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Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
Phone
+6285267321435
Journal Mail Official
finger.1001tutorial@gmail.com
Editorial Address
Perumnas Pinangmas Blok J No. 234 Bentiring Permai Kota Bengkulu Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
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
Students' Perception of Islamic Movies as an Instructional Media to Improve English Speaking Ability Murni, Sri Wahyu; Sujarwati, Iis; Rianyansa, Ari Andre
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.v4i3.540

Abstract

Background: One of the most crucial language skills for learning English is speaking. Therefore, this study offers a different focus because it focuses on the students’ perceptions of and obstacles in using Islamic movies in English speaking class. this study is different from earlier research since a lot of current research uses classroom action research and quasi-experimental research. This study also differs from previous research that employed descriptive quantitative methods.Aims: The purpose of this study is to ascertain students' opinions regarding the use of Islamic movies as a teaching tool to enhance English speaking proficiency as well as the challenges associated with it.Methods: This study was carried out using a mixed-methods design. Purposive sampling was the sampling method used as a result. The interview and questionnaire were used as tools to address the study questions. The total population was 30 students from tenth grade. Only class A (30 students) was used as the sample for this study.Results: The findings indicated that the use of Islamic movies in English-speaking lessons was well received by the students. Some students, however, had various challenges when using it to speak English. These challenges included inadequate internet access, lacking elements in Islamic movies, language proficiency, and mental health issues.Conclusion: The researcher came to the conclusion that Hidayatul Mubtadi'ien Islamic Boarding School can effectively enhance English speaking skills through the use of Islamic movies.
Development of Interactive Audio-Visual Multimedia to Enhance Students’ Qur’anic Recitation Fluency and Tajwid Accuracy at SMP Unismuh Makassar Nurdin, Fitriani; Gani, Hamsu Abdul; Hakim, Abdul; Hasyim, Nurhikmah
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.v4i3.541

Abstract

Background: Qur’anic learning in schools still faces obstacles in improving students’ recitation fluency and tajwid accuracy. Observations at SMP Unismuh Makassar showed that 52.6% of students had difficulty understanding BTQ (Baca Tulis Qur’an) material when learning relied only on textbooks and teacher explanations, while 80% struggled to study independently. Most students, however, supported the use of interactive multimedia, indicating the need for more engaging and accessible learning media.Aims: This study aimed to develop interactive audio-visual multimedia to enhance students’ Qur’anic recitation fluency and tajwid accuracy and to assess its validity, practicality, and effectiveness.Methods: A Research and Development (R&D) approach was employed using the ADDIE model. Data were collected through observations, questionnaires, tests, and documentation, with using valid and reliable instruments.Result: The multimedia achieved high validity (98% material; 78% media), strong practicality (99% teacher; 89.6% students), and indicating strong effectiveness with an N-Gain score of 76.38%.Conclusion: This study offers an effective interactive multimedia model for improving Qur’anic recitation skills and supports student-centered learning.
A Conceptual Framework for Technology-Enhanced Learning Design: Bridging Pedagogy and Digital Innovation Septasari, Dita; Awaliyani, Ikna; Aminudin, Nur; Ariyanti, Septika; Asadi, Shima
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.518

Abstract

Background: Learning designs must be grounded in pedagogical principles and make appropriate use of technical advancements in light of the digital transformation of education. Nonetheless, there is still a disconnect in many educational environments between the use of technology and pedagogical requirements.Aims: The research objective is to develop a conceptual framework for Technology-Enhanced Learning Design that bridges pedagogical principles with digital innovation. The research scope included a literature analysis, a review of best practices, and initial validation through education and technology experts.Methods: This research employed a qualitative approach with conceptual analysis and expert validation methods. Data were collected through a systematic literature review (2020–2025) and interviews with education and technology experts. Analysis was conducted using a thematic approach to identify the key dimensions of the technology-based learning design framework.Results: Pedagogical (learner-centered design, active engagement, personalization), technological (interoperability, scalability, AI integration), and implementation (continuous evaluation, institutional context, user readiness) are the three primary dimensions of the conceptual framework that emerged from the research. Compared to earlier studies, this framework has demonstrated the ability to more thoroughly integrate digital innovation with pedagogical concepts.Conclusion: The significance of combining technology and pedagogy in learning design is emphasized by this study. Researchers, educators, and legislators can use the conceptual framework that is produced as a guide for creating digital learning that is more sustainable and successful.
The Influence of Digital Competence and Technology Management on Teachers’ Innovation Behavior and Job Performance Amatullah, Tara Fadhila; Amanah, Siti; Sofwan, Muhammad
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.554

Abstract

Background: Ash-Shiddiqi School has integrated iPad-based technology into the learning process as part of its commitment to implementing digital transformation in education. In this context, the effective use of educational technology is not only determined by access to digital tools, but also by teachers' ability to manage technology and apply it innovatively. Therefore, this study was conducted to examine the influence of digital competence, technology management, and innovative behavior on teacher performance at Ash-Shiddiqi School.Aims: The objective of this research is to analyze the influence of digital competence and technology management on the innovative behavior and job performance of teachers and educators at Ash-Shiddiiqi Integrated Islamic School in Jambi.Methods: This research employs a quantitative methodology, with data gathered through the distribution and collection of questionnaires via Google Forms. The data were analyzed using Partial Least Squares-Structural Equation Modeling (PLS-SEM) to formulate a model that elucidates the relationships among the variables examined in the study.Results: The results of the study indicate that digital competence and technology management have a significant effect on innovative behavior but do not affect job performance.  However, innovative behavior has a positive effect on job performance.  The results of this study confirm that improving teacher performance is not only determined by the level of digital competence and technology management skills, but also by the extent to which these skills are manifested in innovative behavior in the educational process.Conclusion: This study concludes that job performance is influenced by the innovative behavior of teachers. However, it should be noted that there are many factors that influence this innovative behavior, such as digital competence and management technology, which enable teachers to use technology to generate creative ideas and solutions in their work.
Effectiveness of Roblox-Based Metaverse Learning Media in Enhancing Digital Literacy among Primary School Students in Technology-Limited Areas Sembiring, Agustinus; Jusuf, Heni; Santoso, Handri
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.593

Abstract

Background: The development of metaverse technology has opened up new opportunities in education, particularly through interactive platforms such as Roblox. However, most previous research has focused on schools with adequate technological access, leaving a gap in the implementation of the metaverse in areas with limited technology.Aims: This study examines the effectiveness of Roblox-based metaverse learning media in enhancing digital literacy among primary school students in technology-limited regions, contributing to inclusive digital learning strategies.Methods: The study employed a mixed-method approach with a quasi-experimental pretest–posttest design involving 118 students. A quantitative instrument in the form of a Likert-scale questionnaire was used to measure digital literacy, while qualitative data were obtained through open-ended interviews and documentation. The analysis was conducted using a paired sample t-test along with thematic analysis to enrich the interpretation of the results.Results: Quantitative findings show a significant improvement in digital literacy scores (t = -2.144; p = 0.034), with all five dimensions scoring above 3—especially Educational Game Evaluation (Mean = 3.464) and Attitudes and Perceptions (Mean = 3.451). Qualitative results reveal enthusiasm, engagement, and improved understanding of digital content. However, limited devices and unstable internet may reduce the consistency of students’ engagement.Conclusion: This study demonstrates that Roblox, as a metaverse-based learning medium, can be effectively adapted in elementary schools with limited technology. These findings underscore the importance of developing more adaptive learning media, providing clear instructions, and implementing educational policies that support equitable access to technology.
Development of Virtual Reality Learning Media Based on the Kuula Platform Assisted by ClassPoint on Fluid Material to Improve Cognitive Learning Outcomes of Grade XI High School Students Rostika, Rince Aida; Risdianto, Eko; Gunawan, Bodi; Sanmugam, Mageswaran; Rezvani, Mohammad Qais; Alshammari, Sultan Hammad
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.616

Abstract

Background: The rapid advancement of ICT (information and communication technology) during the Fourth Industrial Revolution offers great potential to transform physics learning, especially for abstract topics such as fluid matter. Limited laboratory facilities and suboptimal learning schedules in many schools can hinder students' understanding and cognitive learning outcomes.Objectives: This research seeks to: (1) ascertain the viability of the developed media, (2) measure the improvement in high school students' cognitive learning outcomes, and (3) determine students' responses to the learning media.Method: The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was used in this research and development (R&D) study. The learning media developed was a 360° Virtual Reality video based on the Kuula platform integrated with ClassPoint. The trial was conducted on 39 eleventh-grade students utilizing a pretest-posttest approach in a single group. Data were collected through media and subject matter expert validation sheets, cognitive learning outcome tests, and questionnaires for student responses. Validation and student response data were subjected to descriptive and quantitatively analysis, while improvements in cognitive learning outcomes were analyzed using N-Gain scores.Results: Expert validation produced an average feasibility score of 90.16% (highly feasible). Students' cognitive learning outcomes improved significantly, with a high category N-Gain score of 0.83. The media received a highly favorable response from students, with an average score of 91.37% (very good).Conclusion: The virtual reality learning media based on the Kuula platform assisted by ClassPoint that was developed was declared highly feasible and effective in raising high school students’ cognitive learning outcomes on fluid material, particularly Archimedes' Principle. This media is an innovative alternative for schools with limited laboratory facilities.
Development of Virtual Reality–Based Learning Media on Particle Motion Dynamics Using the Kuula Platform Supported by a Digital Flipbook to Improve Conceptual Understanding of Senior High School Grade XI Students Rahayu, Putri Wiji; Risdianto, Eko; Purwanto, Andik; Jamal, M. Abdul
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.620

Abstract

Background: Innovative learning media are needed to address students’ difficulties in understanding abstract physics concepts, particularly Particle Motion Dynamics, especially in schools with limited laboratory facilities.Aims: This study aimed to develop Virtual Reality (VR) learning media based on 360° videos using the Kuula platform supported by a digital flipbook and to examine its validity, practicality, and effectiveness in improving senior high school students’ conceptual understanding.Methods: This study used a Research and Development (R&D) approach with the ADDIE model. The effectiveness of the product was tested using a one-group pretest–posttest design involving 40 Grade XI students at SMA Negeri 4 Bengkulu City. The product was validated by two physics lecturers and one physics teacher. Data were collected using validation sheets, student response questionnaires, and a conceptual understanding test. Data analysis included the Shapiro–Wilk test for normality, followed by the Wilcoxon signed-rank test to determine differences between pretest and posttest scores. Effect size was also calculated to measure the magnitude of the treatment effect.Results: Expert validation showed an average feasibility score of 97, categorized as “very feasible”. Students’ responses were highly positive, with a score of 97 (“very good”). The N-Gain analysis indicated a significant improvement in conceptual understanding, with the average score increasing from 29 (pretest) to 93 (posttest), categorized as high improvement.Conclusion: The Kuula platform–based VR learning media supported by a digital flipbook was valid, received positive responses from students, and effectively improved students’ conceptual understanding of Particle Motion Dynamics. Therefore, it is feasible to be used as an alternative medium for physics learning.