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
Assistance in Learning Activities Using Games and Songs Media to Increase Learning Motivation and English Vocabulary of Class 3 Students of SDN 3 Bebalang in 2023 Yanti, Ni Kadek Napa; Numertayasa, I Wayan; Pradnyana, Putu Beny
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.v3i1.238

Abstract

English has become a globally dominant language that is widely used in various sectors of life. Its significance in international communication and its widespread use in various fields can emphasize the importance of acquiring English language skills for personal and professional growth.  This study aims to investigate efforts to improve motivation in learning English through songs and games on the topics of days of the week and parts of the body. This research adopts the Peer Assisted Learning Strategies (PALS) methodology, which involves (1) identifying the teacher's problems, (2) conducting a needs analysis to address the identified issues, (3) designing coaching and mentoring programs, (4) implementation, (5) monitoring and observing the activities, and (6) reporting and follow-up. The subjects of this study are 15 third-grade students from SDN 3 Bebalang. The focus of this research is on motivation and English vocabulary. The results of this study indicate an improvement in English vocabulary and student motivation, students are more actively engaged in the learning process and show enthusiasm for learning English. With the positive impact shown by this research, it can be concluded that the implementation of the mentoring method using English games and songs has succeeded in achieving the stated goals, namely increasing students' learning motivation and mastery of their English vocabulary.
Design and Construction of an Automatic Warm Water Media Shower Based on Arduino Uno Ahmad, Fandi; Ratnasari, Ratnasari; Aminudin, Nur; Ardhy, Ferly; Bintoro, Panji; Muhammad, Adamu Abubakar
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.v3i2.248

Abstract

This research aims to design and develop a prototype of an automatic warm water shower using sound sensors and ultrasonic sensors based on Arduino Uno. The research method uses steps from the Research and Development (R & D) Approach. The automatic warm water shower prototype developed allows users to carry out bathing activities more efficiently and comfortably, avoids wasting water due to negligence in closing the tap, and provides an automatic warm water feature. How the automatic warm water shower prototype works using a sound sensor and an ultrasonic sensor based on Arduino Uno. If the ultrasonic sensor detects the presence of an object within a distance of 30 cm, the ultrasonic sensor will activate the solenoid valve which acts as an automatic tap in turning on the tap, but when the ultrasonic sensor does not detect any the presence of an object, the ultrasonic sensor will deactivate the solenoid valve so that the tap will close automatically. If the user wants to take a shower using warm water, the user simply claps his hands and then the sound of the clapping activates the sound sensor, then the sound sensor will activate the water heater which functions as a heater. This research produces prototypes of automatic faucets and automatic hot water showers which show the potential for integrating technology into everyday bathing devices to increase user efficiency and comfort and avoid wasting water.
Implementation of Information System at SD Laboratorium UNG Moligai, Nurfahmi; Djafri, Novianty
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.250

Abstract

This research aims to find out the implementation of the human resource information system at SD Laboratorium UNG. The purpose of the information system is to help organize all functional areas of human resource management efficiently. SD Laboratorium UNG is a school that has been accredited as superior. This mini-research was conducted using a qualitative approach and data collection techniques in the form of observation, interviews, and documentation, and data presentation was carried out using a descriptive approach, in the form of words, writing, or oral from the subjects observed, namely the principal and teachers. Based on the mini research that has been carried out, the results show that the implementation of the Human Resource Management System at SD Laboratorium UNG has been carried out, but it has not been carried out optimally, but the school has been able to utilize the development of information and communication technology for the progress of the school towards a better direction. The applications used at SD Laboratorium UNG are Facebook, YouTube, Instagram, Email, Zoom, Google Drive, WhatsApp, Ms.Word, Ms.Exel, and JunioSmart.
Development of Interactive Multimedia-Based Learning Media in an Effort to Improve Student Learning Outcomes in Basic Automotive Technology Subjects Class X Hidayatullah, Syarif; Waspodo, Muktiono; Herawati, Herawati
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.v3i2.254

Abstract

The research aims to develop interactive teaching materials that are integrated with LMS (e-learning) so that the learning process takes place effectively. This research is a type of Research and Development (R and D) research to improve student learning outcomes in the Basic Automotive Technology subject. The development method used in this research is to follow the ADDIE model. The subjects of this research are Learning Media, Learning Materials and Instructional Design. The next lesson is the students of Cibinong Mechanical Vocational School, namely class X TKR 1 as the experimental class. The results of the research show that the quality of the e-learning based interactive learning multimedia that was developed is in the very valid category (88.89), very good in one to one trials (91.07%), very good for small groups (91,93%) and very good for large groups (93,04%). Meanwhile, the tcount value is 6.701 and the ttable value at the 5% significance level is 2.051, so tcount>ttabel or 6.701>2.051, so ha is accepted and h0 is rejected. This means that there is a significant difference in the ability to understand material presented using media. So, it is concluded that interactive multimedia based on e-learning is feasible and effective and can improve student learning outcomes.
Development of a Class XI Citizenship Education Learning Model Based on Blended Learning Flipped Classroom at Tunas Bangsa Vocational School, Depok Sori, Umri Sofyan; Ibrahim, Nurdin; Hartono, Rudi
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.v3i2.255

Abstract

The aim of this research is to develop and test the feasibility and effectiveness of developing a Class XI Civics Education Learning Model Based on Blended Learning-Flipped Classroom at Tunas Bangsa Vocational School, Depok. This research uses the development of the Borg and Gall model which is integrated with the Rowntree model with 9 steps from the Bord and Gall model, and 3 steps from the Rowntree model. The results of the feasibility test carried out by material experts were 81%, processional design experts 94%, and media experts 88%, teacher users 87% and student users 83%. Overall, the results were in the "very feasible" category. These results indicate that the use of electronic modules is suitable for improving the learning outcomes of students in class XI citizenship education subjects at Tunas Bangsa Vocational School, Depok. The results of the effectiveness test were shown by comparing the post test results of the experimental class and the post test results of the control class with a total of 10 students as respondents. Statistical analysis uses an independent sample t test with a value of tcount > ttable or 5.080 > 2.101 at a significance level of 5% and df = 18, so Ho is rejected and Ha is accepted. Based on these findings, it can be concluded that the use of electronic modules as a learning medium for class XI citizenship education based on blended learning flipped classrooms is effectively used to improve student learning outcomes.
Development of Learning Media Based on Electrical Control Techniques Simulator to Improve Learning Achievement (Studies on Electrical Power Installation Engineering Subjects for Class XI Students at Rejang Lebong Vocational School) Dewi, Rosmala; Sahono, Bambang; Risdianto, Eko; Muhaimin, Ahmad
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.v3i2.265

Abstract

This research aims to describe the development of Electrical Control Techniques Simulator-based learning media which can improve student learning achievement in the Electrical Power Installation Engineering subject and describe the effectiveness of developing Electrical Control Techniques Simulator-based learning media in improving student learning achievement in the Electrical Power Installation Engineering subject. In this research, R&D (Research and Development) design was used with the ADDIE model. The research subjects were class XI students majoring in Electrical Power Installation Engineering at Rejang Lebong State Vocational School. The data collection technique used is qualitative, namely collecting data by conducting observations, questionnaires and quantitatively by collecting pretest data before learning takes place and post-test after learning using learning media. Data analysis used average values and t-test. The validation instrument for material and media experts in research is the Likert scale. The results of the scale trial carried out on 60 students, consisting of 30 students (XI TITL2) in the control class and 30 students (XI TITL1) in the experimental class at SMKN 1 Rejang Lebong with the results of the post-test t test analysis showing sig (2-tailed) is 0.000, meaning the sig (2-tailed) is smaller than <0.05, meaning there is a significant difference between the experimental class and the control class. The conclusions of this research are: (1) The Electrical Control Techniques Simulator-based learning media developed is suitable for improving student learning achievement in the class XI Electrical Power Installation Engineering subject. (2) Development of Electrical Control Techniques Simulator-based learning media is effective in improving student learning achievement.
Development of Online-Based Learning Media with Massive Open Online Courses Method on Instructor Methodology Competency in the Directorate of Competency Standardization and Training Programs, Ministry of Manpower of the Republic of Indonesia Prayuda, Herdiansyah; Arief, Zainal Abidin; Waspodo, Muktiono
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.278

Abstract

This study aims for Vocational and Productivity Training Centers throughout Indonesia to implement the development of online-based learning media with the MOOC method on instructor methodology competency. This study integrates the Borg and Gall development method with ADDIE Learning Design. Data analysis uses qualitative and quantitative descriptive analysis. The results shown are the feasibility assessment by media experts obtained a score of 99.13%. The feasibility assessment by design experts obtained a score of 61.67% and the feasibility assessment by material experts obtained a score of 88.04%. Based on this assessment, it is considered feasible to use. The response of participants in the small group test was considered feasible with a score of 79.63%. In the large group trial, a score of 92.42% was shown which was categorized as very feasible. The effectiveness test was assessed by the test according to Donald Kick Patrick, namely the reaction level and learning level, the reaction level was tested with a cut-off point where the value was 96%, it can be seen that the value is above the cut-off point so that it can be categorized as very satisfied, thus the reaction test of this product is very effective. The learning level is calculated by looking at the significance between the values before and after the trial, the results show that the significance value is less than the specified value, which is at 0.001 <0.05 significance value so that there is a significant difference, thus this learning media can be categorized as effective.
Development of Interactive Learning Media Based on Learning Management System in Class X English Learning at SMAN 1 Gunungputri Nurkamilah, Siti; Hartono, Rudi
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.279

Abstract

This research aims to develop, test the feasibility, and measure the effectiveness of developing interactive learning media based on the Learning Management System in class X English subjects at SMAN 1 Gunungputri. This research uses the ADDIE development model. To test feasibility, researchers used validation from media experts, learning design experts and material experts and considered the results of user responses, namely teachers and students. The feasibility test results obtained from media experts were 74%, instructional design experts were 85%, material expert tests were 98%, teacher users were 92%, small group tests were 95% and large group tests were 97%. These results indicate that the use of interactive learning media is suitable to support the process of English learning activities in class X at SMAN 1 Gunungputri. Data analysis of pre-test and post-test scores showed that the average pre-test score of students was 55 and the average post-test score was 89. The results of effectiveness testing using the N-Gain test showed a result of 0.8, which is at “Effective” category. So, it is concluded that the use of interactive media based on the Learning Management System is effective in improving the learning outcomes of class X students at SMAN 1 Gunungputri.
Utilization Of Kahoot Game-Based Learning Media for Vocational School 6 Bengkulu City Islamy, Muhammad Fajry; Asnawati, Asnawati; Siska, Jumiati
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.285

Abstract

The purpose of this study was to determine how Kahoot is used as a learning medium at SMK N 6 Kota Bengkulu in Vocational Subjects. The research method used is qualitative. The subjects of the study were Class XI TKJ. Data collection techniques used were observation, interviews, questionnaires, and documentation. Based on the data obtained from the results of the study, both obtained from the results of observations, interviews, filling out student response questionnaires, and documentation with class 80, % of students think that Kahoot game-based learning media is useful for students, and students who were interviewed also know about Kahoot and think that the Kahoot application is a fun application to use in the learning process. Utilization of Kahoot game-based learning media, especially in Vocational subjects at SMK Negeri 6, Bengkulu City. For students, using Kahoot media is more fun than having to write questions and answers in a notebook.
Developing Interactive Learning Media Using Powtoon to Improve Students' Interest and Learning Outcomes in Global Warming Material Maharani, Puri; Putri, Desy Hanisa
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.288

Abstract

The purpose of this study was to explain how well Powtoon Instructional Materials can help teachers carry out learning activities that can improve students' interest and learning outcomes on the topic of global warming. To explain how well Powtoon Instructional Materials can improve students' interest and learning outcomes. This study uses a type of development research commonly called Research and Development (R&D) with the ADDIE model (Analysis, Design, Development or Production, Implementation or Distribution, and Evaluation). 3 validators conducted validation to produce a feasible product, and the result was 87.6%, which indicates a very feasible category for use. According to the results of the distributed learning interest questionnaire, the initial results of the questionnaire were 55.2% for the low category and the final results were 73.4% for the moderate category. The pretest-posttest and N-Gain results were calculated to determine student learning outcomes. The calculation results show that the N-Gain score of 0.69 is in the moderate category and the N-Gain percentage of 69.5% is in the fairly effective category.

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