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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 a Moodle-based e-learning with the flipped classroom model to improve self-efficacy and Mathematics learning achievement Amalia Husna; Amirunnizam Amirunnizam; Sofnidar Sofnidar; Khairul Anwar
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.v11i2.37993

Abstract

Mathematics plays an important role in cognitive development. However, most students have low self-efficacy in mathematics. Low self-efficacy among students has an impact on their poor mathematics learning achievement. This study aims to develop Moodle-based e-learning using the flipped classroom model to enhance students’ self-efficacy and mathematics learning outcomes. This research employed a research and development (R&D) method using the ADDIE development model. The results of the study indicate that: (1) the development of Moodle-based e-learning with the flipped classroom model obtained a validity score percentage of 95% in terms of content and 95% in terms of media, both categorized as very valid; (2) it received practicality scores of 100% in the one-on-one trial and 90% in the small group trial, both categorized as very practical; and (3) it significantly improved students’ self-efficacy and mathematics learning outcomes, with N-gain values of 0.5 and 0.46 respectively, both categorized as moderate. The results of the independent samples t-test (two-tailed) showed a significance value of 0.000 < 0.05 with α = 0.05. Although this research was conducted during the COVID-19 pandemic when online learning was essential, the findings remain relevant and applicable in today's educational context. Even after the pandemic, as hybrid and digital learning become increasingly integrated with face-to-face learning, this model continues to offer significant benefits. It allows students to study materials independently outside the classroom and enhances meaningful interaction during in-person sessions. Therefore, the use of Moodle-based e-learning combined with the flipped classroom model can serve as a sustainable method to improve students' self-efficacy and mathematics learning outcomes in the long term.
Development of digital comics to improve reading comprehension and self-efficacy of grade V students Adisty Ameliya Putri; Sri Sukasih
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.v11i1.38194

Abstract

This study investigates the development of digital comics as an innovative instructional medium aimed at improving both reading comprehension and self-efficacy among fifth-grade elementary school students. The research is grounded in the context of declining student interest and performance in reading, particularly in understanding explanatory texts as mandated in the Indonesian language curriculum. The objective is to provide an engaging, accessible, and pedagogically sound media format that aligns with student learning characteristics and enhances their academic engagement. The research adopts a Research and Development (R&D) approach using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were obtained through qualitative and quantitative methods including interviews, classroom observations, student questionnaires, and pretest-posttest instruments. The developed media was validated by material experts, media experts, and classroom practitioners. The digital comics were designed using Canva and distributed interactively through Heyzine, incorporating structured narrative elements and visual appeal to support literacy development. The validation results revealed a high feasibility score of 91.59%, and the effectiveness test yielded an average n-gain score of 0.6793, signifying a moderate yet meaningful improvement in students’ reading comprehension. Furthermore, students’ self-efficacy scores reached 75.82%, placing them in the “good” category. These findings suggest that digital comics are not only effective in enhancing cognitive literacy but also in supporting students’ confidence and motivation in the learning process. This research implies that digital comics can serve as a valuable pedagogical tool in elementary education. Future implementations should explore broader accessibility, including offline versions, and their integration into other subject.
Enhancement of folk story writing containing pancasila profile character values Sintowati Rini Utami; Siti Ansoriyah; Nur Sekhudin
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.v11i2.39552

Abstract

The aim of this research is to develop the writing of folk tales that contain the character values of the Pancasila profiles as reading material recounts. The character values in folklore are developed based on themes and messages, encompassing global diversity, mutual cooperation, creativity, critical thinking, independence, and faith in God Almighty. Understanding these values is reinforced through folklore retelling. The folklore development follows the ADDIE model with three main stages: analysis, design, and development. Data were collected from orally transmitted folklore, including fables, myths or legends, adventure stories, fantasy tales, and fairy tales. Analysis was conducted on folklore structure, retold story structure, Pancasila character values, and the need for folklore writing through surveys and expert validation. The folklore development stage involved validation by teachers, education experts, and students. Data analysis was conducted using a qualitative descriptive approach. The quality of folklore teaching materials received an excellent rating, with scores of 95% from textbook subject matter expert and 93% from storyteller experts. Thus, folklore containing Pancasila character values is deemed suitable for implementation in the MK lecture on the development of teaching materials in language. Indonesian Language and Literature Education Study Program and study materials for the MK Literacy in the Language Education Masters Study Program
Revolutionising Education: The Role of SCT-Based E-Modules in Fostering Creative Thinking Rusmansyah Rusmansyah; Rizqi Noor Hayati; Mahdian Mahdian; Parham Saadi; Isnawati Isnawati; Arief Ertha Kusuma; Asih Widi Wisudawati
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.v11i2.39852

Abstract

Creative thinking is crucial for students in addressing educational and daily challenges. It enables them to analyze problems and generate innovative solutions. The SCT-based e-module supports this development by allowing students to manage learning independently, thereby enhancing comprehension and creative thinking. This study employs a Research and Development (R&D) approach, utilizing the 4D model: Define, Design, Develop, and Disseminate. The aim is to create a valid, practical, and effective SCT-based e-module on buffer solutions. Conducted at SMAN 1 Martapura, the study involved five students in individual trials, 10 in small group trials, and 35 in limited trials. Data analysis showed: (1) Validity reached 84.89%, categorized as highly valid; (2) Practicality was confirmed by student responses (83% in individual trials, 83.5% in small groups) and teacher responses (92.5%), indicating high practicality; (3) Effectiveness was measured through students' creative thinking N-gain scores, which averaged 0.54, signifying moderate effectiveness. These results confirm the SCT-based e-module as an effective tool for fostering students' creative thinking.
Development of V-Mart Learning Media to Improve Student Interest and Learning Outcomes Uswatun Khasanah; Siti Inganah; Octavina Rizky Utami Putri
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.v11i2.40158

Abstract

This study aims to develop V-Mart learning media based on PowerPoint and Quizizz. It utilised the material of determinants and inverse matrices of order 3x3 which is valid, practical, and effective. Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model was employed. This study involved 97 senior high school students. The instruments were questionnaires validated by media and material experts, and students’ tests. The results show that V-Mart was valid and feasible, with an average percentage of 92.19%. The average practicality from each class was 74.71%, 78.00%, and 75.00%. The effectiveness was visible from the classical completion of learning outcomes for each class, which were 81.25%, 84.38%, and 72.73%. There was an increase in learning outcomes for each class of 19.85%, 32.03%, and 31.49%. It thus can be said that V-Mart is worthy of recommendation as an innovative alternative to improve student learning, and can be further developed in other topics and digital learning platforms.
Teacher Mindfulness and Classroom Management: How Awareness Shapes the Use of Reinforcement and Punishment in Education Najmi Hayati
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.v11i2.40522

Abstract

This study investigates the impact of teacher mindfulness on classroom management, focusing on how awareness influences the application of reinforcement and punishment strategies. The aim is to determine whether mindfulness practices improve teachers' use of behavioral interventions in educational settings. The study involved 29 teacher participants in Madrasah Aliyah Ittihadul Muslimin of Province Riau in July 2024, all engaged in a structured mindfulness training program. A mixed-methods approach was utilized. The quantitative phase employed a pre-test–post-test design to measure changes in classroom management practices and mindfulness levels. The qualitative phase included reflective journaling and semi-structured interviews to gain insight into teachers' experiences with mindfulness and behavior management. Quantitative results indicated a significant increase in the use of positive reinforcement and a reduction in punitive strategies following the intervention. The most significant gains were observed in Acting with Awareness (mean increase of 3.59) and Observing (mean increase of 2.72), critical to intentional and reflective classroom behavior management. Qualitative analysis revealed themes of improved emotional regulation, increased awareness, and more thoughtful responses to student behavior. The findings suggest that mindfulness enhances teachers' capacity to manage classrooms effectively by encouraging more balanced and intentional use of reinforcement and punishment.
Innovation in the Development of 2D Animation-Based Visualization Learning Media Using the ADDIE Method to Improve Student Learning Outcomes Lustiyono Prasetyo Nugroho; Rujianto Eko Saputro; Fandy Setyo Utomo
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.v11i2.41737

Abstract

The development of information technology has not been fully utilized in science learning at vocational high schools, where conventional methods still dominate and make it difficult for students to understand concepts. This study aims to develop information technology and create a new product in the form of 2D visualization. The study employed a development approach based on the ADDIE model and focused on developing learning media for Grade 10 science subjects using animated videos. Three aspects were evaluated: feasibility, practicality, and effectiveness. The assessment of these aspects showed that students were able to improve their learning outcomes and conceptual understanding in science subjects. Based on expert evaluations, media experts provided an average score of 87%, while material experts rated it at 80%. Teacher responses reached 94%, and student responses were 94.49%. The results of the post-test stage indicated an average achievement of 92.25%, with the highest score of 100 and the lowest score of 70. These findings suggest that the use of animated videos can effectively enhance students’ learning outcomes and conceptual understanding. It is recommended that future studies expand the method, scope of materials, and sample size to further address the lower range of student scores.