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Finger : Jurnal Ilmiah Teknologi Pendidikan
ISSN : 28306813     EISSN : 28306813     DOI : https://doi.org/10.58723/finger.v2i1.85
FINGER: Jurnal Ilmiah Teknologi Pendidikan with ISSN: 2830-6813 is a journal managed by CV Media Inti Teknologi and APMI Publisher. Publish articles on community service activities in the fields of education, design, development, assessment, model, Technology, Elearning, Blended Learning, MOOCs, Multimedia, Digital Learning Etc. FINGER :Jurnal Ilmiah Teknologi Pendidikan starting in 2022 Three times a year, in February, June, And November. 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 finger.1001tutorial@gmail.com
Articles 87 Documents
Creative Cutouts: Integrating Kirigami as a Learning Media to Enhance Fine Motor Skills in Kindergarten Children Istirokah, Istirokah; Hartati, Sulis Janu; Widayat, Edy; Huda, Nuril; Simanjuntak, Nensy Megawati; Prather, Sarah
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.453

Abstract

Background: Fine motor skills are fundamental to a child's early development, influencing their ability to perform daily academic and self-care tasks. However, traditional methods for developing these skills in kindergartens often lack creative andengaging approaches. Kirigami, the Japanese art of cutting and folding paper, has the potential to serve as an interactive learning medium that promotes fine motor skill development through artistic expression and hand coordination.Aims: This paper aims to examine the effectiveness of integrating kirigami as a learning medium to enhance fine motor skills in kindergarten children. The scope includes evaluating improvements in muscle control, hand-eye coordination, and paper manipulation abilities through structured kirigami activities.Methods: The study employed a quasi-experimental design involving 30 children aged 4–6 years, divided equally into an experimental group and a control group. The experimental group received four weeks of kirigami-integrated sessions, while the control group followed conventional fine motor activities. Pre-test and post-test assessments were conducted using a standardized fine motor rubric. Data were analyzed using paired and independent t-tests.Results: The results showed a statistically significant improvement in fine motor skills in the experimental group compared to the control group. Notable gains were observed in scissor control, grip strength, and spatial accuracy. Additionally, qualitative observations indicated increased engagement and enjoyment during kirigami activities.Conclusion: Integrating kirigami into early childhood education serves as an effective, low-cost learning media to enhance fine motor development. It not only supports motor coordination but also fosters creativity and concentration. The study recommends adopting kirigami as a regular component of kindergarten curricula.
Assessing the Skills and Competencies Required for Computer Numerical Control Woodworking Machines for Furniture Crafts in Kano State Nigeria Zarewa, Musa Nasiru; Bamidele, Kareem Wahab; Mohammed, Bala Maik; Kagara, Abdul Bello
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 1 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i1.360

Abstract

The study focused on assessing the skills and competencies required for Computer Numerical Control Woodworking Machines (CNCWMs) operations for furniture crafts in Kano State Nigeria. The study was conducted in some selected Government Technical Colleges (GTCs) in Kano State. Three objectives of the study were stated to guide the study. The population for the study was 158 furniture crafts teachers and students in the area of the study. There is a purposive sampling of teachers and students in the selected technical colleges’ (TCs) furniture crafts departments due to the manageable population in the department in the area of study. The instrument for data collection was a questionnaire developed from the literature reviewed and validated by three woodwork experts from the Department of Industrial and Technology Education, Federal University of Technology, Minna, Niger State – Nigeria. The questionnaire was administered to 158 respondents which included teachers and students of the furniture crafts department in three selected TCs in Kano State, and 135 were retrieved and analyzed using mean and standard deviation (SD). The study revealed among others that the skills and competencies required for CNCWMs operations for furniture crafts should be properly put into use to enhance the effective and practicable teaching of furniture crafts to improve students’ interest, understanding and comprehension in the subject, TCs to provide necessary tools and equipment that will promote the teaching and learning of furniture crafts in TCs across the country among others. Recommendations were given based on the findings from the study.
Ethical Consideration in Implementing AI-based Tutoring Systems as Educational Technology Tool in Education: Balancing Efficiency with Privacy and Equity in the Teaching of Students Amoo, Tesleem Akinyemi
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 1 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i1.365

Abstract

This article explores the major technological advancements in education and the ethical issues they raise. In this research, we use the systematic literature mapping method. The study follows the research methodology outlined by Kabudi, Pappas, and Olsen, with guidance from Petersen, Vakkalanka, and Kuzniarz. The methodology applied in both studies is as follows: (i) search and selection, (ii) data extraction, (iii) classification and analysis, and (iv) evaluation of validity. The PRISMA approach, or Preferred Reporting Items for Systematic Reviews and Meta-Analyses, was used as a framework for the search and selection phase. Key findings reveal that AI can automate grading and provide personalized feedback to students, while also reducing cheating. It also helps in predictive analytics by predicting learning outcomes and identifying at-risk students. AI also evaluates non-cognitive traits like emotional states and collaborative skills. However, the study also highlights ethical issues in AI-based assessments, such as inclusivity, fairness, accountability, accuracy, explanation, auditability, security, privacy, autonomy, consent, and sustainability. The research identifies five key thematic areas: AI system design, AI-driven assessment rollout, data stewardship, assessment administration, and grading and evaluation. The study concludes that while AI presents transformative opportunities for educational assessments, it also introduces complex ethical challenges that must be carefully managed.
Impact of the Digital Divide on Internet Access and Computer Usage Amongst College of Education Students in South-Western Nigeria Hassan, Shehu Ahmed
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 1 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i1.366

Abstract

This qualitative and exploratory case study aims to find out how 20 education students at the Federal College of Education (Special), Oyo State, and the College of Education, Iwo, Osun State, in Nigeria perceive and use the internet and ICT. Drawing upon a comprehensive review of existing literature and empirical data, this paper examines the multifaceted dimensions of the digital divide within higher education institutions specifically Colleges of Education in South-Western Nigeria. The study adopted stratified random sampling to gather information from respondents. The research identifies crucial factors that cause the digital divide in this context, including disparities in infrastructure, internet accessibility, digital literacy, and socioeconomic backgrounds. The research results show that only four out of twenty (20%) people own a computer and pay a hefty price for internet access, eighteen (90%) of the research participants provided favorable feedback on their experiences with the usage of computers and the Internet having a good impact on their life, Eighteen out of twenty (90%) expressed a desire for the establishment of computer centers within schools and libraries, the extension of current infrastructure, computer training, and decreased tariff prices, and Eighteen (90%) of the participants endorsed computer and Internet training. It can be concluded that disparities in computer use and internet access persist among College of Education students in Nigeria due to factors such as socioeconomic background, geographical location, and digital literacy levels. Such consequences not only affect students' academic performance but also have implications for their future employability in an increasingly digital job market.
Comparison of Academic Resilience Between Students in State Senior High Schools and Islamic-Based Senior High Schools Based on Learning Outcome in Ternate City Prasetya, Fiki Febrian Dwi; Armaijn, Liasari; Umairah, Siti
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.490

Abstract

Background: Students are expected to complete their academic workload optimally. A common problem in education is low ability. Pressures on students include parental demands for grades and achievement, and the demands of a competitive learning environment.Aims: Islamic schools often emphasize the instillation of religious values, while public schools may focus more on the development of broader academic competencies. The aim is to examine and compare the levels of academic resilience between students from public and Islamic-based high schools.Methods: This study employed a quantitative approach using a Likert scale questionnaire and analyzed the data with a one-way ANOVA test in SPSS. Participants were 35 students from SMA Negeri, 27 from SMA Negeri Aliyah, 33 from SMA Muhammadiyah.  Results: The "I HAVE" (External Support) component was highest among SMAN 1 students (mean = 3.33) and the lowest among SMA Muhammadiyah students (mean = 2.09). Similarly, the “I AM” (Personal Strengths and Self-Worth) and “I CAN” (Interpersonal Skills and Problem Solving) components were also highest in SMAN 1 (mean = 3.52 and 3.32, respectively), while MAN 1 and SMA Muhammadiyah showed lower and relatively similar scores (2.39 and 2.35).Conclusion: A one-way ANOVA test showed a statistically significant difference in student resilience between the three schools (Sig = 0.000; F = 188.149).
Development of Augmented Reality-Based Digital Learning Media on Plant and Animal Cell Topics to Enhance the Analytical Skills of Eighth Grade Junior High School Students Hidayatulloh, Muchamad Rangga; Mulyati, Yayuk; Yuanvanelli, Yonna Divanka
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.500

Abstract

Background: Technological advances inside the industrial revolution 4.0 era have encouraged the educational world to offer interactive and contextual learning, mainly in growing better-order wondering abilities inclusive of analysis. The topic of plant and animal cells in science lessons is abstract and often difficult for students to grasp when taught conventionally.Aims: The aim of this study was to develop using plant and animal cell material to enhance the analytical skills of eighth-grade junior high school students.Methods: The stages of media development encompass analysis, design, development, implementation, and assessment. The media was created using Unity and Vuforia software with marker-based tracking techniques and validated by media and subject matter experts.Results: Validation by material specialists and media specialists confirmed validity levels of 96.59% and 96.25%, respectively. Readability (98.12%) and practicality (95%) tests also showed excellent scores.Conclusion: With these results from this study, it could be concluded that the AR-based learning media developed is appropriate for use in science learning because it can present abstract material more interactively and efficaciously in schooling students' analytical talents.
The Effect of THK-Based Interactive Indonesian Language Electronic Student Worksheet on the Reading Literacy Skills of Fourth-Grade Students at SDN 4 Banyuasri Sudiana, I Nyoman; Partawan, I Komang Sugi; Darmayanti, Ida Ayu Made; Sukmayasa, I Made Hendra; Wati, Ni Nyoman Kurnia
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.516

Abstract

Background: Literacy issues in Indonesia represent a serious problem and are a primary focus for both the central and local governments. Reading literacy, in particular, must be addressed from an early stage, starting at the elementary school level.Aims: This study aims to tackle elementary students' reading literacy challenges by implementing Tri Hita Karana (THK)-based Interactive Indonesian Language Electronic Student Worksheet (IIESW). The THK-based Interactive electronic student worksheet was chosen because it contains engaging reading materials, animated videos, and interactive quizzes that make learning enjoyable for students.Method: This research employs a quasi-experimental method, conducted in three stages: preparation, implementation, and conclusion. The population, which also served as the sample, consisted of 38 students. Data collection was carried out using tests, while data analysis involved quantitative descriptive analysis and inferential analysis using one-way ANOVA.Results: Based on the research that has been conducted, it was found that the use of THK-based IIESW has a significant influence on students' reading literacy skills, with a calculated f of 118.058 and a significance of 0.00.Conclusion: Therefore, it can be concluded that there is a significant influence of THK-based IIESW on the reading literacy skills of class IV students at SDN 4 Banyuasri.
Optimization of Interactive Multimedia to Enhance Students’ Cognitive Development through Islamic Religious Education Liana, Disti; Novianty, Melisa; Efan, Efan; Yadi, Yadi
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.535

Abstract

Background: Islamic Religious Education (IRE) plays a crucial role in shaping students’ character at the elementary level. However, traditional learning methods often limit student engagement and independent learning.Aims: This study aims to develop and validate interactive multimedia for IRE aligned with the Merdeka Curriculum, focusing on cognitive enhancement and Islamic character formation.Method: The study employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Participants included 30 upper-grade elementary students and 5 IRE teachers. Instruments consisted of expert validation rubrics (content, usability, benefit, and technical aspects) and practicality questionnaires. Content validity was analyzed using Aiken’s V, while reliability was measured with Cronbach’s alpha. Ethical clearance and consent from participants were obtained.Results: The multimedia was validated by experts with an average Aiken’s V of 0.87 (valid) and practicality rated by teachers and students with a Cronbach’s α of 0.89 (good reliability). The average practicality percentage reached 85.75%, categorized as very practical. Annotated screenshots show labeled UI features such as transliteration toggles, audio controls, and navigation bars, supporting accessibility and engagement.Conclusion: The developed multimedia has been validated and proven practical for classroom use. While findings confirm feasibility and usability, its effectiveness in improving learning outcomes requires further experimental testing.
Development of Virtual Reality Media for Earthquake Simulation Ulum, Muhammad Bahrul; Prasetyaningsih, Prasetyaningsih; Akbar, Anthonio; Hamzah, Raseeda; Wahyudin, Wahyudin; Riza, Lala Septem
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.460

Abstract

Background: Indonesia has a high risk of earthquakes, necessitating innovative approaches to disaster mitigation education.Aims: This study aims to develop Virtual Reality (VR)-based learning media to enhance students’ understanding and preparedness, particularly among students, in facing earthquake scenarios.Methods: The development process comprises four main stages: identifying educational content, designing interactive scenarios, creating 3D assets and interactive elements, and developing the virtual reality application using Unity.Results: The developed interactive VR media includes a tutorial feature, selectable earthquake location scenario (classroom, library, laboratory), and adjustable earthquake magnitude settings. It enables users to experience immersive and safe earthquake simulations while actively practicing appropriate  emergency response procedures.Conclusion: The application of VR-based learning media offers substantial potential to enhance disaster literacy, increase student engagement, and create more meaningful learning experiences. The implementation of this media in educational settings is expected not only to strengthen a culture of disaster awareness but also to contribute to reducing casualties and losses caused by earthquakes in the future.
Cartoon Violence in YouTube Shorts: A Qualitative Content Analysis on Children’s Potential Imitation of Violent Behavior Arisanty, Melisa; Riady, Yasir; Kharis, Selly Anastasia Amelia; Sukatmi, Sri; Majidah, Majidah
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.495

Abstract

Background: YouTube Shorts has rapidly become one of the most consumed digital formats among children due to its short duration, fast-paced visual stimuli, and algorithm-driven recommendations. While these characteristics make Shorts highly engaging, they also increase the risk of repeated exposure to violent cartoon content, which may influence children’s behavior through imitation and desensitization.Aims: This study aims to identify the forms of violence present in popular YouTube Shorts cartoons and analyze their potential to be imitated by early childhood–aged children, as well as examine the role of YouTube’s algorithm in reinforcing repeated exposure.Method: A qualitative content analysis approach was employed to examine 90 YouTube Shorts videos selected through purposive sampling from three popular categories: Roblox animations, Squid Game parody animations, and Tung-Tung Sahur meme-style animations. Each video was coded based on indicators of physical, symbolic, and verbal violence.Results: All analyzed videos contained recurrent violent cues, with physical chasing sequences accounting for 32%, symbolic harm for 29%, threat-based elimination for 21%, and verbal aggression for 18%. These elements were often presented humorously or as challenges, increasing their likelihood of being imitated by children. Algorithmic reinforcement further intensified exposure by repeatedly recommending similar content, contributing to desensitization and the strengthening of aggressive behavioral scripts.Conclusion: The findings indicate that YouTube Shorts cartoons contribute to the development of aggressive tendencies in young viewers through repeated portrayals of violence. The study underscores the need for stronger parental mediation, improved platform moderation, and digital literacy education. Future research should include larger samples and cross-platform analyses to better understand long-term behavioral impacts.