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Contact Name
Antomi Saregar
Contact Email
antomisaregar@radenintan.ac.id
Phone
+6285279618867
Journal Mail Official
antomisaregar@radenintan.ac.id
Editorial Address
Jl. Letnan Kolonel H Endro Suratmin, Sukarame, Kec. Sukarame, Kota Bandar Lampung, Lampung
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Kota bandar lampung,
Lampung
INDONESIA
Online Learning in Educational Research
ISSN : 27989736     EISSN : 27982351     DOI : -
Core Subject : Education,
Online Learning in Educational Research (OLER Journal) is a medium of communication for researchers, academicians, and practitioners that provides a means for sustained discussion of relevant issues that fall within the focus and scopes of the journal which examined empirically. Journal Online Learning in Educational Research is a biannual publication that highlights field research and library research in the broad area of Computer Mediated Learning which includes distance, online, electronic, virtual, distributed, blended, mobile learning, develoving media for online learning, and instument assessment for online learning. Computer-mediated learning occurs when an individual interactively learns (formally or informally, synchronously or asynchronously) about material via computer means where the learning materials and pedagogy are developed to take advantage of the available technologies. The goals of OLER are to: Promote a scholarly approach to the practice and profession of teaching in computer-mediated environments. Foster dialogue concerning innovative computer-mediated teaching, learning and assessment strategies. Enhance understanding and application of best practices in online teaching and learning.
Articles 82 Documents
Gamification in Online Learning: A Systematic Review of Engagement and Learning Outcomes in Digital Education Wibowo, Guntur Arie; Saliman, Saliman
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.733

Abstract

The education sector has seen substantial changes in the last 10 years due to digital transformation, particularly with the adoption of online learning models. Despite the flexibility it offers, maintaining student engagement and achieving the best possible learning outcomes remain the biggest challenges. The purpose of this research is to investigate how gamification, as a novel approach to improving student motivation and engagement, affects learning outcomes in an online learning environment. A Systematic Literature Review (SLR) was employed, which involved gathering and examining 49 peer-reviewed scientific publications from many top databases. To detect trends and important conclusions, data were evaluated utilizing mixed methodologies, qualitative, and quantitative approaches. The findings of the study demonstrate that gamification components like leaderboards, badges, and points greatly improve learning outcomes and student engagement, however their efficacy varies depending on how and where they are used. In addition to providing useful advice for teachers looking to create more dynamic and captivating learning environments, this study significantly advances the notion of gamification in online education
Digital Literacy and Digital Competence among EFL Teachers: A Systematic Literature Review Suhono, Suhono; Cahyono, Bambang Yudi; Eliyanah, Evi; Hidayati, Maria; Pratama, Raga Driyan; Sahyoni, Sahyoni; Hidayatullah, M. Hilmy
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.798

Abstract

Research on digital literacy and digital competence in English teacher education has expanded substantially over the past decade, reflecting a growing scholarly interest in teachers’ roles in digitally mediated learning environments. This study systematically maps publication trends, collaboration patterns, and thematic emphases in this research domain, identifying how digital literacy and digital competence are conceptualized and empirically addressed. A Systematic Literature Review (SLR) was conducted following the PRISMA framework, drawing on Scopus-indexed publications from 2015 to 2025. Bibliometric analysis examined publication growth, co-authorship networks, country contributions, and keyword co-occurrences, complemented by thematic synthesis to interpret conceptual and pedagogical patterns. VOSviewer was used to visualize bibliometric linkages. Findings indicate steady growth in publication numbers, with limited international collaboration and regional concentration, particularly in Southeast Asia. Thematic synthesis reveals that digital literacy is commonly framed as foundational skills that include information access, communication, and basic technology use, while digital competence emphasizes pedagogical integration, professional development, and context-responsive teaching. Advanced aspects such as AI-supported pedagogy, critical digital engagement, and transformative digital practices remain less explored. Overall, both constructs are central in English teacher education but are addressed with varying conceptual depth
MURDER Learning Model in Digitally Supported Learning: Effects on Reflective Thinking Skills across Learning Creativity Levels Meriyati; Rahayu, Anizar; Hijriah, Umi; Erwanto; Jatmiko, Agus
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.800

Abstract

This study examines the impact of the MURDER learning model on students' reflective thinking skills from the perspective of learning creativity in a digitally supported learning context. The study used a quasi-experimental design with a pretest–posttest control group pattern. The study subjects consisted of 54 prospective early childhood education teacher students at a state university in Lampung Province, selected using a purposive sampling technique. Reflective thinking skills were measured using a written test based on reflective thinking indicators, while learning creativity was measured through a questionnaire and classified into high, medium, and low levels. Data were analyzed using analysis of covariance and further tests to examine the main effects of the learning model, the level of learning creativity, and the interaction between the two. The results showed differences in students' reflective thinking skills based on the learning model and the level of learning creativity. In addition, the relationship between the learning model and reflective thinking skills varied according to the level of student learning creativity. The interaction analysis showed that students with higher levels of learning creativity tended to demonstrate better reflective thinking results in learning conditions using the MURDER model. Thus, the impact of implementing the MURDER learning model on reflective thinking is conditional and depends on the characteristics of student learning creativity
Validity Analysis of VR-Based Particle Dynamics Module Development Using the Rasch Model Supurwoko, Supurwoko; Gunawan, Kadek Dwi Hendratma; Hudha, Muhammad Nur
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.803

Abstract

Physics education often encounters challenges in fostering students’ conceptual understanding of particle dynamics, largely due to the abstract nature of the content and its reliance on symbolic mathematical representations, which can impede meaningful interpretation of physical phenomena. To address this issue, this study developed PADYVIR (Particle Dynamics Virtual Reality), a virtual reality–assisted learning module, and examined its validity, reliability, and practicality for use in higher education settings. The development process followed the ADDIE instructional design model, after which the module underwent expert appraisal and psychometric evaluation using the Rasch measurement model. Expert assessments involved physics education specialists and instructional design experts, who evaluated the content, construct clarity, and pedagogical appropriateness of PADYVIR and its supporting learning instruments. The research instruments used in this study were adapted from previously validated tools reported in the literature, thereby ensuring the validity of baseline measurements. Rasch analysis indicated strong psychometric properties, including high person and item reliability indices, acceptable fit statistics, and evidence of unidimensionality. A limited trial with undergraduate students further demonstrated the high practicality of the system in terms of usability, attractiveness, and comprehensibility. These findings confirm that PADYVIR is a psychometrically robust and user-friendly instructional resource capable of supporting the visualisation and conceptual learning of particle dynamics. Methodologically, the study contributes to the field by integrating rigorous measurement theory with immersive educational technology, offering a replicable framework for the development and evaluation of virtual reality–based learning media. Implications for instructional design and educational technology research are discussed, and directions for future effectiveness studies are proposed
Creative Thinking Skills in Science Education: A Prisma-based Systematic Literature Review Puspita, Laila; Abdurrahman, Abdurrahman; Jalmo, Tri; Maulina, Dina; Komarudin, Komarudin; Suherman, Suherman; Luthfi, Nurrana Fitria
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.822

Abstract

Creative thinking skills are widely discussed in science education research, yet their conceptualization, pedagogical treatment, and measurement still show methodological diversity. This study systematically synthesizes recent studies on creative thinking skills in science education, focusing on learning strategies, learning media, and assessment instruments. A systematic literature review (SLR) using the PRISMA framework was conducted on 23 Scopus-indexed publications from 2019–2022. The results indicate that most studies position creative thinking skills as a learning outcome embedded in instructional innovation rather than as an independent construct. STEM-oriented learning, technology-assisted learning, problem-based learning, and inquiry-based learning are the most frequently explored contexts. However, the literature is dominated by qualitative and descriptive research, with limited comparative or experimental evidence. Variation in definitions and measurements also persists, often overlapping with related constructs such as critical thinking. Overall, this review reveals rich pedagogical innovation but limited methodological consistency and analytical rigor. The findings highlight the need for clearer construct boundaries, more robust research designs, and better alignment between learning strategies and validated instruments. This review contributes to mapping research patterns and identifying gaps for future empirical studies in creative thinking skills in science education
Digital Achievement Motivation Scale for Mathematics Learning: Validity, Reliability, and Micro Testing Evidence Widyastuti, Suciati Rahayu
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.835

Abstract

Achievement motivation plays a crucial role in students' success in mathematics learning, yet valid and practical measurement instruments are still limited, especially those that utilize digital questionnaire platforms. This study aims to develop an Achievement Motivation Scale for High School Students in Mathematics Learning using a digital questionnaire platform. The research method used is the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. A total of 30 items were constructed from five motivational dimensions and validated by 3 experts, resulting in 24 valid items (86.7%) and six revised items. Usability testing involving three Information Technology experts, three teachers, and three students yielded average scores of 73%, 93.3%, and 86.7%, respectively, indicating the instrument is user-friendly and well-received. Field testing with 57 students revealed 14 items met the discrimination index (r ≥ 0.30). Exploratory factor analysis showed factor loadings between 0.40–0.85, supporting construct validity. Reliability testing using Cronbach's Alpha yielded 0.89, indicating high internal consistency. Thus, 14 items were declared valid, reliable, and practical for measuring achievement motivation in mathematics learning using a digital platform
Questing through Acid–Base Chemistry: An RPG-Based Educational Game for High School Learning Mubarak, Syarifatul; Khatmunnubuwah, Muhammad Thobrhoni Noor; Raehanah, Raehanah
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.842

Abstract

The background of this study was triggered by the long time period in which students spend playing games and the ineffective use of learning media in teaching chemistry subjects. The purpose of the study is to design a model for learning through an Educational Role Playing Game (RPG) to be feasible and practical in teaching acid-base principles for grade XI students. In addition, the study Using the analysis, design, development, implementation, and evaluation (ADDIE) approach in conjunction with a research and development approach. The participants in this study were media experts, subject matter experts in the area of chemistry, chemistry teachers, and learners in Grade XI from MAN 1 Mataram. The study used interviews and questionnaires as techniques to collect data from the study participants. With validation scores of 92.85% from media professionals, 90.62% from subject experts, and 97.36% from chemistry professors, the study's findings demonstrate the viability of the suggested learning game. Students with an 85.90% practicality level also provided a very positive feedback. This outcome also leads to the conclusion that this RPG-based instructional game is workable and useful for improving students' comprehension of acids and bases
Natural Science Mini-Project Practicum E-Module to Enhance Higher-Order Thinking, Science Process Skills, and Scientific Attitudes Ardiansyah, Bakhtiar; Ramdani, Agus; Hakim, Aliefman; Makhrus, Muh.; Kamarudin, Shafinah; Jiang, Na
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.877

Abstract

Science learning in schools still rarely uses natural science mini-project practicums packaged in the form of e-Modules. This study aims to 1) develop a Natural Science Mini-Project Practicum E-Module that is suitable for improving critical thinking skills (HOTS), science process skills (SPS), and scientific attitudes (SA). 2) determine the effect of the E-Module on the dependent variable. This study uses a 4D model with a trial involving 115 students (37 students in a limited trial and 78 students in a large-scale trial) at SMP Negeri 17 Mataram. The instruments consisted of multiple-choice questions, observation sheets, and questionnaires. Data were analyzed using the percentage of validity and practicality, N-Gain, prerequisite tests, and hypothesis testing. The results showed that the E-Module was valid (3.69), practical (3.37), and effective in improving HOTS (70.87), SPS (72.27), and SA (70.54) with high criteria. The results of the HOTS (0.000), SPS (0.001), and SA (0.003) hypothesis tests obtained significance values ​​below 0.05. Thus, this e-module is feasible and effective for science learning.
Practicality of STEAM–SDGs-Based IPAS Learning for Vocational Students in the Green Economy Era Patonah, Siti; Budiati, Idha; Hayat, Muhammad Syaipul
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.884

Abstract

The transformation of vocational education in the green economy era requires learning models that extend beyond technical skill mastery to foster creativity and environmental awareness. This study aimed to develop and evaluate the practicality of a STEAM–SDGs-based IPAS learning model through a renewable energy–based Smart House project for vocational students. Thirty tenth-grade software engineering students and one teacher participated. Using the ADDIE framework, data were collected through dichotomous practicality questionnaires, classroom observations, and semi-structured interviews and analyzed descriptively. Findings indicate that the instructional materials—including modules, student worksheets, and assessment instruments—are highly practical, supporting structured lesson planning, collaborative project management, and coherent facilitation of hands-on activities. The model enhanced students’ creative thinking, particularly imagination and originality, and strengthened environmental literacy, including ecological knowledge and energy awareness, though emotional reflection and pro-environmental behaviours were less pronounced. Overall, the model is practical, contextually relevant, and adaptable, offering a viable framework for fostering twenty-first-century competencies and preparing students for the green economy, while reinforcing the integration of STEAM pedagogy with SDG 7 in vocational education.
Design Thinking-based Adaptive Web Learning System for Science Education with Visual and Verbal Learning Modes Hakim, Arief Rahman; Degeng, I Nyoman Sudana; Kamdi, Waras; Soepriyanto, Yerry
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.895

Abstract

Accommodating diverse learning styles remains a challenge in science education. This pilot study used a one-group pretest–posttest design to develop and evaluate a web-based adaptive learning system for 5th-grade science students (n = 27) at SDN Bumiayu 3 Malang (State Elementary School of Bumiayu 3 Malang). The system assigned students to either visual or verbal instructional modes based on an initial questionnaire. Development followed the design thinking phases: empathize, define, ideate, prototype, and test. Effectiveness was measured using a 20-item multiple-choice test administered before and after a one-month intervention. The average score increased from 37.00 (SD = 9.42) to 77.33 (SD = 8.55), with an N-Gain of 0.61, indicating moderate improvement. These findings suggest that web-based adaptive systems tailored to specific learning modes can enhance students’ science understanding and learning outcomes. This research provides practical insights for the broader implementation of customized digital learning tools to meet diverse student needs in similar educational settings