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Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
Phone
+6285267321435
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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 91 Documents
The Use of Gadgets on Parenting Patterns in the Digital Era Paschalia, Maya
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 1 (2025): Indonesian Journal of E-learning and Multimedia (January 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i1.356

Abstract

This study aims to determine the parenting patterns of parents towards the use of gadgets in the digital era. The development of the era, especially gadgets, has a very rapid impact, one of which is on child development. Gadgets can affect child development such as the time and content presented. This study uses a quantitative approach. The sample was 10 children in Lavender class, Kindergarten, Gembala Baik, aged 5-6 years. Based on the assessment, the average results of the parenting patterns applied by parents were a mean of 16, a median of 16, and a standard deviation of 3.1. This assessment has a score of 1 to a maximum of 5 for each question. The results of the study showed that there was a score of 11 and a score of 21. So it can be concluded that parenting patterns in this digital era are good, especially in the use of gadgets. Parents supervise and limit the use of gadgets in children so that time and content can be controlled properly. The importance of supervising the content presented and limiting the time in using gadgets in children so that the use of technology in the digital era is more effective and efficient.
Enhancing Student Collaboration and Participation through Google Workspace in Higher Education Hernawan, Asep Herry; Emilzoli, Mario; Rullyana, Gema; Priandani, Ai Pemi; Saputra, Yori
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 1 (2025): Indonesian Journal of E-learning and Multimedia (January 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i1.359

Abstract

This study focuses on creating a collaborative-participatory digital learning design utilizing Google Workspace to enhance student interaction, collaboration, and participation in higher education. The research adopts the Design-Based Research (DBR) methodology, which includes three stages: analysis and exploration, design and construction, and evaluation and reflection. The study involved 50 lecturers from five universities, 25 students, two curriculum experts, and two educational technology experts. Data collection methods included questionnaires, focus group discussions (FGDs), and design trials. The resulting learning design incorporates Google Workspace features such as Google Docs, Google Slides, Google Forms, Google Meet, and Google Classroom to support learning objectives, content, strategies, and assessments. The findings reveal that this design significantly improves student engagement, fosters deeper collaboration, and facilitates more objective and efficient assessments. This research underscores the potential of optimizing Google Workspace to enhance the quality of learning and ensure that students’ skills are relevant to the evolving demands of the workforce and industry. The proposed design offers a scalable and practical model for advancing digital education in universities.
Development and Validation of Contextualized Video Lessons as Home-based Intervention in Physics for Grade 9 Students Borabo, Jonnell; Ricafort, Jhonner D.
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.374

Abstract

Background of Study: In the 21st century teaching and learning, technology plays a vital role in improving students’ performance. In Physics learning where developing critical thinking and problem-solving skills was a challenge, technology integration like video-based instruction could be of huge impact.Aims and scope of the paper: This study aimed to develop and validate contextualized video lessons as a home-based intervention in physics for grade 9 students.Methods: The research used the developmental research design using the ADDIE model and pre-experimental research using the pretest-posttest design. Six validators consisting of physics and physical science teachers and thirty grade 9 low-performing students were selected using purposive sampling. The validity of the contextualized video lessons was assessed by the validators in terms of content, instructional and technical quality. Furthermore, the effectiveness of the contextualized video lessons as home-based intervention was determined using the students’ pretest and posttest results.Results: The video lessons were contextualized by embedding simulations, animations, diagrams and problem-solving of real-life applications of the physics concepts. The results revealed that the contextualized video lessons passed all the criteria with a very satisfactory rating. Moreover, the contextualized video lessons were effective as a home-based intervention in physics, as shown in the significant increase between the pretest and posttest scores (p < .001) with an effect size of Cohen’s d = 3.29.Conclusion: The contextualized video lessons as a home-based intervention significantly improve the performance of grade 9 students in Physics.  
The Role of Open and Distance Education in Digital Ecosystem Transformation: A Qualitative Study on Enhancing Educational Accessibility Riady, Yasir; Arisanty, Melisa; Kuswanti, Eko; Sukatmi, Sri; Karim, Muhammad Firman; Ajmal, Muhammad
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.386

Abstract

Background of study: The use of Open and Distance Education (ODE) has become an essential approach for enhancing educational accessibility, especially in isolated regions. Aims and scope of the paper: This paper aims to support the efficacy of ODE in rural regions should concentrate on evaluating the influence of infrastructure on learning outcomes in rural environments through access to technology.Methods: This method used a qualitative study, which allows learners to progress at their speed and convenience, diminishing reliance on conventional educational infrastructure, which is frequently constrained in rural areas. ODE enables instructors to engage a broader audience through economical resources. Results: Its performance depends on critical elements such as internet connectivity, teacher readiness, and favorable government regulations. Conclusion: Utilizing appropriate tactics, Open and Distance Education can function as a viable alternative for improving educational quality and accessibility, hence cultivating an empowered and informed society, even in the most isolated regions.
Developing a Mixed Reality-based 3D Virtual Laboratory for Multimedia Practicum: A Metaverse Approach Padmasari, Ayung Candra; Hizbillah, Muhammad Ridwan Alfarizi; As'ari, Muhammad Agung
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.393

Abstract

Background of study: Although learning media have experienced growth and variation, the trend of implementing online learning that is in accordance with the needs of the times has not fully answered the needs of students in learning independently. Specific needs, especially in skill-based fields such as multimedia, electronics, automotive, and health. The transition to online practicums has been problematic due to limited access to digital versions of tools and materials, as well as restrictions on the use of physical laboratories during the pandemic.Aims and scope of paper: This study focuses on the development of a contextually relevant educational technology solution: a 3D virtual laboratory that uses mixed reality to support online multimedia practicums. Mixed reality allows users to interact with realistic audio-visual elements such as sounds, colors, environmental activities, and specific objects, allowing for immersive navigation in a virtual setting. Incorporating Metaverse features further enhances interactivity in the virtual classroom.Methods: This study adopted the Multimedia Development Life Cycle (MDLC) method.Result: The results show that the 3D virtual laboratory meets all five usability criteria, namely, Ease of Learning (86.7%), System Performance (80.5%), Efficiency (87.1%), Ease of Finding (84.3%), and Fun (83.1%) which confirms its effectiveness as a usable and engaging learning tool.Conclusion: With the design of a 3D virtual laboratory based on mixed reality as an innovation in online multimedia practicum media, it is expected to be a new form of innovation in packaging practicum media that is more interactive and useful for distance learning activities.
Effectiveness of E-LKPD based on Liveworksheets on Improving Students' Motivation and Learning Outcomes Wahyuniyati, Ni Made; Suastika, I Nengah; Mudana, I Wayan
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.401

Abstract

Background of Study: The low motivation and learning outcomes of social studies students at SMP Negeri 2 Marga are problems in the learning process. Through the development of digital technology in the world of education, it is necessary to utilize interactive learning media that are more effective and interesting. One of these media is Liveworksheets-based E-LKPD, which allows students to learn independently, interactively, and in real-time.Aims and scope of the paper: This study aims to analyze the effectiveness of using Liveworksheets-based E-LKPD in improving social studies motivation and learning outcomes.Methods: The scope of the study focused on students of SMP Negeri 2 Marga. This study used a quantitative method with a developmental research design. The subjects of the study were students of SMP Negeri 2 Marga class E. The research instruments included a learning motivation questionnaire and a learning outcome test. The data analysis method used quantitative descriptive statistical techniques with an average formula.Results: The results showed that students' learning motivation increased on average from 76 to 81 with classical completeness of 78% to 91%. Students' social studies learning outcomes increased from 74 to 85 with classical completeness of 72% to 94%. Based on the increase in pre-test and post-test results, it can be concluded that Liveworksheets-based E-LKPD is effective in social studies learning.Conclusions: Thus, Liveworksheets-based E-LKPD can be an alternative interactive, interesting, and appropriate learning media for the problems experienced at SMP Negeri 2 Marga.
Development of FAST (Fun and Smart Testing with Kahoot) Interactive Gamification Media to Improve Students' Understanding of Human Digestive System Materials in Grade V Elementary School Ruswati, Deulis; Mujahidin, Endin; Hartono, Rudi
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.420

Abstract

Background of study: Many elementary school students have difficulty understanding abstract science concepts, such as the human digestive system. Monotonous conventional learning methods are considered less able to attract students' attention.Aims and scope of paper: This study aims to develop FAST (Fun and Smart Testing with Kahoot) interactive gamification media to improve students' understanding of the human digestive system material.Methods: The research used the Borg & Gall development model synergized with the ADDIE model. The subjects of the study were 30 students in grade V of Ciherang State Elementary School, Sukabumi. Data collection techniques include observation, interviews, questionnaires, as well as pretest and posttest tests.Results: The development and implementation of FAST interactive gamification media had a significant positive impact. Quantitatively, there was a substantial improvement in student learning outcomes; the average pre-test score of 47 rose to 91 in the post-test. An N-Gain analysis result of 0.82 indicated very high effectiveness in improving learning outcomes. The FAST media also underwent validation by learning design, media, and material experts, receiving very high feasibility scores: 94.4% (design experts), 96% (media experts), and 96.8% (material experts). Responses from both students and teachers were overwhelmingly positive. Students reported feeling more engaged, motivated, and enthusiastic. Teachers found the media helpful in explaining abstract concepts, facilitating direct learning evaluation, and creating a more lively classroom atmosphere, praising Kahoot! for its accessibility and flexibility.Conclusion: FAST interactive gamification media is effective in increasing students' understanding and motivation to learn about human digestive system material.
Evaluating the Functional Efficiency Improvement of RSUD dr. Loekmono Hadi Kudus Website Redesign Using Black Box Testing Musannadah, Siti; Gustalika, Muhamad Azrino
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.433

Abstract

Background: Hospital websites are vital for public health information access. The previous RSUD dr. Loekmono Hadi Kudus website had significant usability and functional issues, with many features being non-operational, necessitating a redesign for better quality and user engagement.Aims: This research assesses the improvement in functional efficiency of the RSUD dr. Loekmono Hadi Kudus website post-redesign, focusing on a quantitative comparison of functional integrity between the old and new versions through Black Box testing.Methods: The website redesign followed the Design Thinking approach, focusing on understanding user needs and developing empathetic, user-centered solutions. Functional efficiency was evaluated through Black Box testing on ten core features representing the hospital website’s main functionalities: (1) homepage navigation links, (2) automatic banner slide, (3) manual banner navigation buttons, (4) “About Us” dropdown, (5) main “Doctor” menu, (6) doctor search feature, (7) “Doctor Schedule” access, (8) “Facilities” dropdown, (9) detailed facility information access, and (10) “Service Tariff” dropdown for transparent service fee information.Result: Black Box testing showed a profound improvement in functional efficiency. The redesigned website achieved 100% functional validity for all 10 tested features, a significant rise from the original's 30% operational rate for the same features.Conclusion: Strategic Design Thinking application, meticulous development, and rigorous testing significantly enhanced the RSUD dr. Loekmono Hadi Kudus website's functional efficiency from 30% to 100%, enhancing reliable function execution and fostering better human-computer interaction.
Development of Learning Media Using Google Site in Qur'an Hadith Subjects at Madrasah Aliyah Negeri 1 Medan Ritonga, Rika Lasmini; Hamid K., Abdul; Endriani, Dewi
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.451

Abstract

Background: Low student motivation and poor cognitive outcomes in the Qur’an Hadith subject at MAN 1 Medan indicate the need for more interactive learning media. Traditional tools such as PowerPoint and videos are less engaging for digital-native students.Aims: This study aims to develop a Google Sites–based digital learning medium on the topic “Competing in Goodness” tailored for eleventh-grade students to improve learning outcomes and engagement.Methods: The study employed the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) with 35 students and 3 teachers as participants. Data were gathered through questionnaires, expert validation sheets, and post-tests.Result: The needs analysis showed high student interest in digital media (94%) and strong teacher support (92%). Expert validation indicated high feasibility (91–93%). Trial tests demonstrated increased practicality (up to 94%) and improved post-test scores in the experimental group (82.9) versus the control group (77.0).Conclusion: Google Sites based learning media is valid, practical, and effective for enhancing motivation and cognitive outcomes in Qur’an Hadith education at the senior high school level.
Website Design for Pineapple-Based MSMEs in Purbalingga Using the Extreme Programming Method (Case Study: Rumah Olahan Nanas Pinne) Anggraeni, Latifah; Gustalika, Muhamad Azrino
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.452

Abstract

Background: Rumah Olahan Nanas Pinne is one of the MSMEs in Purbalingga Regency that is engaged in the processing of pineapple-based products. In running its business, this MSME faces obstacles in promoting its products digitally and recording sales reports manually, which hinders operational efficiency.Aims: This study aims to develop a website that can be used as a digital promotional medium and to view sales reports in a more structured manner.Methods: The website system was developed using the Extreme Programming method, which is known for its flexibility and iterative nature, allowing for changes during the development process. System testing was conducted using the blackbox testing method to test the functionality of the system.Result: The website was successfully developed and its functionality runs according to the design with a blackbox testing success rate of 100%.Conclusion: The developed website has been successful in helping to promote products digitally to expand market reach. In addition, this system also helps in viewing sales reports easily and accurately.

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