cover
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 107 Documents
Development of Virtual Reality Learning Media on Kinematics Material Based on the Kuula Platform Assisted by Google Classroom to Improve Conceptual Understanding of Grade X Students Deki Saputra; Eko Risdianto; Fitri April Yanti; Sultan Hammad Alshammari; Hamed Barjesteh; Andik Purwanto
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.v5i2.619

Abstract

Background: Physics learning, particularly in Kinematics material, often faces constraints due to the abstract nature of its concepts and limited laboratory facilities in schools. This potentially reduces students' conceptual understanding and learning engagement.Aims: To develop 360° video-based VR learning media utilizing the Kuula platform assisted by Google Classroom, and to analyze its feasibility, usefulness and efficiency in enhancing the conceptual understanding of Kinematics among Grade X students in their senior year of high school.Methods: This study employed the ADDIE paradigm (Analysis, Design, Development, Implementation, Evaluation) in conjunction with the Research and Development (R&D) technique. Techniques for gathering data included (1) expert validation sheets assessed by 2 physics lecturers and 1 physics teacher, (2) practicality response questionnaires filled out by 36 students, and (3) a conceptual understanding test in the form of pre-test and post-test. The test data were then analyzed by calculating the normalized N-Gain score to determine the effectiveness of the developed product.Results: Expert validation results showed a percentage of 89% (highly feasible category). Student responses regarding the practicality of the media obtained an average of 86% (very good). An N-Gain score of 85% indicated an improvement in conceptual understanding classified as "High".Conclusion: VR learning materials built on the Kuula platform and supported by Google Classroom have demonstrated viability, usefulness, and efficacy as a cutting-edge substitute for kinematics instruction, and they may be an option for educational institutions with inadequate lab space.
Impact of Hybrid Learning on Enhancing Students’ Performance in Multicultural Educational Environments Amel Zulfukar Hassan Adlan; Balachandran Vadivel
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.v5i2.635

Abstract

Background: Rapid evolution in educational technology has introduced hybrid learning to expand knowledge access. In multicultural, multilingual societies like Sudan, traditional single-strategy teaching often fails diverse learners, causing educational alienation. This study focused on National Ribat University in Khartoum, which serves a diverse student population from across Sudan, to investigate whether hybrid learning serves as a bridge or a barrier regarding digital inequality.Aims:  The study aimed to investigate students' perceptions of hybrid learning among National Ribat University students using a mixed-methods approach integrating qualitative and quantitative data collection and analysis.Methods: A sample of 150 students provided data via semi-structured interviews and Likert-scale questionnaires measuring accessibility, performance, engagement, satisfaction, and inclusion. Quantitative data underwent data cleaning, missing-value deletion, reverse coding, and reliability analysis before descriptive analysis. Qualitative data was analyzed using Braun and Clarke’s (2006) framework, yielding four themes: enhanced inclusion, social cohesion, academic autonomy, and digital inequalities.Results: The quantitative findings indicated high student agreement across all key metrics: accessibility (70-78%), satisfaction (68-75%), academic improvement (65-72%), engagement (62-70%), and inclusion (60-68%).Conclusion: The study concluded that hybrid learning is effective, inclusive, and supportive of students' academic and social needs. However, its success remains heavily dependent on the reliability of digital technology.
Development of a Learning Design Based on Health Cupping Services at Fania Salsabila Health Vocational School, Jambi City Arvandi Arvandi; Ahmad Syarif; Indryani Indryani
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.v5i2.654

Abstract

Background: This research aimed to develop and determine the feasibility of learning design based on health cupping services for students of SMK Kesehatan Fania Salsabila, Jambi City.Aims: This research intends to estimate the value of the development of learning design results based on cupping services.Methods: The research adopts a research and development (R&D) strategy utilizing the ADDIE paradigm, which contains five basic stages: analysis, design, development, implementation, and evaluation. The subjects of the study were 32 students of class XI of nursing. The instruments employed include expert validation sheets, student response questionnaires, and learning outcome tests.Results: The results showed that the level of design validity was 92.4% (very valid category), practicality was 89.7% (extremely practical), and effectiveness was shown through an increase in learning outcomes with an N-gain value of 0.67 (medium category).Conclusion: These data demonstrate that cupping service-based learning strategies are beneficial in increasing students' cognitive, affective, and psychomotor competencies.
Development of a Digital Calorimeter Based on Game-Based Learning Interest and Understanding of Types of Heat Tianita Tianita; 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.v5i2.660

Abstract

Background: The rapid development of digital technology in education requires innovative laboratory equipment that supports interactive and accurate learning processes. Teaching physics on the topic of specific heat substances still faces challenges, including limited laboratory equipment, low accuracy and precision, and difficulties with analog calorimeters.Aims: This study aims to develop a digital calorimeter based on game-based learning and to analyze its feasibility and effectiveness in improving students’ learning interest and conceptual understanding.Methods: The ADDIE model was used in this study's research and development methodology. Students from SMA Negeri 11 Bengkulu City's Class XI C served as the research subjects. Data were collected through expert validation, sensor performance testing, concept comprehension tests, and a learning interest questionnaire.Result: The research results show that the load cell sensor has a precision error of 0.14% and an accuracy of 0.01%, while the NTC sensor has a precision error and accuracy of 0.19%, thus meeting the experimental measurement requirements. Expert validation yielded a feasibility score of 92.13%, classified as “highly feasible.” The implementation of the learning program demonstrated increases in conceptual understanding (N-Gain of 0.92, high category) and in interest in learning (N-Gain of 0.71, high category).Conclusion: Digital calorimeters are highly suitable for supporting more effective, contextual, and participatory physics learning, and they contribute to the creation of lab resources based on digital technologies that improve the quality of learning and students' active engagement in experimental activities.
Solution Strategies for Digital Immigrants (Lecturers Aged 40+):  The Ethics of Students’ Use of Artificial Intelligence (AI) in Learning Gushevinalti Gushevinalti; Nurul Renaningtias
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.v5i2.670

Abstract

Background: The findings of this study provide valuable evidence and practical implications. Lecturers, as educators, must enhance their capacity to foster students' reasoning and critical thinking skills. Lecturers need to integrate the ethics of AI use into the curriculum, helping students understand the moral and academic implications of relying on AI technology.Aims: This study aims to provide solution strategies for lecturers in the use of artificial intelligence (AI) in the academic world by students.Methods: This study employed a qualitative descriptive research design. This study involved 116 student informants who completed questionnaires and eight lecturers from eight faculties at the University of Bengkulu. Data were collected through questionnaires, focus group discussions (FGDs), observations, and documentation. The data analysis technique used the Miles and Huberman analysis model.Results: AI technology has become a very popular and influential tool among students in the academic world. Chatbot-based AI was the AI tool with which students were most familiar. Students use AI when they face specific challenges or obstacles that require fast and efficient solutions. Digital immigrant lecturers do not understand AI in depth, which poses both challenges and obstacles in academic supervision.Conclusion: By investigating the use of AI among students, this study has significantly contributed to lecturers' solution-oriented actions regarding the ethical use of AI among students.
Optimizing RAG-Based Academic Chatbot Performance Using Prompt Engineering Adi Surya Artayasa; Aniek Suryanti Kusuma; Putu Sugiartawan
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 3 (2026): Forthcoming Issue
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i3.710

Abstract

Background: The increasing use of artificial intelligence in higher education has encouraged institutions to develop academic chatbots that provide faster access to official information. However, Retrieval-Augmented Generation (RAG)-based chatbots still require optimization to ensure accurate, relevant, and context-grounded responses.Aims: This study aims to optimize the performance of a RAG-based academic chatbot by applying zero-shot and few-shot prompt engineering strategies.Methods: A comparative experiment was conducted using 45 in-context academic questions for RAGAS-based quantitative evaluation, while 5 out-of-context questions were used as a qualitative robustness check. The system was developed using Python, LangChain, FAISS, OpenAI, and Streamlit, and evaluated using the RAGAS metrics: faithfulness, answer relevancy, context precision, and context recall.Results: The baseline system achieved an average RAGAS score of 0.8421. After prompt engineering was applied, zero-shot prompting achieved 0.8697, while few-shot prompting achieved 0.8565.Conclusion: Zero-shot prompting produced the best overall performance and showed the strongest improvement in faithfulness and context recall. These findings indicate that clear prompt instructions can improve the reliability of RAG-based academic chatbot responses for academic information services.
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.v5i2.737

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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