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Contact Name
Andrian Saputra
Contact Email
andriansaputra@imrecsjournal.com
Phone
+6285371040799
Journal Mail Official
rietm@imrecsjournal.com
Editorial Address
Jalan Soemantri Brojonegoro
Location
Unknown,
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INDONESIA
Research in Education, Technology, and Multiculture
ISSN : -     EISSN : 30256763     DOI : http://doi.org/10.61436/rietm
Core Subject :
Research in Education, Technology, and Multiculture is an open-access, peer-reviewed journal that provides a comprehensive platform for the dissemination of scholarly works across three primary pillars: Technology and Applied Sciences, Technology-Enhanced Education, and Ethnics and Multiculturalism. The journal accommodates a broad spectrum of studies within these fields, encouraging both independent explorations and multidisciplinary approaches. The journal welcomes original research articles, conceptual papers, case studies, and community service reports that contribute to academic development and practical knowledge. Topics of interest comprehensively cover, but are not limited to: • Technology and Applied Sciences: information and communication technology, artificial Intelligence, block chain and digital transformation, STEM disciplines, alongside industrial and practical applications of applied sciences, as well as fundamental and applied research in mathematics and natural sciences. • Technology-Enhanced Education: Digital learning environments, educational technology (EdTech) innovations, and ICT based pedagogical strategies. • Ethnics and Multiculturalism: Multiculturalism in society and educational settings, ethnic relations, immigration and migrant workers’ studies, intercultural communication, cultural heritage, and diversity in social life.
Arjuna Subject : -
Articles 38 Documents
Semiotic Analysis of Roland Barthes' Theory in the Poem "Cinta yang Agung" by Kahlil Gibran Nisa Aulia Antonia
Research in Education, Technology, and Multiculture Vol 2, No 2 (2023): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v2i2.pp35-40

Abstract

Abstract: This study aims to examine semiotics using Roland Barthes' theory in one of Kahlil Gibran's poems entitled "Cinta yang Agung". The research method used is a qualitative approach using semiotic analysis as an analytical tool. The poem "Love the Great" was chosen as the object of research because it contains deep and complex meanings, and involves the use of signs in forming hidden meanings and messages. The research that will be discussed, namely regarding the five Roland Barthes codes and analyzing each sign contained in the data. It is hoped that the results of this study can provide a deeper understanding of the meaning and messages contained in the poem "Cinta yang Agung" by Kahlil Gibran through Roland Barthes' semiotic analysis.    Keywords: semiotic studies, Roland Barthes theory, poetry.
Phytoremediation of Tilapia (Oreochromis Niloticus) Aquaculture Wastewater Using Spirulina sp. Latifa Mirzatika Al-Rosyid; Musarofa Musarofa; Yuvita Dian Siswanti; Vania Zitha Amodia; Kasih Imani Putri Sugiarto
Research in Education, Technology, and Multiculture Vol 5, No 2 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i2.pp109-120

Abstract

Tilapia (Oreochromis niloticus Linnaeus, 1758) aquaculture generates nutrient-rich wastewater containing ammonia, nitrate, and phosphate that may degrade receiving water quality and promote eutrophication. Microalgae-based phytoremediation has emerged as a sustainable alternative for nutrient removal while simultaneously producing valuable biomass. This study aimed to evaluate the effectiveness of Spirulina sp. in treating tilapia aquaculture wastewater and to assess its growth performance under different wastewater concentrations. A laboratory experiment was conducted using five treatments consisting of a negative control (wastewater without Spirulina), a positive control (Spirulina cultured in 100% Zarrouk medium as the optimum growth reference), and wastewater concentrations of 25% (P1), 50% (P2), and 75% (P3). Ammonia, nitrate, and phosphate concentrations were analyzed every two days. At the same time, the relative growth of Spirulina sp. was monitored daily, and chlorophyll content was determined at the end of the cultivation period. The positive control cultivated in 100% Zarrouk medium, representing the optimum growth condition, achieved the highest relative growth of 716.9% on day 9 and the highest chlorophyll content of 0,62 mg/L. In comparison, wastewater treatments resulted in lower physiological performance but demonstrated considerable phytoremediation capacity, with maximum removal efficiencies for ammonia, nitrate, and phosphate of 48.79%, 71.87%, and 55.68%, respectively. Moderate wastewater concentrations produced superior phytoremediation performance compared with higher wastewater loading, indicating that excessive nutrient concentrations reduced nutrient assimilation efficiency. Wastewater concentrations above the optimum level also suppressed the physiological performance of Spirulina sp., as reflected by lower relative growth and chlorophyll content. These findings demonstrate that Spirulina sp. is a promising eco-friendly phytoremediation agent for tilapia aquaculture wastewater and highlight the importance of optimizing wastewater concentration to achieve both high nutrient removal efficiency and sustainable microalgal growth. Keywords: Spirulina sp., Tilapia, Phytoremediation, Aquaculture, Wastewater
Designing a Batak Toba Local Content Educational Game Prototype: A GDLC-Based User Needs Analysis Approach Monalisa Pasaribu; Juli Yanti Damanik; Tiurma Lumban Gaol; Rudy Chandra; Valisneria Utami
Research in Education, Technology, and Multiculture Vol 5, No 1 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i1.pp29-41

Abstract

Digital-based educational games that incorporate local content have significant potential as interactive and engaging learning media, particularly in introducing local culture to users as well as understanding their own culture and serving as a form of appreciation and strengthening of national identity. Currently available educational game applications, however, are limited to a few particular cultures, with less attention to integrating local elements, particularly those of the Batak Toba culture. This study aims to identify the necessary features, design, and gamification models, as well as the factors influencing the effectiveness of educational games in enhancing understanding of local content, using the Game Development Life Cycle (GDLC) method with the addition of user needs analysis.  The user needs analysis was conducted using a survey and Focus Group Discussions (FGD) with prospective user partners at primary schools in Toba. The user needs analysis indicated a need for a mobile application with interactive, user-friendly features. More than 33% chose adventure, with some challenges and trophies, to be played individually or as part of a team. Furthermore, the results of the survey and FGD served as the basis for the pre-production phase, which determined the game type, scenario, gameplay, and challenges. In the production phase, the game interface was designed according to user needs. The final stage of prototype testing indicated that 95% of respondents stated that the prototype depicted Batak cultural content. This research contributes to the implementation of GDLC by integrating user needs analysis into data collection to increase software satisfaction and acceptance. Further research is needed to analyze system testing and the application's impact on students' knowledge of the Batak Toba subject. Keywords: Local content, Educative game, User analysis, Culture, Gamification.
Adoption of AI Music Generator by Early Childhood Educators in Digital Communities: A Netnographic Study of Practices, Perceptions, and Dynamics Viktor Purhanudin; Tutut Pristiati; Muhammad Fabian Arrizqi; Mohd Rabe Alvi
Research in Education, Technology, and Multiculture Vol 5, No 1 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i1.pp42-59

Abstract

The rapid advancement of generative artificial intelligence (AI), particularly in AI music generation platforms, presents new opportunities for early childhood educators to produce varied and contextually relevant musical learning materials. Empirical evidence regarding how early childhood education (PAUD) educators in Indonesia adopt, construct perceptions of, and negotiate AI music generators within digital communities remains limited. This study examined three research questions: what forms of practice PAUD educators demonstrate in utilizing AI music generators; how educators construct perceptions, opportunities, and concerns through digital community interactions; and what patterns of role differentiation characterize community dynamics around AI music generator adoption. A netnographic approach was employed, with data collected from Facebook Groups, TikTok, and YouTube communities of PAUD educators over 12 months. Data sources comprised 286 digital archival interactions, online interviews with ten purposively selected informants, and researcher field notes, analyzed through inductive thematic analysis with inter-rater reliability verification (Cohen's kappa = .81). Three dominant practice patterns were identified: thematic song creation via text-to-music prompting (54.2%), adaptation and reimagination of existing children's songs (23.8%), and active distribution of AI-generated musical content (22.0%). Educators' perceptions were polarized, combining positive constructions of efficiency, accessibility, and pedagogical creativity with concerns about overreliance on technology, Western-centric algorithmic bias, and unresolved copyright status. Community dynamics revealed three organically differentiated roles, namely active creators, adopters, and critical curators, with platform algorithms creating a discursive hierarchy that privileges practical-demonstrative content over reflective-critical engagement. These findings confirm that PAUD educators' digital communities function as horizontal professional learning ecosystems in which the adoption of AI music generators is negotiated through intersecting values of pedagogy, cultural identity, and technological pragmatism. Keywords: AI music generator, early childhood music education, netnography, digital educator community, music stimulation.
Hybrid LSTM–XGBoost Model with Residual Error Correction for Multivariate Gold Price Forecasting Using Macroeconomic Indicators Andros Juan Brando Nainggolan; Yogi Austin Hutajulu; Kevin Kevin; Marlince Novita Karoseri Nababan
Research in Education, Technology, and Multiculture Vol 5, No 1 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i1.pp60-74

Abstract

Gold plays a critical role in financial markets and is widely regarded as a hedge and safe-haven asset during periods of economic uncertainty. Accurate gold price forecasting is therefore essential for investment strategy, portfolio allocation, and risk management. This study proposes a hybrid forecasting framework that integrates Long Short-Term Memory (LSTM) and Extreme Gradient Boosting (XGBoost) through explicit residual error correction for multivariate gold price prediction. Monthly gold prices and selected macroeconomic indicators, including CPI, DXY, US10Y, WTI, and SP 500, covering the period from 2010 to 2025, are employed. The dataset consists of 192 monthly observations. Prior to modeling, logarithmic transformation, stationarity testing using the Augmented Dickey–Fuller (ADF) test, first-order differencing, and Min–Max normalization are applied to ensure statistical validity and numerical stability. The LSTM component captures temporal dependencies in sequential data, while the XGBoost model nonlinearly models residual structures to enhance predictive performance. A 12-month sliding-window mechanism is employed to capture annual temporal dependencies, and the XGBoost component is trained to learn residual errors not explained by the LSTM forecasts. Empirical results demonstrate that the proposed hybrid model achieves superior accuracy compared to standalone LSTM, XGBoost, and ARIMA baselines, obtaining an RMSE of 0.0989, an MAE of 0.0691, and a MAPE of 0.8503 in the testing period. Diebold–Mariano tests confirm that the hybrid model significantly outperforms both LSTM and ARIMA (p 0.01). Walk-forward validation further indicates stable forecasting performance across rolling evaluation windows. The validation results demonstrate consistent predictive accuracy across multiple rolling windows, supporting the robustness and generalizability of the proposed framework. These findings suggest that integrating temporal learning with structured residual correction provides a robust, statistically grounded approach to multivariate gold price forecasting. Keywords: Gold price forecasting, Hybrid LSTM–XGBoost, Multivariate forecasting, Residual learning, Time series forecasting, Walk-forward validation.
Business Architecture Planning to Develop an Academic System Using the TOGAF Architecture Development Method Reza Andrea; Sri Rakhmawati; Puji Astuti Amalia; Maulita Maulita; Imran Imran; Salmon Salmon; Nurhasanah Nurhasanah; Haeruddin Haeruddin; Widyatmike Gede Mulawarman; Nurlaili Nurlaili; Angel Crystia Nadia
Research in Education, Technology, and Multiculture Vol 5, No 1 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i1.pp75-92

Abstract

The increasing complexity of academic administration activities at Mutiara Mahakam Samarinda College of Health Sciences requires an integrated information system architecture capable of supporting effective and accurate management. The current academic services are still partially managed through manual, fragmented procedures, resulting in inefficiencies in data management, information exchange, and administrative processes. This study aims to design an enterprise architecture blueprint for the Academic Administration and Student Affairs unit using the TOGAF Architecture Development Method (ADM) framework. This paper employed a qualitative case study approach using observations, interviews, and document analysis with stakeholders in academic administration and student affairs management. The architectural planning process adopted several TOGAF ADM phases, including the preliminary, architecture vision, business architecture, information system architecture, and technology architecture phases. The business architecture analysis identified the primary academic service processes: new student admissions, academic operations, student graduation management, and alumni data administration. Information system architecture defined the required data entities and application modules to support integrated academic services. In contrast, the technology architecture proposed improvements in network infrastructure, server capacity, and cloud-based data management to enhance operational effectiveness and data accessibility. The results indicate that the proposed enterprise architecture blueprint can provide a structured framework for developing integrated academic information systems aligned with institutional business objectives. The proposed architecture also supports better coordination among organizational units, improves the efficiency of academic services, and enhances institutional readiness for future digital transformation initiatives. Implementation of the proposed enterprise architecture is expected to strengthen information management, improve service quality, and support strategic decision-making processes within the College of Health Sciences. Keywords: TOGAF, Architecture, Academics, Systems, Business, College of Health Sciences
Planning, Implementation and Reflection on the Teaching of the Ringkang Jawari Dance at a Senior High School in Serang Regency Wiwin Purwinarti; Asep Muhyidin; Aan Hendrayana
Research in Education, Technology, and Multiculture Vol 5, No 2 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i2.pp93-108

Abstract

Culture-based arts education is gaining increasing attention in the development of contextual education focused on cultural preservation. However, research on teachers' experiences in teaching traditional dance, particularly the Ringkang Jawari dance, remains relatively limited. This study aims to explore the experiences of arts and culture teachers in planning, implementing, and reflecting on Ringkang Jawari dance lessons in secondary schools. The study employed a qualitative, phenomenological approach to understand teachers' subjective experiences in the learning process. Data were collected through in-depth interviews, participant observation, and documentation of cultural arts teachers involved in traditional dance instruction. Data analysis was conducted thematically through the processes of reduction, categorization, and interpretation of participants' experiences. The research findings revealed four main themes. Firstly, lesson planning was understood as a process of adapting the school curriculum to the local cultural values embodied in the Ringkang Jawari dance. Secondly, the implementation of the learning process demonstrated experience-based pedagogical practices that emphasized students' active engagement through the exploration of movement, collective work, and cultural interpretation. Thirdly, teachers' reflections were an important part of learning evaluation and a means of continuous professional development. Fourthly, emotional and social dimensions emerge as integral elements that foster interpersonal relationships, self-confidence, and cultural appreciation among students. The research findings indicate that traditional dance learning is not merely focused on technical skills but is also a cultural, reflective, and social process. This research contributes to the development of the Experiential Reflective Cultural Pedagogy Model (ERCP) as a contextual, participatory, and reflective model of arts and culture education and provides implications for strengthening culture-based arts education in schools.Keywords: Teacher experience, Arts and culture education, Ringkang Jawari dance, Reflective learning, Arts education, phenomenology.
A Serious Game with Augmented Reality to Improve Cognitive Learning of Computer Networks Dwi Ratnawati; Vivianti Vivianti; Yuwono Indro Hatmojo; Shoffan Saifullah
Research in Education, Technology, and Multiculture Vol 5, No 1 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i1.pp15-28

Abstract

Understanding computer networks requires a strong cognitive foundation, particularly in mastering abstract concepts such as network topology, device configuration, and data transmission processes. However, conventional learning methods are often limited in providing concrete visualization and interactive experiences. This study aims to develop and evaluate a serious game integrated with augmented reality (AR) technology to improve students’ cognitive learning outcomes in computer networks. This research employed a development approach by integrating serious game design with AR-based visualization. The development process involved asset creation, learning objective formulation, scenario design, and the implementation of problem-based cases on computer network concepts. The resulting product allows students to interact with virtual network devices in a real-world environment via mobile devices, enabling flexible learning anytime, anywhere. The evaluation phase included expert validation, user testing, and effectiveness testing. The results indicated that the developed media is feasible and effective for learning. Media expert validation reached 73.50%, while material expert validation achieved 87.50%, both categorized as highly feasible. User responses showed a feasibility level of 85.26%, indicating positive acceptance. Furthermore, the effectiveness test demonstrated a moderate improvement in students’ cognitive learning outcomes, with a gain percentage of 64.41%. The quantitative scores were obtained by converting Likert-scale ratings into percentages using a standardized formula to ensure transparency and consistency in data analysis. In conclusion, the integration of serious games and augmented reality provides an interactive and contextual learning experience that supports cognitive understanding of computer networks. This approach is considered both feasible and sufficiently effective for implementation in vocational education settings, particularly in technology-based learning environments. Keywords: Computer network learning, Serious game, Augmented reality, Learning media development, Effectiveness evaluation.

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