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INDONESIA
Journal of Hypermedia & Technology-Enhanced Learning
ISSN : 29859166     EISSN : 29859166     DOI : https://doi.org/10.58536/j-hytel
Journal of Hypermedia & Technology-Enhanced Learning (J-HyTEL) is an open-access, peer-reviewed research journal. It serves as a global platform that welcomes high quality papers, including original research, review papers, best practices, and case studies. J-HyTEL focuses on hypermedia, technology- enhanced learning (TEL), information and communication technology (ICT), computer science applications and related technologies in education written by researchers, academicians, professionals, and practitioners from all over the world.
Articles 52 Documents
Enhancing Financial Literacy in Young Adults: An Android-Based Personal Finance Management Tool Imawan, Riswandha; Putra, Wahyu Permana; Alqahtani, Rabee; Milakis, Emmanouil D.; Dumchykov, Mykhailo
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 1 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Digital Revolution
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.166

Abstract

This study details the design, development, and evaluation of an Android-based personal finance management application tailored for young adults in higher education. Addressing unique financial challenges such as limited experience and fluctuating income, the application incorporates features like income tracking, expense monitoring, budgeting, and financial goal setting. Developed using the Waterfall model, the application includes secure login systems, intuitive transaction management, customizable goals, budget projections, and automated notifications to encourage financial discipline. Usability evaluations using a 5-point Likert scale with 50 users revealed an overall satisfaction score of 4.6/5, rated 'Excellent.' Users praised the intuitive design, accurate tracking, and motivational reminders, while also suggesting additional customization and deeper financial analysis for future updates. This study demonstrates the potential of targeted digital tools to foster financial literacy and resilience, offering evidence that personalized technology can significantly improve financial behaviors in young adults. Future research will explore enhanced customization and AI-driven features to further refine the application’s impact.
Evolution and Current Trends in STEM Education: A Retrospective and Bibliometric Analysis Sokolova, Elizaveta Vitalievna; Blaginin, Victor Andreevich; Shatrova, Alexandra Yaroslavovna
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 1 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Digital Revolution
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.169

Abstract

This study explores the evolution of STEM education, tracing its historical origins through contemporary trends and challenges. The research aims to address the need for a comprehensive understanding of current trends and directions in STEM education to align educational practices with societal demands and the evolving 21st-century labor market. The study employed a two-stage methodology: 1) a retrospective analysis of scientific literature to identify key concepts and historical milestones shaping STEM education, and 2) a bibliometric analysis of publications from the past three years (2021–2024) indexed in the OpenAlex database. The bibliometric analysis revealed emerging research clusters and themes, emphasizing trends such as interdisciplinary and transdisciplinary learning and the integration of advanced pedagogical technologies, including digital tools and AI-driven platforms. Key findings highlight the critical role of interdisciplinary approaches in fostering critical thinking, bridging disciplinary divides, and preparing students to solve complex real-world problems. The study identifies promising trajectories for STEM education’s future development, including enhanced integration of STEM disciplines, adoption of innovative pedagogical strategies (e.g., project-based learning), and collaborative frameworks involving educators, policymakers, and industry stakeholders. These insights provide a foundation for advancing STEM education in ways that respond to societal challenges and the dynamic needs of the global workforce.
Hands-On STEAM Programming: Microteaching with Micro:bit for Enhanced Learning Rafti, Margarita; Milakis, Emmanouil D.; Argyrakou, Constantina Corazon; Vangeli, Dimitra G.; Katsarou, Maria Christina
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.172

Abstract

This study explores the application of microteaching as an effective pedagogical strategy for teaching sequencing structures in programming through STEAM (Science, Technology, Engineering, Arts, and Mathematics) activities. Leveraging the Micro:bit platform, the research integrates hands-on learning with transdisciplinary problem-solving to enhance conceptual understanding among elementary students. The study involved a structured action research methodology, engaging two sixth-grade students in constructing and programming a Christmas tree model using LEDs and the Micro:bit environment. The findings highlight the significant role of microteaching in fostering engagement and comprehension, as students transitioned from foundational programming knowledge in Scratch to more advanced applications involving hardware. Despite challenges such as time constraints and difficulties in knowledge transfer, the approach demonstrated measurable improvements in students’ understanding of sequencing. These results underscore the potential of combining microteaching and STEAM methodologies to make abstract programming concepts accessible, engaging, and practical for young learners. Recommendations for future implementations include enhanced scaffolding, iterative learning opportunities, and extended session durations to address identified challenges and optimize outcomes.
Augmented Reality to Enhance Informatics Learning Outcomes: A Quasi-Experimental Study in Vocational Education Fahira, Silvani Ilhani; Dewi, Ika Parma; Al-Adwan, Ahmad Samed; Castro, Richelle C.
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.167

Abstract

This study examines the effect of Augmented Reality (AR)-based learning media on Informatics learning outcomes at SMK Negeri 1 Bukittinggi, a vocational school recognized as a Centre of Excellence. Using a quasi-experimental pretest-posttest control group design, the study involved 70 tenth-grade students, divided into an experimental group (receiving AR-based learning media) and a control group (receiving traditional methods). The AR-based learning media focused on abstract Informatics concepts, such as algorithms and computer hardware, through interactive and immersive experiences. Results showed a significant improvement in the experimental group, with a mean post-test score difference of 7.31 points (p < 0.001). Statistical tests confirmed that the data met the assumptions of normality and homogeneity. Grounded in the cognitive theory of multimedia learning, the study highlights AR’s potential to enhance engagement, comprehension, and knowledge retention by integrating theoretical and practical knowledge. Despite limitations, such as a focus on cognitive outcomes and reliance on technological infrastructure, the research highlights AR’s transformative role in vocational education. Future studies should explore AR’s scalability in under-resourced settings, its long-term effects, and its applicability across several disciplines.
Educator Professional Subjectivities in Gamification: Knowing, Being and Doing Howard, Natalie-Jane; Cook, Elizabeth J.
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.171

Abstract

Gamification has emerged as a prominent innovation in contemporary education, yet its influence on the enactment of educators’ professional subjectivities remains underexplored. As such, little is known about how online gamification applications like Kahoot shape the dynamic ways educators perceive, understand and enact their professional selves within higher education contexts. Adopting a tripartite framework of knowing (epistemological), being (ontological) and doing (praxiological), this qualitative study employed visual-elicitation interviews and remote observations with ten lecturers at a Middle Eastern college. The analysis revealed three key themes shaping educator subjectivities: creating and sharing quiz content; conforming with institutional culture; and infantilizing students with gamified learning. The findings suggest that Kahoot influenced how these educators perceived and performed their professional roles, enabling them to position themselves as creative content developers and aligned institutional practitioners, while also raising concerns about appropriate pedagogical approaches in tertiary contexts. This study demonstrates how gamification applications may actively shape professional subjectivities in higher education, emphasizing how successful gamification requires careful consideration of both institutional support and educator agency. Moreover, the findings offer important implications for professional development, institutional policy, and the thoughtful integration of gamification across diverse cultural contexts in contemporary higher education.
Mapping the Future of Augmented Reality in 21st Century Education: A Comprehensive Bibliometric Review Luthfi, Afdal; Muskhir, Mukhlidi; Effendi, Hansi; Jalinus, Nizwardi; Nikolaevna, Goncharova Maria
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.173

Abstract

Augmented Reality (AR) technology has emerged as a transformative tool in education, integrating digital information into the user's real-world environment. This study aims to explore global research trends in AR for education through bibliometric analysis. The primary objective is to identify the evolution of publications, influential sources, leading authors, and productive countries in AR research. Using data from Scopus (2020–2024), 1,232 documents were analyzed. The study reveals that the United States leads in research productivity, followed by China, Indonesia, Malaysia, and Germany. The research highlights the rising trend in AR publications, with annual growth rates of 23.15%. Key journals like "Education and Information Technologies" and "Education Sciences" are at the forefront, showcasing the interdisciplinary nature of AR in education. Prominent authors such as Archana Mantri and Liru Chen contribute significantly to the field. This research also identifies emerging trends in mobile applications, STEM education, and the integration of AR with virtual reality. Overall, bibliometric analysis provides a comprehensive understanding of AR’s impact, emerging research directions, and the global collaborative network, helping to guide future research and enhance AR’s integration in educational practices.
Augmented Reality-Based Interactive Educational Media for Light Fire Extinguisher Training and Enhanced Emergency Preparedness Sulistia, Bima; Marta, Rizkayeni; Asmara, Delvi; Mhlanga, David; Tsoy, Dana
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.181

Abstract

Fire hazards are an inherent risk in every building, making it essential to understand the proper use of fire extinguishers to effectively respond, prevent the spread of fire, and minimize property damage and casualties. However, current fire extinguisher instructions are often inadequate, relying on verbal explanations or static images that are difficult to visualize. The lack of practical training due to limited facilities also results in insufficient user experience. This research aims to develop Augmented Reality (AR)-based interactive educational media to improve user understanding of light fire extinguisher training and enhance emergency preparedness. The development follows the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. The results indicate that the educational media is both highly valid and practical. Its validity is supported by the visual display, educational content, and interactivity, while its practicality is demonstrated through ease of use, time efficiency, engagement, and overall benefits. This AR-based educational media provides an innovative solution to enhance fire safety literacy and facilitate interactive learning, particularly at Universitas Negeri Padang and the broader community.
Innovating Videography Instruction in Vocational Schools: A DBR-Based Multimedia Approach Luthfillah, Dita; Huda, Asrul; Dewi, Ika Parma; Daineko, Yevgeniya
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 3 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Next Horizon
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.191

Abstract

This study aims to develop and validate an interactive learning medium for the Vocational Videography course at SMK Negeri 2 Padang Panjang using a Design-Based Research (DBR) approach. The media, developed with Adobe Captivate, integrates multimedia elements such as visuals, audio, video tutorials, and interactive quizzes to enhance student engagement and comprehension. The development process followed iterative DBR phases, including problem analysis, prototype design, expert validation, implementation, and reflection. Validation by six experts in educational technology and subject matter resulted in ratings of "valid" to "highly valid" in terms of content quality and instructional design. Practicality testing involving 15 students yielded a score of 85.97%, indicating high usability and acceptance. The findings suggest that the interactive media significantly boosts student motivation and supports competency-based learning in videography education. This research contributes to the advancement of instructional innovation in vocational education by effectively integrating multimedia and offers practical implications for educators aiming to enhance digital learning environments.
Empowering Vocational Learners: Development and Validation of Android-Based Interactive Media for Electronics Education Wahyudianto, Jefri; Ilmiyati Rahmy Jasril; García, Juan Luis Cabanillas; Argyrakou, Constantina Corazon
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 3 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Next Horizon
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.195

Abstract

This study developed an Android-based interactive learning media to support teaching Fundamentals of Electronics Engineering in vocational high schools. Grounded in principles of technology-enhanced learning and systematic instructional design, the development process followed the Waterfall model, encompassing analysis, design, implementation, testing, and refinement stages. Expert validation and student field testing assessed the media’s feasibility and practicality. Results demonstrated that the application met high standards of pedagogical effectiveness, usability, and content relevance. Integrating multimedia elements and aligning the curriculum improved learner engagement and instructional clarity. These findings highlight the potential of mobile learning technologies to enhance subject mastery in technical and vocational education, providing scalable and contextually relevant solutions for developing 21st-century skills.
BankCare: A Mobile Complaint Management System for the Banking Sector Using TOPSIS-Based Prioritization Muadzah, Kayla Nahda; Samala, Agariadne Dwinggo; Hendriyani, Yeka; Sriwahyuni, Titi
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 3 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Next Horizon
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.201

Abstract

Efficient complaint management is critical for maintaining service quality in the banking sector. This study presents BankCare, a cross-platform mobile application developed using the Flutter framework, designed to streamline the handling of customer complaints. The application enables users to submit, edit, and monitor complaints, while administrators can manage, respond to, and prioritize them through a dedicated dashboard. A key feature of BankCare is the integration of the TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method, which allows complaints to be automatically prioritized based on urgency level and submission time, supporting objective and data-driven decision-making. Additional features include real-time notifications, user-friendly interfaces, and role-based access control for both users and administrators. Comprehensive testing confirmed the effectiveness, reliability, and usability of core functionalities, including complaint submission, admin responses, and priority-based sorting. User feedback further indicated high levels of satisfaction and ease of interaction. By combining mobile technology with a decision-support algorithm, BankCare offers an intelligent, responsive, and structured solution for optimizing complaint handling in the banking sector.