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Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
Phone
+6285267321435
Journal Mail Official
ijoem.1001tutorial@gmail.com
Editorial Address
Perumnas Pinangmas Blok J No. 234 Bentiring Permai Kota Bengkulu Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
IJOEM: Indonesian Journal of Elearning and Multimedia
ISSN : 28302885     EISSN : 28302885     DOI : https://doi.org/10.58723/ijoem.v2i1.61
Indonesian Journal of E-learning and Multimedia with ISSN: 2830-2885 is a journal managed by CV Media Inti Teknologi and APMI Publisher. Publish articles on : 1. E-learning 2. Technology in Education 3. Multimedia 4. Instructional Media 5. Blended Learning 6. Content-Based Multimedia Retrievals 7. Digital Literacy in Education 8. Teacher education and professional development 9. Augmented Reality, Virtual Reality 10. Innovation and Creativity in Education 11. New technologies in teaching 12. MOOCs IJOEM: International Journal of Elearning and Multimedia starting in 2022 Three times a year, May, October, And January. Published articles can be downloaded for free, read, and distributed as references for the next article. Paper is submitted online by registering first on this website or can be sent via email to ijoem.1001tutorial@gmail.com
Articles 99 Documents
Development of PBL-Based E-Book Teaching Materials on Occupational Health and Safety and Work Culture Yasha A. Lumbantobing; Harun Sitompul; Enny Keristiana Sinaga
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 1 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i1.584

Abstract

Background: Vocational learning in Occupational Health and Safety, Environmental Health, and Work Culture requires instructional approaches that emphasize procedural understanding, safety awareness, and problem-solving skills. However, learning practices in many vocational schools still rely on conventional media, resulting in limited student engagement and suboptimal learning outcomes.Aims: This study aimed to develop a Problem-Based Learning (PBL)-based e-book and examine its validity, practicality, and effectiveness as an instructional solution for K3LH and Work Culture learning.Methods: This study employed a Research and Development (R&D) approach using the ADDIE model. The e-book was designed by integrating authentic workplace problems, visualized safety procedures, structured PBL stages, and performance-based assessments. Validation was conducted by material, media, and instructional design experts. Product testing included individual trials, small-group trials, and field implementation. Data were analyzed using normality and homogeneity tests, followed by an independent samples t-test.Results: The e-book demonstrated high validity, with a material expert score of 95.60%. Practicality testing showed very high ratings from teachers (96.67%) and students (94.89%). Effectiveness analysis indicated a significant difference in learning outcomes between the experimental and control groups (t = 5.79 > tₜₐᵦₗₑ = 2.00). The findings suggest that the e-book improves safety-oriented understanding and work attitudes, although advanced practical skills require additional simulation support.Conclusion: The PBL-based e-book is an effective instructional medium that enhances active learning and improves learning outcomes in vocational education, particularly in K3LH and Work Culture.
Analysis of Hotel Visual Branding and Multimedia Utilization via Instagram Platform: A Case Study of Mercure Hotel Bengkulu Putri Cempakasari; Gushevinalti Gushevinalti
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 1 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i1.514

Abstract

Background: The increasing competitiveness of the hospitality industry in the digital era has driven hotels to optimize social media as a strategic communication tool. Instagram, with its strong emphasis on visual branding and multimedia content, plays a crucial role in shaping customer perception, engagement, and brand attractiveness.Aims: This study aims to analyze the visual branding and multimedia utilization strategies implemented by Hotel Mercure Bengkulu through its Instagram platform, focusing on how visual and multimedia elements are integrated to strengthen brand identity and audience engagement.Methods: This research employed a qualitative approach using descriptive content analysis. Data were collected from 90 Instagram posts published by @mercure_bengkulu between January and June 2025, including photos, carousels, and reels. The analysis examined color schemes, composition, content themes, caption styles, and engagement metrics.Results: The findings indicate that Hotel Mercure Bengkulu consistently applies warm color palettes and balanced visual compositions that convey comfort and luxury. Food and beverage content dominates the posts (33.3%) and achieves the highest engagement rate (3.4%). The use of diverse multimedia formats, including photos, carousels, and short videos, effectively increase algorithmic visibility and audience retention.Conclusion: Consistent visual identity and strategic multimedia integration significantly strengthen Hotel Mercure Bengkulu’s digital brand positioning. The results highlight the importance of expanding audience interaction and authenticity through user-generated content. Well-planned multimedia-based visual branding is essential for building engagement and brand loyalty in the hospitality industry.
Developing Baamboozle-Based Learning Media to Enhance Badminton Footwork Techniques for Senior High School Students Maryatul Qibtiyah; Silvi Aryanti; Wahyu Indra Bayu; Fitri Agung Nanda; Hartati Hartati; Samsul Azhar
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 1 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i1.603

Abstract

Background: The use of technology-based learning media in Physical Education, Sports, and Health remains limited, particularly in badminton footwork instructional materials. This limitation affects students’ motivation, engagement, and understanding. Therefore, innovative and interactive learning media are required to support effective learning.Aims: The aim of this research is to develop Baamboozle-based learning media for badminton footwork technique materials for senior high school students and to evaluate its feasibility and examine student responses.Methods: This study employed research and development (R&D) using the ADDIE model with stages of analysis, design, development, implementation, and evaluation. The sample consisted of eleventh-grade students at Rambang Dangku State Senior High School 2. Data were analyzed using percentage analysis techniques.Results: This research resulted in a Baamboozle-based learning media product that was declared highly suitable by experts. Validation results showed a percentage of 86% from material experts, 84% from language experts, and 88.89% from media experts. Teacher responses reached 92.5%, categorized as very interesting. Student responses were 94.58% in minor trials and 93.86% in major trials, both classified as very interesting.Conclusion: The learning media developed using Baamboozle is highly suitable and effective for application in teaching badminton footwork techniques at the high school level and can be an alternative interactive learning medium for physical education subjects.
Academic Impact of Learning Activity Sheets (LAS) in Teaching Asian History at the Secondary Level Ryan Ramolete Pecson
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 1 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i1.607

Abstract

Background: In today's educational environment, 21st-century learners excel with diverse, contextualized, and technology-driven instructional materials.Aims: The study assessed the impact of developed Learning Activity Sheets (LAS) on Grade 7 students' learning of Asian History in a secondary-level pilot school, using an experimental one-group pretest-posttest design.Methods: Initially, all students were pre-assessed using a 30-item teacher-made test. The three least mastered competencies were identified and targeted using LAS, involving 32 students who required intervention. After the validation of the LAS by three experts, pilot testing began. The activity sheets were implemented during the weeks focused on the least-mastered topics. A posttest was administered to compare academic performance before and after the intervention.Results: Student performance improved after LAS implementation, from 72.25 (did not meet expectations) to 88.91 (very satisfactory), supporting the intervention's effectiveness. The study recommended the broader use of LAS across the Social Sciences and other learning contexts via action research, with findings to be shared in professional development sessions, such as Learning Action Cell (LAC) meetings or in-service training (INSET).Conclusion: The study confirmed the effectiveness of the developed LAS in improving Grade 7 students’ academic performance in Asian History, thereby accepting the alternative hypothesis.
Design and Evaluation of AI-Enhanced Multimedia Learning Systems: Usability, Accessibility, and Engagement in Broadband-Based Online Education Ikna Awaliyani; Dita Septasari; Nur Aminudin; Septika Ariyanti
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.573

Abstract

Background: Artificial intelligence (AI) has increasingly been integrated into multimedia learning environments to support personalization, accessibility, and learner engagement in broadband-based online education. However, many existing systems still evaluate these dimensions separately, which limits their overall effectiveness and scalability.Aims: This study aims to design and empirically evaluate an AI-enhanced multimedia learning system using a unified evaluation framework that integrates system performance, usability, accessibility, and learner engagement within broadband-based higher education contexts.Methods: An explanatory sequential mixed-methods design was employed, involving quantitative analysis with 150 students and qualitative exploration with 12 participants. Data were collected through system performance logs, System Usability Scale (SUS) assessments, WCAG 2.1–based accessibility evaluations, and learner engagement metrics.Results: The findings indicate that AI-driven adaptivity improves system responsiveness, achieves high usability, supports digital accessibility, and enhances learner engagement in broadband-based learning environments. The results demonstrate the effectiveness of the system across technical, experiential, and behavioral dimensions.Conclusion: The key contribution of this study lies in proposing and validating an integrated evaluation framework that holistically captures the performance and user experience of AI-enhanced multimedia learning systems, an area that has been underexplored in prior research. These findings provide important theoretical and practical implications for the design of inclusive, adaptive, and user-centered online learning platforms.
The Use of Wordwall as a Learning Medium in Indonesian Language Instruction to Improve the Activeness and Learning Outcomes of Fifth-Grade Elementary School Students Ni Kadek Sutami Yanti; Ni Nyoman Kurnia Wati; Ni Komang Ayu Citta Arsani
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.586

Abstract

Background: Indonesian language learning at the elementary school level often encounters challenges related to low student activeness and suboptimal learning outcomes due to the dominance of conventional, teacher-centered instructional methods. The integration of digital learning media is considered a potential solution to create a more engaging and interactive learning environment.Aims: This study aims to improve students’ learning activeness and learning outcomes in Indonesian language instruction through the utilization of Wordwall as an interactive digital learning medium for fifth-grade elementary school students.Method: This research employed a Classroom Action Research (CAR) design based on the Kemmis and McTaggart model, conducted in two cycles consisting of planning, action, observation, and reflection stages. The research subjects were 32 fifth-grade students at SD Saraswati Tabanan. Data were collected through observation sheets, learning achievement tests, interviews, and documentation. Qualitative data were used to describe students’ activeness, whereas quantitative data measured improvements in learning outcomes.Results: The results showed a significant improvement in both students’ activeness and learning outcomes. Students’ activeness increased from 60% in the pre-cycle stage to 75% in Cycle I and reached 88% in Cycle II. Meanwhile, the average learning outcome improved from 65.0 in the pre-cycle to 74.3 in Cycle I and increased to 83.5 in Cycle II. Classical mastery also increased from 36.6% to 93%.Conclusion: The use of Wordwall media effectively enhances students’ activeness and learning outcomes in Indonesian language learning. Wordwall creates an interactive, enjoyable, and student-centered learning environment, making it a relevant and effective digital learning innovation for elementary school education.
Fun Over Function: The Role of Social Influence and Hedonic Motivation in Virtual Reality Adoption for Biology Education Umar Abdul Labib; Dasrieny Pratiwi; Beny Saputra
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.636

Abstract

Background: The integration of Virtual Reality (VR) into higher education offers new possibilities for teaching intricate scientific subjects like biology. This medium provides interactive simulations that support hands-on learning. However, maximizing its potential requires a clear understanding of student acceptance.Aims: This research investigates the specific factors that shape the behavioral intention of pre-service biology teachers to utilize VR as a learning medium.Methods: Data was collected from 143 participants following a practical VR simulation session. The study applied a customized Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) framework, and the analysis was conducted using Partial Least Squares Structural Equation Modeling (PLS-SEM).Results: The tested model accounted for 31.4% of the variance in behavioral intention (R² = 0.314). The findings highlight that social and emotional variables are the main catalysts for initial adoption. Both Social Influence (SI) (β = 0.261, p < 0.05) and Hedonic Motivation (HM) (β = 0.250, p < 0.05) exerted significant positive effects. Conversely, the utilitarian variables named Performance Expectancy (PE) (β = 0.056, p > 0.05) and Effort Expectancy (EE) (β = 0.118, p > 0.05) did not show statistical significance.Conclusion: Initial acceptance of immersive technologies in this context is predominantly influenced by peer dynamics and the perceived enjoyment of the tool, rather than utilitarian evaluations.
Educard AR: Development of an AI-Powered Augmented Reality Virtual Laboratory for Anatomy and Biology Education Laika Mae Florence M. Sigre; Noel P. Caliston; Jayvee G. Perez
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.643

Abstract

Background: Traditional learning in anatomy and biology often relies on static 2D materials, creating a gap in spatial comprehension and hindering student engagement.Aims: This study aimed to design, develop, and evaluate EduCard AR, a desktop virtual laboratory integrating marker-based Augmented Reality (AR) and Artificial Intelligence (AI) for immersive learning.Methods: Developed with Python and OpenCV, the system uses ArUco markers for 3D overlays (e.g., heart, DNA) and generative AI for contextual assistance. Evaluation involved technical benchmarking and usability testing with 30 students using the System Usability Scale (SUS).Results: Technical results showed a consistent 30 FPS with <50ms latency and 100% marker accuracy for key biological structures. The AI module achieved a 1.5s response time. Usability testing yielded a SUS score of 85.5 ('Excellent'), while an ISO 25010 expert evaluation resulted in a mean of 4.35 (Very Satisfactory), confirming functional suitability and usability.Conclusion: EduCard AR provides a cost-effective alternative to expensive laboratory equipment, demonstrating that AI-powered AR can effectively democratize interactive educational technologies.
Development of Arduino-Based Elevator Learning Media to Enhance Scientific Reasoning Skills in Mechanical Energy Wika Aryani Sinulingga; Dedy Hamdani; Tiara Hardyanti Utama
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.662

Abstract

Background: Physics education, particularly in mechanical energy topics, often faces challenges such as low conceptual understanding and limited scientific reasoning skills. These issues are frequently associated with the lack of interactive and technology-enhanced learning media that enable students to engage with real-time data and experimental visualization.Aims: The aim of this study is to provide interactive learning media based on the Arduino Uno using an elevator system, evaluate its feasibility, and examine its effectiveness in enhancing students’ scientific reasoning skills, particularly control of variables, hypothetical–deductive reasoning, and learning engagement.Method: This study used the ADDIE process (analysis, design, development, implementation, and evaluation) to conduct research and development (R&D). Data were gathered using needs analysis questionnaires, expert validation sheets, two-tier multiple-choice tests (pretest–posttest), and student response questionnaires. The N-Gain approach was used to examine how students' scientific reasoning abilities improved.Results: The implementation of the developed learning media was followed by a significant increase in students’ scientific reasoning scores, with the average score increasing from 32 on the pretest to 88 on the posttest, resulting in an N-Gain score of 0.82 (high category). Additionally, the developed learning media received very positive student responses (94.6%), indicating high usability and engagement.Conclusion: The implementation of the Arduino-based interactive learning media using an elevator system was associated with improvements in students’ understanding of mechanical energy concepts and scientific reasoning skills, particularly in controlling variables and drawing evidence-based conclusions, while also providing an engaging and technology-supported learning experience.

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