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 94 Documents
Analysis of Quality and Cognitive Levels of Physics Final Assessment Questions of Class X Sinaga, Agustina Trianti Br; Medriati, Rosane; Risdianto, Eko
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 2 No. 3 (2023): Indonesian Journal of E-learning and Multimedia (October 2023)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v2i3.135

Abstract

This study aims to describe the quality and distribution of cognitive levels of physics final assessment questions for class X. This research is a quantitative descriptive study. The research subjects were in the form of student questions and answer sheets at Senior High Schools 4, 8, and 9 Bengkulu City. The results showed that Senior High School 4 had 64% good questions, 12% good enough, 24% bad, and cognitive levels C1 (4%), C2 (20%), C3 (68%), C4 (8%), there is neither C5 nor C6. Senior High School 8 has 21% good questions, 11% good enough, and 68% bad questions, as well as cognitive levels C1 (3%), C2 (13%), C3 (55%), C4 (29%), and not there are C5 and C6. Senior High School 9 has 7% good questions, 29% good enough, 64% bad questions, and cognitive levels C1 (11%), C2 (21%), C3 (68%), and no C4, C5 or C6.
The Development of Interactive Multimedia Virtual Laboratory to Enhance Students' Academic Achievement Herlika, Herlika; Sahono, Bambang
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 2 No. 3 (2023): Indonesian Journal of E-learning and Multimedia (October 2023)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v2i3.143

Abstract

The study aims to develop an interactive multimedia virtual laboratory that can increase student independence and learning achievement, and determine the effectiveness of its use. This research uses a development design (Research and Development) using the ADDIE model as a development method. The research subjects were X-grade science students at Bengkulu City High School. The data collection techniques used were assessment sheets and student test results, and data analysis using the average (mean), paired test, and independent sample t-test. Expert validation and student response to the product in this study were carried out using a Likert scale. The results show that the developed interactive virtual laboratory multimedia is suitable for improving students' learning achievement in chemistry with the topic of electrical conductivity, based on limited trials and large-scale tests with X-grade students in Bengkulu City high schools. Additionally, the interactive virtual laboratory multimedia was published in the form of a PowerPoint show.
Improving the Learning Achievement of Floor Gymnastics with GIF Animation Media Simamora, Hotlider H
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 2 No. 3 (2023): Indonesian Journal of E-learning and Multimedia (October 2023)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v2i3.192

Abstract

The purpose оf thіѕ research was tо analyze thе еffесtіvеnеѕѕ оf GIF аnіmаtіоn mеdіа in еnhаnсіng students' learning outcomes in Floor Gymnastics. Thе rеѕеаrсh mеthоdоlоgу uѕеd wаѕ ԛuаntіtаtіvе and іnvоlvеd соllаbоrаtіvе аnd раrtісіраtоrу ԛuаѕі-еxреrіmеntѕ. Thе study comprised twо grоuрѕ, Clаѕѕ VIII-D wіth 30 раrtісіраntѕ аѕ thе еxреrіmеntаl group аnd Clаѕѕ VIII-B with 30 раrtісіраntѕ аѕ thе соntrоl grоuр. Thе independent vаrіаblе was GIF аnіmаtіоn media, while the dependent variable was lеаrnіng success. Dаtа collection tесhnіԛuеѕ іnсludеd оbѕеrvаtіоn, tеѕtіng, and dосumеntаtіоn. Thе results of the t-tеѕt аnаlуѕіѕ rеvеаlеd thаt GIF Anіmаtіоn Media significantly іmрrоvеd students' learning achievement іn Floor Gуmnаѕtісѕ. Thе еxреrіmеntаl grоuр (Clаѕѕ VIII-D) had a higher average ѕсоrе of 82 соmраrеd tо the control grоuр (Clаѕѕ VIII-B) wіth an аvеrаgе ѕсоrе оf 71. Thе hуроthеѕіѕ tеѕtіng uѕіng thе "t" tеѕt оn both grоuрѕ іndісаtеd a t-соunt оf 4.843187. By соmраrіng the t-соunt wіth t-tаblе wіth df 58 аt a significant lеvеl of 5%, nаmеlу 1.672, it wаѕ found thаt t-соunt > t-tаblе (4.843187>1.672). Therefore, Hа wаѕ accepted, аnd Ho wаѕ rejected. In соnсluѕіоn, GIF Animation Media has a роѕіtіvе impact оn thе Flооr Gymnastics lеаrnіng achievement оf Class VIII ѕtudеntѕ аt SMPN 1 Rejang Lеbоng.
Analysis of Learning Media Development Needs Exe Learning Straight Motion Material Changes Regularly for Senior High School Class XI Novela, Erma
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 2 No. 3 (2023): Indonesian Journal of E-learning and Multimedia (October 2023)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v2i3.199

Abstract

The purpose of the study entitled Needs Analysis of Learning Media Development Exe Learning Straight Motion Material Changes Regularly for Senior High School Class XI is to conduct a needs analysis to find out how much students and teachers need to develop E-module learning media based on the Exe learning application on Straight Motion Changing Regular Class XI material. The method used is the qualitative descriptive method. Data collection techniques carried out in this study were carried out by observation and interview activities. The instruments used are the observation data collection technique using an observation sheet instrument and when the interview data collection technique uses an instrument, namely an interview sheet consisting of teacher interview sheets and student interview sheets. From the research conducted, it was found that the understanding of student concepts at SMA Negeri 1 Kota Bengkulu, SMA Negeri 3 Kota Bengkulu, and SMA Negeri 9 Kota Bengkulu still needs to be improved, especially in the subject of physics of Straight Motion Changing Regular material. This is due to learning media that is still not interesting. Based on the results of the needs analysis conducted for the development of E-modules for Class XI Physics Regular Changing Straight Motion material, it can be concluded that teachers and students at SMA Negeri 1 Kota Bengkulu, SMA Negeri 3 Kota Bengkulu, and SMA Negeri 9 Kota Bengkulu still need the development of E-modules to improve students' understanding of concepts.
Analysis of the Development of VR (Virtual Reality) Based Interactive Learning Media Assisted by MilleaLab to Improve Learning Outcomes on the Material of Free Fall Motion Class XI in SMA Bengkulu City Harnisa, Sehli
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 2 No. 3 (2023): Indonesian Journal of E-learning and Multimedia (October 2023)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v2i3.200

Abstract

The purpose of this research is to analyze the needs to find out how necessary the development of interactive learning media based on Virtual Reality assisted by millealab in physics lessons for students and teachers. The method used is a qualitative descriptive method. The instruments used in this research are observation sheets, interview sheets, and accompanied by documentation. Based on the results of the study, it was found that because the learning media used during the learning process was still simple such as printed books, power-points, and animated videos, which caused students to be less interested and feel bored with the lesson because, the media was less interesting. As a result, student learning outcomes still need to be improved. Based on literature and field analysis that has been conducted in high schools, namely SMA Negeri 1 Bengkulu City, SMA Negeri 3 Bengkulu City, and SMA Negeri 9 Bengkulu City need or approve the development of interactive learning media based on Virtual Reality (VR) to improve the learning outcomes of high school students in physics subjects.
Development of Digital Teaching Materials to Improve Students' Understanding of Concepts in Physics Subjects Juliarti, Endasyari; Medriati, Rosane; Risdianto, Eko
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 1 (2024): Indonesian Journal of E-learning and Multimedia (January 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i1.189

Abstract

The results of interviews with several students and show that there are still many students who have difficulty in understanding concepts in dynamic fluids. Therefore, researchers conduct research that aims to develop digital teaching materials, namely e-modules using the Canva application on the subject of dynamic fluids. This research was carried out using the Research & Development method. The design validity stage involves 3 subjects (two expert judges and one practitioner) involved to assess the feasibility of the material, the design of e-modules, the feasibility of Indonesian language and the feasibility of good and correct media. Feasibility assessment by experts using validation sheets. The trial phase involved 102 students from three schools, namely SMAN 4 Kota Bengkulu, SMAN 5 Kota Bengkulu, and SMAN 9 Kota Bengkulu. Assessment of the attractiveness of the e-module using descriptive analysis assisted by Microsoft Office Excel 2007. The results showed that the feasibility score by the three experts with an average percentage in the content aspect was 92.70%, in the presentation aspect of 91.67%, in the aspect of 98.33, in the media aspect of 97.91%. The response of students with an average percentage of SMAN 4 Bengkulu City 82.22% is in the very good category, SMAN 5 Bengkulu City with an average percentage of 85.01% is in the very good category, SMAN 7 Bengkulu City with an average percentage of 89.65% is in the very good category. So it can be concluded that the e-module using the Canva application produced in this study is considered suitable for use in dynamic fluid learning.
Impression Management in Building Personal Branding by Bengkulu Influencers Through the Reels Feature on Instagram Elvina, Messy; Gushevinalti, Gushevinalti; Widiastuti, Wahyu
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 1 (2024): Indonesian Journal of E-learning and Multimedia (January 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i1.219

Abstract

Personal Branding merupakan suatu proses yang dilakukan untuk menunjukkan serta mempertahankan kesan positif tentang diri sendiri berdasarkan ciri khas tertentu kepada orang lain. Personal branding yang dibangun oleh Influencer Instagram Bengkulu diwujudkan dengan melakukan pengelolaan kesan melalui akun Instagram milik masing-masing Influencer Bengkulu. Tujuan penelitian ini adalah untuk mengetahui bagaimana pengelolaan kesan dalam membangun personal branding oleh influencer melalui fitur reels di Instagram. Jenis penelitian yang digunakan dalam penelitian ini adalah kualitatif dengan pendekatan deskriptif. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dan dokumentasi, serta mencari referensi melalui buku, jurnal, skripsi dan artikel yang berhubungan dengan penelitian. Penelitian ini juga menggunakan teknik analisis data melalui pengumpulan data, reduksi data, display data, dan verifikasi serta penarikan kesimpulan. Informan penelitian ini diperoleh dengan menggunakan teknik purposive sampling. Teori yang digunakan dalam penelitian ini adalah teori pengelolaan kesan (impression management theory) dengan berakar dari dua cakupan yang terdiri dari presentasi diri dan pengelolaan identitas sosial. Hasil penelitian menunjukkan bahwa para Influencer Bengkulu melakukan diferensiasi guna membangun personal branding dengan mengunggah konten video dengan harapan umpan balik dari pengikut. Kemudian, kategori kelompok rata-rata usia remaja dan dewasa menjadi sasaran dalam mendapatkan keuntungan dari personal branding yang dibangun.
Development of Android-Based Augmented Reality Learning Media to Improve Learning Independence (Study on the Electric Motor Installation Subject for Class XI Students of Rejang Lebong Regency Vocational School) Prismar, Prismar; Riyanto, Riyanto; Risdianto, Eko; Chandra, Muhammad Fiqih Rizqi; Macariola, Juli Simon; Farooque, Sm
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 2 (2024): Indonesian Journal of E-learning and Multimedia (May 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i2.231

Abstract

The research aims to develop Android-based augmented reality (AR) media that can increase learning independence, describe the media's suitability, describe the media's practicality, and describe the effectiveness of Android-based Augmented Reality (AR) media in increasing learning independence. The scope of this research is all classes. The type of research is Research and Development approach with the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation). Data collection used lifting, observation, interviews, and questionnaires. The data analysis technique is by using quantitative descriptive techniques using a Likert scale to describe trends. The research results show that at the analysis stage, learning media that is interesting, interactive, inspiring, fun, challenging, and encouraging independent learning is needed. At the design stage, Android-based AR media was created. In the development stage, media expert assessment is given very feasible criteria. Criteria subject matter expert is very worthy. Practicality tests by teachers as media users show efficient criteria. Limited scale trials obtained significant differences between the control class (quite independent) and the experimental class (independent) with student responses, strongly agreeing. In the implementation stage, significant differences were obtained between the control class (independent) and the experimental class (very independent) with student responses, strongly agreeing. The evaluation stage ensures that the media is suitable and effective for use. The conclusion is that the developed Android-based augmented reality (AR) media can increase learning independence, is suitable for use, practical in use, and effective in increasing the learning independence of class XI vocational school students in Rejang Lebong district.
Design and Building of an Automatic Water Filling System on Water Container Media Based on Arduino Esp8266 Pradana, Alfazri Putra; Aminudin, Nur; Rizki, Fahlul; Feriyanto, Dwi
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 1 (2024): Indonesian Journal of E-learning and Multimedia (January 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i1.233

Abstract

In the era of rapidly developing technology, innovation is important to facilitate human life. Water is the main need for all living things, especially humans, so it needs to be managed efficiently. Water filling in reservoirs is usually still done manually, which can cause a waste of clean water. Manual water filling requires humans to control the pump as needed. However, it often happens to forget to turn off the pump after the reservoir is full, which can cause a waste of water and electrical energy. To solve this problem, the idea is to make an automatic system with Arduino ESP 8266 called "Design of Automatic Water Filling System on Arduino ESP 8266 Based Water Reservoir". This system uses ultrasonic sensors to measure the water level in the reservoir. When the water reaches a certain level, the system will activate the water filling, and the user can monitor the water level in real time through a mobile device. This research aims to design and test this automatic water replenishment system to avoid water waste. The result is expected to be an efficient solution better than the manual system and beneficial in clean water management. This research will answer important questions about this system's design, workings, and test results. The main conclusion of this research is the need for improvements in the design and implementation of automatic water filling systems. Further analysis, adjustments, and retesting are needed to overcome the obstacles encountered.
Module Development on Human Breathing System Materials Based on Moocs for Class VIII Students Setiyowati, Indah
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 1 (2024): Indonesian Journal of E-learning and Multimedia (January 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i1.234

Abstract

Technology has been used to innovate learning in the contemporary educational system. With the use of technology, teachers hope to create a more engaging learning environment and give pupils stimulus so they can comprehend what they are studying. One form of using technology in learning is the use of MOOCs as a learning medium. Therefore, this research aims to develop a MOOCs-based digital module on respiratory system material for grade VIII junior high school students. This research is a Research and Development (RnD) study with the 4D model which is limited to the third D stage which includes the Define, Design, Development stages. The data collection techniques used were observation, interview, and questionnaire. The instruments used in this study were observation sheets, teacher interview guide sheets, expert validation sheets, and student response test sheets. Data analysis techniques were carried out qualitatively and quantitatively. The results showed that the MOOCs-based digital module was very feasible and could be used based on the results of expert validation. The results of the learner response test to the digital module developed showed a very good category. The conclusion from the results of this study shows that the digital module developed was declared feasible by a team of experts and received a positive response from students to be continued in a wide-scale trial to see the effectiveness of the product. 

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