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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 94 Documents
Development of a Science Module Based on Local Wisdom of Dried Octopus to Improve Students' Cognitive Learning Outcomes on the Material of Temperature, Heat, and Expansion Pistira, Pistira; Mayub, Afrizal; Defianti, Aprina; Nursa'adah, Euis; Wardana, Rendy Wikrama
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.v4i3.455

Abstract

Background: Science teaching at the junior high school (SMP) level still struggles to connect scientific concepts with students' everyday experiences. The absence of local wisdom integration contributes to low motivation and poor understanding of scientific material. One underutilized local potential is the traditional drying process of octopus practiced by coastal communities in Kaur Regency, Bengkulu.Aims: This study aims to develop and assess the feasibility of a science learning module based on the local wisdom of dried octopus, focusing on the concepts of temperature, heat, and expansion for seventh-grade students.Method: Using a Research and Development (R&D) approach with the ADDIE model, the study involves five stages: analysis of student and teacher needs, module design, expert-validated development, implementation through a readability test involving 21 seventh-grade students at SMP Negeri 24 Kaur, and final evaluation.Results: The results of the expert validation showed a module feasibility level of 95% with the category "very feasible," while the student readability test obtained an average score of 97% with the category "very easy to understand." The developed module also received positive responses from students regarding engagement, content clarity, language, and usefulness.Conclusion: The science module based on the local wisdom of octopus drying is considered highly feasible and practical for teaching temperature, heat, and expansion. Integrating local wisdom into science learning has been proven to improve students’ cognitive learning outcomes and foster awareness of local cultural values.
Enhancing Junior High School Students' Learning Outcomes through a Differentiated PjBL-Based Interactive E-Module with Flipped Classroom Approach Fitriani R, Rosa; Mursid, R.; Tanjung, Samsidar
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.v4i3.469

Abstract

Background: The integration of technology into education, especially in language learning, plays a vital role in improving student engagement and understanding. Procedure texts, a common genre in English classes, often pose comprehension challenges when taught using traditional methods.Aims: This study aims to develop and evaluate an interactive e-module based on the Project-Based Learning (PjBL) model and the flipped classroom approach to enhance students’ cognitive abilities and engagement in learning procedure texts.Methods: The e-module was developed using the ADDIE model (Analyze, Design, Develop, Implement, Evaluate). Data collection involved pre- and post-tests, expert validations, and surveys administered to both students and teachers. Effectiveness was measured using statistical analyses, including t-tests and N-Gain calculations.Results: Findings revealed a significant improvement in students’ performance, with the experimental group’s mean score increasing from 14.50 (pre-test) to 20.93 (post-test) and an N-Gain score of 0.66, indicating a high level of learning effectiveness. Expert validation and user feedback confirmed the e-module’s practicality, interactivity, and educational value.Conclusion: The developed e-module effectively enhanced students' understanding of procedure texts, demonstrating the benefits of combining digital tools with active learning models like PjBL and the flipped classroom. This research contributes to the advancement of interactive learning media in language education.
An Analysis on Student Needs and Preferences for HyFlex Learning Development in Indonesian Higher Education Setiono, Panut; Setyosari, Punaji; Praherdhiono, Henry; Harsiati, Titik; Amaliyah, Yuli
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.v4i3.436

Abstract

Background: The rapid advancement of digital technology has transformed higher education, leading to the development of HyFlex (Hybrid-Flexible) learning models that combine face-to-face, synchronous online, and asynchronous formats. However, research on students' technological readiness and preferences in HyFlex environments remains limited.Aims: This study examines students’ technological readiness, learning preferences, and access to digital resources in a HyFlex environment. It focuses on identifying commonly used devices, internet sources, preferred learning methods, activities, and resource types. The study’s novelty lies in its exploration of the intersection between mobile accessibility, learning formats, and resource types within HyFlex learning.Methods: A quantitative survey was conducted with 236 undergraduate students, and the collected data were analyzed using descriptive statistics to identify trends and patterns in technological readiness and learning preferences.Results: Findings show that most students use smartphones (41.1%) and mobile data (53.4%) to access learning materials. Blended learning was the preferred format (78.8%), with game-based and video-supported activities being highly favored. Additionally, 83.9% of students preferred online materials accessible via smartphones, emphasizing the importance of mobile-friendly resources in HyFlex learning.Conclusion: This study provides insights into optimizing HyFlex learning to better meet student needs. The findings suggest that HyFlex learning should prioritize mobile accessibility, interactive content, and flexible instructional design. This research contributes to the growing literature on flexible learning models and offers practical recommendations for designing future educational frameworks.
Learning Evaluation Using Block Programming on Object-Oriented Programming Materials to Improve Cognitive Skills Huda, Kirana Syafa; Alfitri, Latifahny Aridia; Hamzah, Raseeda; Riza, Lala Septem
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.v4i3.473

Abstract

Background: Vocational students in Indonesia face low cognitive performance due to curricula that emphasize memorization and shallow understanding. In programming subjects such as Object-Oriented Programming (OOP), students often manage to write syntactically correct code but struggle with conceptual mastery. This limits their ability to develop higher-order thinking skills such as analysis, evaluation, and creation.Aims: This study aims to evaluate the use of block programming in OOP materials and its impact on improving students’ cognitive abilities in class X PPLG 3 at SMKN 4 Bandung.Methods: A quantitative approach was applied using a one-group pretest–posttest experimental design. Research instruments included expert validation sheets, cognitive evaluation tests, and student response questionnaires. Data were collected from 34 students to measure learning improvementResults: The findings revealed a significant increase in student performance, with average scores rising from 27.03 (pretest) to 85.47 (posttest). The N-Gain score reached 0.80 (80.29%), categorized as “high.” Student responses toward block programming media reached 93.61%, showing strong engagement. The integration of block programming with Problem-Based Learning (PBL) provided a contextualized and intuitive approach, transforming abstract OOP concepts into more tangible visual representations.Conclusion: Block programming is effective as a learning evaluation medium in OOP. It supports cognitive development, enhances student engagement, and simplifies complex concepts. This study recommends the broader use of block programming in evaluating OOP learning to create interactive and measurable experiences.
Design and Development of a Website for Micro, Small, and Medium Enterprises (MSMEs) of Pekunden Pottery Craft Using the Extreme Programming Method Mulyaningsih, Agustina; 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.v4i3.497

Abstract

Background: The rapid growth of digital technology drives Micro, Small, and Medium Enterprises (MSMEs) to adopt information systems to improve competitiveness. Pekunden Pottery MSME in Pemalang Regency relies on conventional marketing, which limits its ability to expand market reach and manage sales effectively.Aims: This study aims to design and develop a website for Pekunden Pottery MSME as a digital promotional platform, to facilitate online transactions, and to manage sales data effectively.Methods: This study applied the Extreme Programming (XP) methodology through planning, design, coding, and testing phases. The researchers used Blackbox Testing to validate the functionality against user requirements.Results: The developed website provides product promotion, online ordering, payment integration with Midtrans, and automated shipping cost calculation using the RajaOngkir API. Testing achieved a 97.29% success rate, confirming that the system meets functional requirements and operates reliably.Conclusion: The system supports the digital transformation of Pekunden Pottery MSME by improving online visibility, simplifying sales management, and strengthening competitiveness. This research contributes academically by demonstrating the effective application of XP in MSME website development, while practically providing a model that enhances operational efficiency and business growth in the digital economy era.
Gamified Competitive Math Game for Elementary Students Using Extreme Programming: A Case Study of Math Race Aprilliansyah, Lamda Pratama; Simatupang, Dwi Sartika
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.v4i3.501

Abstract

Background: Mathematical literacy remains a challenge for Indonesian elementary students, with low engagement linked to traditional teaching methods. Gamification and competition have shown potential to increase motivation and learning performance, while Extreme Programming (XP) offers an agile framework for educational game development.Aims: This study aims to design, develop, and evaluate Math Race: Speed Challenge, a gamified competitive math game for elementary students, integrating XP methodology to improve arithmetic skills.Methods: The research employed an applied software engineering approach using XP stages Planning, Design, Coding, and Testing. Features were defined through user needs analysis, implemented in Unity with C# and Firebase, and tested using black-box techniques. Effectiveness was measured via pretest and post-test assessments and a Likert-scale satisfaction survey.Results: All nine tested features passed functionality tests. A pretest and posttest analysis with 48 participants showed a 28.20% increase in correct answers, a 44.40% decrease in incorrect answers, and a 12.13% reduction in average answer time. A survey of 52 respondents indicated high satisfaction, especially in visual appeal and perceived learning benefits.Conclusion: The integration of gamification, competition, and XP methodology effectively enhanced students’ arithmetic performance and engagement, demonstrating the potential of agile-based game design in primary education.
Utilizing Retrieval Augmented Generation (RAG)-Based Chatbots as an Innovative Learning Tool in Higher Education: A Case Study on the Use of Digital Learning Resources Murti, Yusza; Ramadhani, Dian Puteri; Irawan, Herry
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.v4i3.510

Abstract

Background: Higher education institutions face information fragmentation and cognitive overload as students struggle to access learning materials scattered across multiple digital platforms. Large Language Models encounter hallucination issues and static knowledge bases, limiting their educational application.Aims: This research aims to design and evaluate a Retrieval Augmented Generation (RAG)-based chatbot system integrated with Learning Management Systems to address information fragmentation in educational environmentsMethods: We employed Design Science Research Methodology (DSRM) to develop the RAG-based chatbot. Technology Acceptance Model (TAM) assessment with 267 undergraduate students and semi-structured interviews with five faculty members evaluate user acceptance and pedagogical perspectives.Results: The RAG chatbot achieved strong initial user acceptance (mean score 4.097). Students valued perceived usefulness over ease of use, with high usage intentions and recommendation willingness. Faculty recognized pedagogical value while emphasizing quality assurance needs.Conclusion: This exploratory study demonstrates technical feasibility and baseline user acceptance for RAG-based chatbots in education, showing promise for addressing information accessibility challenges. Demonstration-based evaluation requires validation through longitudinal field studies.
Gamers Acceptance of Nintendo's Ring Fit as Exergaming and Gamified Learning Tool Wibowo, Tony; Tara, Encik Mohammad Habib; Ardhatama, Farrel; Cen, Li
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.v4i3.523

Abstract

Background: Obesity continues to be a worldwide issue, worsened by sedentary lifestyles and excessive screen exposure. Exergames, which merge physical activity with interactive gaming, offer a creative approach to encouraging fitness and education. Nintendo’s Ring Fit Adventure combines movement-based gameplay with goal-driven challenges that enhance motivation, engagement, and aspects of self-regulated learning (SRL).Aims: This study investigated how Ring Fit Adventure is accepted as both an exergame and a gamified educational tool, highlighting its contribution to fostering self-regulated learning (SRL) behaviors such as setting goals, self-monitoring, and reflection. This study utilized the Technology Acceptance Model (TAM) alongside the DeLone and McLean Information Systems Success Model (D&M) to determine the factors that affect users' perceptions and intentions.Methods: An experimental qualitative study was conducted with 50 students from Universitas Internasional Batam, who were intentionally selected. The participants played Ring Fit Adventure for 30 minutes and were then interviewed using TAM and D&M frameworks. Data collected from observations and interviews were descriptively analyzed to assess perceived usefulness, ease of use, system quality, satisfaction, and behaviors related to self-regulated learning (SRL).Results: Results showed that the participants found Ring Fit to be engaging, user-friendly, and motivating. The game's feedback mechanism and adaptable challenges promote self-regulation by encouraging goal setting and performance tracking. Minor issues with the sensors did not significantly affect user satisfaction.Conclusion: Ring Fit Adventure successfully combines fitness, entertainment, and self-directed learning aspects. By promoting independence, introspection, and ongoing involvement, exergaming has the potential to improve both physical well-being and the intrinsic drive for lifelong learning.
From Readers to Educators: Shaping Literary Sensibility in Elementary Teachers Through a Structured Learning Model Prasakti, Angga Warda; Riady, Yasir; Ali, Ahmad Jum'a Khatib Nur; Angraini, Desti; Rahim, Norizan Binti Baba; Ajmal, Muhammad
IJOEM: Indonesian Journal of Elearning 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.v5i1.398

Abstract

Background: This study is grounded in the need for a literary learning approach that can develop students’ appreciation, aesthetic sensitivity, and critical understanding of literary works.Aims: This study aims to develop and examine the effectiveness of the literary appreciation learning model applied to students in the Elementary School Teacher Education Study Program (PGSD) at the Open University (UT), Jambi City.Methods: The research uses a descriptive qualitative approach with a case study method. Data were collected through observation, interviews, and documentation.Results: The results of the study show that the literary appreciation learning model, based on critical and collaborative reflection, is able to increase reading interest, analytical power, and interpretation ability of students' literary works. This model also can be used as an alternative approach to literary learning in higher education, particularly in the context of distance learning. The findings show that 90% of students accurately identified literary elements, 85% generated original creative responses, and 80% reported increased interest in literature.Conclusion: it can be concluded that the literary appreciation learning model based on critical and collaborative reflection is effective in increasing the ability and interest of PGSD students at the Open University of Jambi City in understanding and appreciating literary works.
Analysis of the Effectiveness of 2D Animation as a Medium to Increase Awareness of Bullying among Generation Alpha in Indonesia Pratama, Jimmy; Zeng, Louis; Deli, Deli
IJOEM: Indonesian Journal of Elearning 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.v5i1.551

Abstract

Background: Bullying among elementary school children in Indonesia has become a serious issue that affects the emotional and mental development. Traditional methods such as lectures are often ineffective in capturing children’s attention, especially for Generation Alpha, who are more familiar with visual and digital learning styles.Aims: This study aims to analyze the effectiveness of 2D animation as an educational medium to increase awareness of bullying among Generation Alpha in Indonesia.Methods: The research employed a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. The effectiveness of the animation was evaluated using the EPIC Model (Empathy, Persuasion, Impact, and Communication) with a quantitative descriptive analysis involving 400 respondents.Results: The findings indicate that all EPIC model dimensions achieved high effectiveness levels, with an average score of 4.94 (on a 5-point scale), showing that 2D animation successfully conveyed anti-bullying messages. The media demonstrated high perceived effectiveness in stimulating empathy, increasing understanding, and improving communication regarding bullying prevention.Conclusion: 2D animation is an effective educational tool for promoting empathy and awareness about bullying among Generation Alpha in Indonesia. The study supports integrating animation into character education programs to foster social and moral awareness at an early stage.

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