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Educational Journal of Learning Technology
ISSN : 30469546     EISSN : 30469546     DOI : https://doi.org/10.58230/edutech.v1i2.6
(1) Science education: Educational Innovation, Educational Psychology, Primary and Secondary Education, Vocational Education, Curriculum Development, Instructional Strategies, Learning Processes, (2) Education in Learning: New Learning Models and Applications, Learning Models, Curriculum, Learning Innovation, Vocational Education, (3) Educational Technology: Learning Technology, Media Education, Virtual Education, Educational Software, Digital Technology in Education, Multimedia Learning, E-Learning, Internet Learning Applications
Articles 70 Documents
Development of a Fourier Transform-Based Gamelan Signal Processing Simulation Using Python and GNU Octave to Support Problem-Solving Skills and Independent Learning Aditya Yoga Purnama; Fitria Sulistyowati; Widodo Widodo; Alfat Khaharsyah; Ragil Saputri; Rudolfus Soares; Radhiatul Amalia
Educational Journal of Learning Technology Vol. 3 No. 3 (2026): Educational Journal of Learning Technology (May 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v3i3.85

Abstract

Science education today requires integrating technological competencies to prepare students for global competition; however, unsupportive learning habits and limited use of technology contribute to low levels of problem-solving skills and learning independence. This study aims to develop a simulation of gamelan musical instrument signal processing using open-source computational platforms, namely Python and GNU Octave. The research employed a research and development (R&D) approach based on the Borg and Gall model, limited to the initial product development stage. Fourier Transform analysis was applied to convert sound signals from the time domain into the frequency domain. The simulation successfully identified the gamelan’s natural frequency at 328 Hz via spectral analysis, with consistent results on both platforms. The developed simulation provides visualization of time-series waveforms and frequency spectra and is intended as a computational learning medium for physics instruction, particularly in wave topics. Although field testing and effectiveness evaluation were not conducted, the simulation is designed to support the development of students’ problem-solving skills and learning independence in future implementations.
The Effectiveness of the Use of ProProfs Digital Media on the Interest and Learning Outcomes of Islamic Religious Education for Junior High School Students Nur Izzah; Nur Fakhrunnisaa; Khaerunnisa
Educational Journal of Learning Technology Vol. 3 No. 3 (2026): Educational Journal of Learning Technology (May 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v3i3.86

Abstract

This research is motivated by low student interest and learning outcomes in Islamic Religious Education among grade VII students at SMP Negeri 5 Palopo, due to limited variety in learning and minimal use of digital media. This study aims to determine the effectiveness of ProProfs digital media in increasing students' interest and learning outcomes. The method used is quantitative, with a quasi-experimental pretest-posttest control group design. The sample consisted of two classes, namely the experimental and control classes, each comprising 21 students. Data collection techniques use observation, questionnaires, and tests. The results showed that students' interest in learning in the experimental class increased from 37.38% to 82.91%, while learning outcomes improved from an average score of 32.14 to 84.57. The hypothesis test showed a p-value < 0.05, so ProProfs media was declared effective in increasing students' interest and learning outcomes.
Learning Greetings Made Fun: Developing Gamified E-Learning Media with PowerPoint A. Nidaan Khafiatun Syahrah; Arifuddin Arifuddin; Nur Fakhrunnisaa; Inrawati Inrawati
Educational Journal of Learning Technology Vol. 3 No. 3 (2026): Educational Journal of Learning Technology (May 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v3i3.87

Abstract

This research aims to develop PowerPoint-based Gamified E-Learning media on greeting material in the Islamic Religious Education class IV SDIT Darul Khaerat Padang Sappa. The research uses the Research and Development (R&D) method with the ADDIE development model, which includes the Analyze, Design, Development, Implementation, and Evaluation stages. The subjects of the study were 15 grade IV students and 1 Islamic Religious Education teacher. Data collection was carried out through observations, interviews, validation sheets, practicality questionnaires, and learning motivation questionnaires. The results of the study showed: (1) media validity reached 75% (valid) from media experts and 95.8% (very valid) from material experts, an average of 85.4%; (2) the practicality test obtained 91.7% from teachers and 87.1% from students (very practical, average 89.4%); (3) the effectiveness test showed an increase in learning motivation from 69.02% (pre-treatment) to 88.1% (post-treatment) with an N-Gain value of 0.616 (medium category). The final prototype is a PowerPoint-based interactive learning medium that integrates VBA features with gamification elements, including alphabetical games, interactive quizzes, and an automatic scoring system.
The Effectiveness of the Talking Pen Al-Qur'an Audio Visual Media in Improving the Ability to Read the 5 Makharijul Huruf (Experimental Study) Mutiara Raja; Mustafa Mustafa; Nurhidayanti Nurhidayanti
Educational Journal of Learning Technology Vol. 3 No. 3 (2026): Educational Journal of Learning Technology (May 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v3i3.88

Abstract

This study examines the use of the audiovisual Talking Pen Al-Qur'an media for learning the five Makharijul Huruf. The objectives are: (1) to determine students' understanding of reading the Qur'an after using the media, and (2) to determine their reading ability. This experimental study employed a one-group pretest-posttest design with 24 students (8 males, 16 females). Instruments included tests of understanding and reading ability, while data collection used tests, observation, and documentation. Data were analyzed using descriptive statistics. Results showed: (1) The average pretest score for understanding was 32.54 (very poor), which increased to 83.83 (good) after intervention. (2) The average pretest score for reading ability was 49.54 (poor), which increased to 80.54 (good) after intervention. Thus, the audiovisual Talking Pen Al-Qur'an media significantly improves both understanding and reading ability in Makharijul Huruf.
Evaluation of the Qur'an Memorization Program Based on the CIPP Model Through Final Tasmi’ Activities in the Tahfidz Class at SMPIT Insan Madani Palopo ainun ainun; Bungawati
Educational Journal of Learning Technology Vol. 4 No. 1 (2026): Educational Journal of Learning Technology (September 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v4i1.101

Abstract

This study aims to evaluate the Qur'an Memorization Program through the Final Tasmi’ activity in the Tahfidz Class at SMPIT Insan Madani Palopo using the CIPP (Context, Input, Process, and Product) evaluation model. This evaluative research measures the effectiveness of the implemented learning program while identifying strengths and weaknesses in each program component. The CIPP model, developed by Stufflebeam, serves as the analytical framework for examining all aspects of the program. Data were collected through observation, interviews, and documentation, then analyzed qualitatively. The results of the study show that, in the context evaluation, the program focuses on strengthening student memorization but has not been adjusted to students' individual needs. The program also lacks a specific vision and mission and instead refers to the school's vision and mission. In the evaluation of inputs, schools do not yet have formal criteria in teacher selection due to limited human resources. Teachers' backgrounds vary, but they receive periodic training and basic facilities and infrastructure because final Tasmi’ is held at students' homes. In the evaluation process, learning uses the Wafa method with the rhythm of Hijaz, with a daily deposit system that includes pilgrimage, muraja'ah, and turjuman, and final Tasmi’ is carried out 1 time at the end of the even semester of grade IX. In the product evaluation, students' memorization achievements vary, with 58% of students achieving the target of 3 juz, while students' reading fluency is generally relatively good. This research contributes to the development of Qur'an learning programs in a formal education environment through a comprehensive and continuous evaluation approach.
Mentoring Geography Teachers to Design Metaverse-Based 3D Media for Deep Learning Adip Wahyudi; Evi Fitriana; Slamet Arifin; Dewa Putra Cisnaulin; Feri Fahrian Maulana
Educational Journal of Learning Technology Vol. 4 No. 1 (2026): Educational Journal of Learning Technology (September 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v4i1.102

Abstract

Abstract. Society 5.0 requires teachers to integrate technology into instruction, yet the Batu City Geography Teachers’ Working Group (MGMP) struggles to produce interactive, realistic learning materials. This program aimed to strengthen teachers’ professional skills in developing Metaverse-based interactive media for deep learning by engaging 16 MGMP teachers in a hybrid mentoring format that combined online instruction with an in-person workshop. Using the Service Learning approach within a qualitative case-study design, data were collected through observation, interviews, reflection sheets, and evaluation of teachers’ lithosphere-based 3D media, then analyzed thematically. By the end of mentoring, [isi jumlah] of the 16 teachers had completed and presented an original 3D lithosphere media project, showing concrete gains in ICT design skills and a shift from teacher-centered to collaborative instruction. The 3D space helped visualize abstract phenomena such as mountainous topography and disaster vulnerability, while lightweight web-based tools and small-group role-sharing addressed hardware and connectivity limits.
The Dynamics of Christian Religious Education Learning through Mindful, Meaningful, and Joyful Learning Experiences among Eighth-Grade Students Oltiar Situmeang
Educational Journal of Learning Technology Vol. 4 No. 1 (2026): Educational Journal of Learning Technology (September 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v4i1.104

Abstract

This study explores the dynamics of Christian Religious Education (CRE) learning through mindful, meaningful, and joyful learning experiences among eighth-grade students at SMPN 23 Pekanbaru. The study involved 45 students and employed a mixed-methods design, integrating quantitative and qualitative data. The researchers collected quantitative data through questionnaires and learning achievement assessments, while they obtained qualitative data through classroom observations, interviews, and document analysis. The findings indicate that the integration of mindful, meaningful, and joyful learning enhanced students’ learning motivation, active participation, conceptual understanding, and ability to apply Christian values in daily life. Qualitative findings also revealed increased learning satisfaction, self-awareness, and positive interpersonal relationships. The study concludes that mindful, meaningful, and joyful learning provides an effective framework for improving the quality of CRE and supporting students’ academic and spiritual development.
Character Building of Students through School Culture: A Value Education Perspective Emi Bahrul Munif; Dede Darisman; Surya Habibi; Mar’atun Sholiha; Achmad Irchamni; Tomi Enramika
Educational Journal of Learning Technology Vol. 4 No. 1 (2026): Educational Journal of Learning Technology (September 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v4i1.106

Abstract

Character formation is central to educational success, extending beyond academic achievement to students' internalization of moral and social values in daily life. School culture provides a strategic environment where students learn, live, and realize these values through social experience. This qualitative descriptive study examines of school culture shapes students' character from a value-education perspective. Data were collected through observation, interviews, and documentation involving principals, teachers, and students, then analyzed via data reduction, presentation, and conclusion drawing, with validity strengthened through source and technique triangulation. Findings show that school culture shapes character through exemplary behavior, habituation, social interaction, and consistent rule enforcement: educators' examples provide observable behavioral models, habituation reinforces repeated practice of values, and social interaction fosters tolerance, empathy, cooperation, responsibility, and care. Consistency among all school members is essential for transforming normative understanding into genuine awareness and behavioral habits. Thus, school culture functions as a value education ecosystem supporting holistic, sustainable character formation.
Needs Analysis for Gamified Learning Media Development: A Focus on Civilisation Française Course William Anderson Hutapea; Ria Fuji Destiara; Priliskha Yunisty
Educational Journal of Learning Technology Vol. 4 No. 1 (2026): Educational Journal of Learning Technology (September 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/edutech.v4i1.107

Abstract

The Civilisation Française course presents challenges due to its complex socio-cultural, historical, and geographical content. This study conducted a needs analysis to identify requirements for developing ZepQuiz, a gamification-based learning medium. Using a descriptive quantitative approach, data were collected from 27 undergraduate students through a structured questionnaire. The findings showed that 85.2% experienced moderate-to-high learning difficulties, while 77.8% preferred interactive gamified quizzes and 55.6% preferred short videos. Students also emphasized introductory summaries, instant feedback, interactive activities, and motivational features. These findings provide an empirical basis for developing an accessible, visually supported, and interactive ZepQuiz platform.
Geo-Refill Jakarta: Integration of GIS and Smart Mapping for Planning Public Drinking Water Stations as a Strategy to Reduce Single-Use Plastic in DKI Jakarta Krendy La Abdillah; Khayira Sakhashiila Atha
Educational Journal of Learning Technology Vol. 4 No. 1 (2026): Educational Journal of Learning Technology (September 2026)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Single-use plastic waste from bottled drinking Water contributes to urban environmental pollution. Limited access to public drinking Water refill stations remains a barrier to reducing plastic consumption. This study developed a GIS-based smart mapping system to plan the locations of public drinking Water refill stations to support the Jakarta Zero Plastic program at the urban village level. Secondary data, including administrative boundaries, land use, activity centers, and the coverage of the PAM Jaya Water network, were combined with primary data collected through a questionnaire survey of 103 respondents. Spatial buffering, overlay, and assessment techniques were applied to identify priority zones for the placement of refill stations. The study’s findings include a map of recommended refill station locations and an “Adopt-a-Fountain” collaboration model that integrates QR code tracking and digital incentives. This approach provides a spatially adaptive solution to reduce plastic consumption and support sustainable urban development.