feny Nur Aini; Lailatul Fitriah; Edwin Maulana Sandya
JINoP (Jurnal Inovasi Pembelajaran) Vol. 11 No. 1 (2025): Mei
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v11i1.37543

Abstract

Cultural diversity in the material of practicing the 3rd principle of Pancasila can introduce cultural diversity, foster an attitude of tolerance, and respect from an early age. However, the lack of variations in learning media makes it difficult for students to understand the diversity of Indonesian culture, and they tend to be passive in learning. Based on the results of observations and interviews that have been conducted, it shows that there are obstacles experienced by teachers in developing media and using learning methods. Limited time, energy, and resources make it difficult for teachers to create varied learning media. This study aims to develop valid and engaging learning media by integrating the Culturally Responsive Teaching approach and Augmented Reality technology to improve students' understanding of cultural diversity. The research and development (R&D) method is applied in this research, which applies the ASSURE model. The validation results from media experts obtained 90%, material experts 85%, and teachers 94%. If interpreted, all three are included in the category of very valid. While the results of the attractiveness test on a small scale obtained a percentage of 93.75% and a large scale of 98%, both are included in the very attractive category if interpreted. So it can be concluded that SCAR: Scrap Book based on Culturally Responsive Teaching Enriched with Augmented Reality is worth using.
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.