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Contact Name
Ence Surahman
Contact Email
ence.surahman.fip@um.ac.id
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+6287821191948
Journal Mail Official
ence.surahman.fip@um.ac.id
Editorial Address
Universitas Negeri Malang, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran
ISSN : 24068780     EISSN : 26547953     DOI : 10.17977.um031
JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran): Kajian dan Riset Dalam Teknologi Pembelajaran is a journal in the field of educational technology that contains literature review, action research, case study research, and empirical findings in scientific disciplines of educational technology.
Articles 7 Documents
Search results for , issue "Vol 4, No 1 (2017)" : 7 Documents clear
Pengaruh Universal Design For Learning (UDL) Berbasis Social Learning Networks (SLN) Terhadap Hasil Belajar Mahasiswa STKIP PGRI Situbondo Beny Hari F Irmansyah; Anselmus JE Toenlioe; Saida Ulfa
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (429.036 KB) | DOI: 10.17977/um031v4i12017p001

Abstract

Abstrak: Penelitian ini merupakan penelitian eksperimen dengan menggunakan rancangan eksperimental, pretest & posttest control group design. Terdapat dua kelompok dalam penelitian ini, yaitu kelompok eksperimen yang menerapkan perlakuan pembelajaran UDL berbasis SLN dan kelompok kontrol yang tidak menerapkan perlakuan. Subjek penelitian ini melibatkan mahasiswa sebanyak 45 orang di STKIP PGRI Situbondo yang mengambil mata kuliah Telaah Kurikulum. Data yang dikumpulkan dalam penelitian ini diolah dengan bantuan program SPSS for windows versi 22.0 dengan teknik analisis data paired sample t test untuk menguji hipotesis penelitian. Hasil penelitian menunjukkan bahwa terdapat perbedaan hasil belajar antara kelompok eksperimen (78,00) yang diberi perlakuan pembelajaran UDL berbasis SLN dengan kelompok kontrol (71,50) yang tidak diberi perlakuan. Hal ini juga dibuktikan dari hasil perhitungan menggunakan normalized gain diperoleh gain untuk kelompok eksperimen (0,38) sedangkan kelompok kontrol (0,12). Selisih rata-rata gain kelompok eksperimen dan kelompok kontrol adalah 0,38 – 0,12 = 0,26, dengan demikian dapat dikatakan bahwa pembelajaran UDL berbasis SLN efektif untuk meningkatkan hasil belajar mahasiswa. Dalam pengujian hipotesis menggunakan t test didapatkan hasil thitung sebesar 3,630 apabila dibandingkan dengan ttabel sebesar 1,729 yang berarti thitung > ttabel (3,630 > 1,729), artinya dengan demikian H1 diterima. Jadi kesimpulannya pembelajaran Universal Design for Learning berbasis Social Learning Networks berpengaruh terhadap hasil belajar secara signifikan.Abstract. This research is an experimental research using experimental design, pretest & posttest control group design. There were two groups in this study, namely the experimental group that applied the SLL-based UDL learning treatment and the control group that did not apply the treatment. The subject of this study involved 45 students at STKIP PGRI Situbondo who took the Curriculum Study course. The data collected in this study were processed with the help of the SPSS for Windows version 22.0 program with paired sample t-test data analysis techniques to test the research hypothesis. The results showed that there were differences in learning outcomes between the experimental group (78.00) who were treated with SLL-based UDL learning and the untreated control group (71.50). This is also proven from the results of calculations using gain normalized obtained gain for the experimental group (0.38) while the control group (0.12). The difference in gain of the experimental group and the control group is 0.38 - 0.12 = 0.26, thus it can be said that the SLL-based UDL learning is effective for improving student learning outcomes. In testing the hypothesis using t-test the results of t-count are 3,630 when compared with t-table of 1,729 which means tcount> t table (3,630> 1,729), meaning that H1 is accepted. So the conclusion is the learning of Universal Design for Learning based on Social Learning Networks has an effect on learning outcomes significantly.
Pengembangan Media Augmented Reality untuk Program Keahlian Teknik Gambar Bangunan Di Sekolah Menengah Kejuruan Tri Kukuh Prasetiyo; Punaji Setyosari; Sihkabuden Sihkabuden
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (449.46 KB) | DOI: 10.17977/um031v4i12017p037

Abstract

Abstrak: Augmented reality adalah penambahan objek virtual ke dalam lingkungan nyata yang mengijinkan pengguna untuk berinteraksi dengan objek virtual selayaknya berinteraksi dengan objek nyata. Siswa Teknik Gambar Bangunan membutuhkan media untuk membantu mereka dalam membayangkan objek dari berbagai sudut pandang. Kemampuan membayangkan objek sangat dibutuhkan oleh siswa Teknik Gambar Bangunan karena berhubungan langsung dengan pekerjaan mereka nantinya. Model pengembangan yang digunakan untuk mengembangkan media AR adalah model Lee & Owens yang terdiri dari empat tahapan. Hasil validasi dari ahli media dan materi menunjukkan bahwa media AR valid dan dapat digunakan dalam pembelajaran. Hasil uji coba ke siswa juga menunjukkan bahwa media AR dapat digunakan dalam pembelajaran.Abstract: Augmented reality is the addition of virtual objects into a real environment that allows users to interact with virtual objects as they interact with real objects. Building Image Engineering students need media to help them imagine objects from various perspectives. The ability to imagine objects is needed by Building Image Engineering students because it deals directly with their work later. The development model used to develop AR media is the Lee & Owens model which consists of four stages. The validation results from media and material experts show that AR media is valid and can be used in learning. The results of trials to students also show that AR media can be used in learning. Keywords: media, augmented reality, building drawing techniques
Pembelajaran Organisasi Makhluk Hidup Berbasis Gamification Menggunakan Mobile Augmented Reality Didik Wahyu Hidayat; Dedi Kuswandi; Saida Ulfa
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (364.444 KB) | DOI: 10.17977/um031v4i12017p009

Abstract

Abstrak: Pembelajaran biologi dengan bab organisasi makhluk hidup pada umumnya menggunakan pola klasikal dengan metode ceramah dan menggunakan LCD proyektor dalam menyampaikan materi. Sehingga diperlukan inovasi pembelajaran agar ada peningkatan proses dan hasil belajar para pebelajar secara menyenangkan. Salah satu upayanya adalah dengan mengembangkan prototype model pembelajaran individual berbasis gamification menggunakan mobile augmented reality. Dengan menggunakan model pengembangan ASSURE, hasil pengujian terhadap prototype membuktikan adanya peningkatan perhatian individu para pebelajar terhadap materi biologi dan para pebelajar mampu belajar secara individu secara efektif, efisien dan menyenangkan.Abstract: Biology learning with the chapter of organization of living things generally uses classical patterns with lecture methods and uses LCD projectors in delivering the material. So that learning innovation is needed so that there is an increase in the process and learning outcomes of students in a fun way. One of the efforts is to develop a prototype individual learning model based on gamification using mobile augmented reality. By using the ASSURE development model, the results of testing on prototypes prove that there is an increase in individual attention of students to biological material and students are able to study individually effectively, efficiently and pleasantly.
Pengaruh Strategi Pembelajaran dan Self Regulated Learning Terhadap Hasil Belajar Yevina Maha Reni; Dedi Kuswandi; Sihkabuden Sihkabuden
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (425.569 KB) | DOI: 10.17977/um031v4i12017p047

Abstract

Abstrak: Strategi pembelajaran mencakup penggunakan pendekatan, metode dan teknik, bentuk media, sumber belajar, pengelompokan peserta didik, untuk mewujudkan interaksi edukasi antara pendidik dan peserta didik. Tujuan dari penelitian ini adalah untuk : (1) pembuktian ada tidaknya perbedaan hasil belajar antara strategi menulis terbimbing (SMT) yang dianggap unggul, dibandingkan dengan strategi pembelajaran langsung (SPL); (2) dijadikan landasan berfikir dalam pengembangan penelitian, khususnya dalam menggunakan strategi pembelajaran menulis teks laporan hasil observasi; (3) menjadi bahan pertimbangan dalam menggunakan strategi pembelajaran yang tepat dalam pembelajaran menulis teks laporan hasil observasi. Penelitian ini menerapkan rancangan penelitian eksperimen “the pretest-posttest control group design” (Emzir,2008:98). Hasil penelitian menunjukkan bahwa : (1) ada perbedaan hasil belajar menulis teks laporan hasil observasi yang diajar dengan menggunakan strategi menulis terbimbing (SMT) dengan pebelajar yang diajar dengan strategi pembelajaran langsung (SPL); (2) tidak ada perbedaan hasil belajar menulis teks laporan hasil observasi yang ditunjukkan kelompok subjek yang memiliki self regulated learning (SRL) tinggi dengan kelompok subjek yang memiliki self regulated learning (SRL) rendah; (3) ada interaksi antara penggunaan strategi menulis terbimbing (SMT) dan strategi pembelajaran langsung (SPL) dengan self regulated learning (SRL) pebelajar terhadap hasil belajar menulis teks laporan hasil observasi.Abstract: Learning strategies include the use of approaches, methods, and techniques, forms of media, learning resources, a grouping of students, to create educational interactions between educators and students. The purpose of this study is to: (1) prove the existence of differences in learning outcomes between guided writing strategies (SMT) which are considered superior, compared to direct learning strategies (SPL); (2) used as a basis for thinking in the development of research, especially in using learning strategies to write the text of the observation report; (3) to be taken into consideration in using the right learning strategy in learning to write the text of the observation report. This study applies an experimental research design "the pretest-posttest control group design" (Emzir, 2008: 98). The results of the study showed that: (1) there were differences in learning outcomes in writing the observation report text that was taught using guided writing strategies (SMT) with students taught with direct learning strategies (SPL); (2) there is no difference in learning outcomes in writing observation report text that is shown by a group of subjects who have high self regulated learning (SRL) with a low group of subjects who have self regulated learning (SRL); (3) there is an interaction between the use of guided writing strategies (SMT) and direct learning strategies (SPL) with self regulated learning (SRL) students on learning outcomes writing text reports on observations.
The Development Of Eglish Instructional Design Social Learning Network (SLN)-Based Using Auction (Interestedbased Negotiation) Strategy Muhammad As’at; Punaji Setyosari; Saida Ulfa
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (697.335 KB) | DOI: 10.17977/um031v4i12017p015

Abstract

Abstract: The purpose of the research is to create an English instructional design social learning network (SLN)-based platform Edmodo using Auction (interested based negotiation) strategy. It can be one of the creative solutions to overcome a limited time in English learning process in a lesson plan package. The method of developing is used in this research is Lee & Owen (2004). The 5 development steps are as follow : 1) analysis; 2) design; 3) development; 4) implementation; 5) evaluation. The product was evaluated by the experts which is the average is 89,3% and 24 students from Indonesian Air Force Abd Saleh Language School Malang is 89,8%. In conclusion, the product is completely valid and could be implemented in learning proses.
Pengembangan Multimedia Pembelajaran Berbasis Mobile untuk Mata Pelajaran Bahasa Jawa Materi Aksara Jawa Kelas VIII SMP Miranda Silviarista; Punaji Setyosari; Sihkabuden Sihkabuden
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (197.45 KB) | DOI: 10.17977/um031v4i12017p022

Abstract

Abstrak: Tujuan penelitian ini adalah menghasilkan produk berupa media pembelajaran mobile mata pelajaran bahasa Jawa kelas VIII materi aksara Jawa sebagai media pembelajaran siswa secara mandiri dan memberikan visualisasi tentang materi aksara Jawa. Data dikumpulkan dengan menggunakan angket dari 1 ahli media, 1 ahli materi, dan 20 siswa dan dianalisis dengan teknik kualitatif dan kuantitatif. Hasil penelitian adalah multimedia dinyatakan valid atau layak digunakan dengan hasil perhitungan ahli media 93,45%, ahli materi 91%, kepada audiens/ siswa yaitu kelompok kecil 92,2%, dan uji coba lapangan 92,5% serta tes hasil belajar 86,7%. Kata kunci: pengembangan, media pembelajaran, mobile learning , mata pelajaran bahasa Jawa, aksara Jawa Abtract: the purpose of this research is to produce an mobile learning product for Javanese subject of eight grade which the main topic is aksara Jawa which as individual learning and to give visualization about aksara Jawa materials. The data are collected by using questionaire from 1 expert of media, 1 expert of the subject material, and 20 of students and it is analysed by qualitative and quantitative technique. The resultt of this research is the multimedia is validly asserted or suitable to be used based on the counting result of the media expert 93,45%, subject material expert 89,28%, to audiences/students which is individual 82,05%,a small group 82,378%, and the experiment in the field 82,88%, learning result test 86,7%.Abstract: The purpose of this study was to produce a product in the form of mobile learning media in Javanese language subjects in class VIII Javanese script material as a medium for student learning independently and provide visualization of Javanese script material. Data was collected using a questionnaire from 1 media expert, 1 material expert, and 20 students and analyzed by qualitative and quantitative techniques. The results of the study were multimedia declared valid or feasible to be used with the results of the calculation of media experts 93.45%, material experts 91%, to the audience/students namely small groups 92.2%, and 92.5% field trials and test results 86, 7%. Keywords: development, learning media, mobile learning, Javanese language subjects, Javanese script subject of eight grade which the main topic is Javanese script which as individual learning and to give visualization about Javanese characters. The data were collected by questionnaire from 1 expert of media, 1 expert of subject matter, and 20 students and analyzed by qualitative and quantitative techniques. The result of this research is that the media is validly asserted to be used based on the counting result of the expert media 93.45%, the subject matter expert is 89.28%, to audiences/students which is individual 82.05%, a small group 82.378%, and the experiment in the field 82.88%, the learning result test is 86.7%.
Pengembangan Mobile Learning Mata Pelajaran Biologi Berbasis Science, Technology, and Society (STS) Untuk Kelas X SMAN 1 Kampak Trenggalek Rinasih Rinasih; Saida Ulfa; Sulthoni Sulthoni
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.557 KB) | DOI: 10.17977/um031v4i12017p028

Abstract

Abstrak: Pengembangan mobile learning mata pelajaran biologi berbasis Science, Technology and Society (STS) menawarkan solusi akibat keterbatasan waktu tanpa menghilangkan keterampilan proses sains dalam pembelajaran. Tujuan pengembangan adalah menghasilkan produk mobile learning yang valid dan efektif untuk digunakan dalam pembelajaran. Metode pengembangan ini menggunakan model ASSURE, tahapannya meliputi analyze learner; state objectives; select methods, media and materials, utilize media and materials; require learner participation; evaluate and revise. Instrumen penelitian menggunakan angket tanggapan dari ahli materi, ahli media, uji perorangan, uji kelompok kecil, uji lapangan, dan rubrik penilaian. Berdasarkan analisis data hasil penelitian mobile learning mata pelajaran biologi berbasis STS dinyatakan valid dan efektif untuk digunakan dalam pembelajaran serta domain-domain STS telah tercapai.Abstract: Development of mobile learning based on Science, Technology, and Society (STS) biology subjects offers solutions due to time constraints without eliminating science process skills in learning. The purpose of development is to produce mobile learning products that are valid and effective for use in learning. This development method uses the ASSURE model, the stages include the analyze learner; state objectives; select methods, media, and materials, utilize media and materials; require learner participation; evaluate and revise. The research instruments used questionnaires responses from material experts, media experts, individual tests, small group tests, field tests, and assessment rubrics. Based on data analysis from mobile learning research, STS-based biology subjects are declared valid and effective to be used in learning and STS domains have been achieved.

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