cover
Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
Phone
+6285267321435
Journal Mail Official
ijoem.1001tutorial@gmail.com
Editorial Address
Perumnas Pinangmas Blok J No. 234 Bentiring Permai Kota Bengkulu Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
IJOEM: Indonesian Journal of Elearning and Multimedia
ISSN : 28302885     EISSN : 28302885     DOI : https://doi.org/10.58723/ijoem.v2i1.61
Indonesian Journal of E-learning and Multimedia with ISSN: 2830-2885 is a journal managed by CV Media Inti Teknologi and APMI Publisher. Publish articles on : 1. E-learning 2. Technology in Education 3. Multimedia 4. Instructional Media 5. Blended Learning 6. Content-Based Multimedia Retrievals 7. Digital Literacy in Education 8. Teacher education and professional development 9. Augmented Reality, Virtual Reality 10. Innovation and Creativity in Education 11. New technologies in teaching 12. MOOCs IJOEM: International Journal of Elearning and Multimedia starting in 2022 Three times a year, May, October, And January. 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 ijoem.1001tutorial@gmail.com
Articles 45 Documents
Development of Learning Media for Digital Comics Based on a Contextual Approach to Increase Learning Motivation in Optical Instruments Mustika Zahfira Utami
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 1 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (May 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.783 KB) | DOI: 10.58723/ijoem.v1i1.1

Abstract

This study aims to describe the feasibility and characteristics of digital comic learning media based on a contextual approach to increase learning motivation on the material of optical instruments and get a good perception of readability from students. This research is a research and development (R&D) with a 3D model with the steps to define, design, and develop. Data collection techniques are non-test techniques that use observation data, document review, and questionnaires. Data analysis techniques are descriptive, qualitative, and quantitative methods. The subjects used in this study were physics teachers and students of class XII in SMA Negeri 2, 4, and 9 Bengkulu City. The results of this study can be concluded that the digital comic learning media developed is included in the very feasible criteria with an average percentage of 90.41% and has the characteristics of a contextual approach and learning motivation so that it deserves to be tested and gets a very good perception from students of the readability of comic learning media digital with an average percentage of 85.70%.
Development Of A Learning Module Using The Self Organized Learning Environment (Sole) Model With Augmented Reality Assistance On The Materials Of Rotation Dynamics And Equality Of Rigid Bodies Oktaviyani Rosniadi Pratama; Connie Connie; Eko Risdianto
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 1 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (May 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (247.558 KB) | DOI: 10.58723/ijoem.v1i1.2

Abstract

This research aims to describe the characteristics of the learning module by using the Self Organized Learning Environment (SOLE) model with the aid of Augmented Reality on the material of rotational dynamics and rigid body equilibrium, to describe the feasibility of the learning module using the Self Organized Learning Environment (SOLE) model with the aid of Augmented Reality on the dynamics material rotation and equilibrium of rigid bodies and describe students' perceptions of the readability of learning modules using the Augmented Reality-assisted Self Organized Learning Environment (SOLE) model on the material of rotational dynamics and rigid body equilibrium. This research method is a Research and Development (R&D) method with a 4D development method modified into 3D, namely define, design and development. The resulting product is a printed learning module using the Self Organized Learning Environment (SOLE) learning model assisted by Augmented Reality video playback made using the Unity 3D application. This module aims to train high school students critical thinking skills. The data samples used in this study were physics teachers and class XI students from three schools. The instruments used in this study were observation sheets, review sheets of learning implementation plan documents, the teacher needs questionnaires, student needs questionnaires, expert team validation questionnaires, and student perceptions questionnaires. Assessment of the validation test questionnaire and students' perceptions were interpreted with a Likert scale. Product validation was carried out by 3 expert validators who were reviewed from 6 aspects, namely content, presentation, critical thinking indicators, language, SOLE model stages, and media. The results obtained from this study indicate that the developed module is included in the very decent category with an average score percentage of 85.96% and students' perceptions of the developed module are in the very good category with an average score percentage of 90.01%.
Development of SSCS-Based E-Modules (Search, Solve, Create, Share) to Practice Creative Thinking Skills of Students on Wave Materials in High School Bily Pratama Putra
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 1 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (May 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (111.014 KB) | DOI: 10.58723/ijoem.v1i1.3

Abstract

This study aims to describe the feasibility and characteristics of SSCS-based e-modules to train students' creative thinking skills on wave material and get readability responses from students. This research is a research and development (R&D) with a 3D model with the steps of define, design, and develop. Data collection techniques are non-test techniques that use observational data and questionnaires. Data analysis techniques are descriptive, qualitative, and quantitative methods. The subjects used in this study were physics teachers and class XII students at SMA Negeri 4, 7, and 9 Bengkulu City. The results of this study can be concluded that the SSCS-based e-module developed is included in the very feasible criteria with an average percentage of 88.70% and has the characteristics of an electronic module and is by the SSCS syntax, so it is worth testing and getting a very good response from students towards SSCS-based e-module readability with an average percentage of 81.81%.
Development of Basic Physics Experimental Props 1 on Fluid Viscosity Material Yunita Rahmani
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 1 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (May 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.82 KB) | DOI: 10.58723/ijoem.v1i1.4

Abstract

This research objectives were to Describe students' perception of the readability test of arduino-based basic physics experiment props on fluid viscosity material. The method used in this research is the Research and Development (R&D) method with ADDIE development model. Products are made using Arduino Uno and Arduino IDE software with C++ programming language. The data samples used in this study were 42 students of JPMIPA FKIP Unib (Physics Education, Chemical Education, Biology Education and Science Education). The instruments used in this student perception questionnaires. The student perception was interpreted by Likert Scale. Student perception was reviewed from 7 aspects, namely the efficiency aspects of the tool, the association with the lecture material, containing the value of education, tool durability, aesthetics, technical components and tool safety. The results obtained from this study showed that the props developed fall into the category of is the best with an average score of 87%
Students Perception of Readability of Comic-Based Physics Ethnoscience Learning Media on Sound Wave Material Using Microsoft PowerPoint Application Selly Diani Sari
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 1 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (May 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (162.474 KB) | DOI: 10.58723/ijoem.v1i1.5

Abstract

This study aims to conduct a readability test in order to describe students' perceptions of comic-based physics ethnoscience learning media on sound wave material using the Microsoft PowerPoint application. This type of research is development research. The research instrument used was a student perception questionnaire with 10 questions given to 30 respondents who were students in 3 schools, namely SMA Negeri 1, SMA Negeri 6 and SMA Negeri 9 Bengkulu City. In this study, data analysis used quantitative descriptions. Based on the results of the data obtained, it can be concluded that the comic-based physics ethnoscience learning media on sound wave material using the Microsoft PowerPoint application is very good based on the perceptions of students. This is based on the data obtained that of all statements regarding the readability of comic-based physics ethnoscience learning media, almost all of them were answered with the largest percentage being in the very good and good answer choices. This means that students agree with the statements offered on each question they fill in the perception sheet. Based on the data obtained, the average percentage of content quality aspect is 83%, the aspect of time allocation is 80% and the grammatical aspect is 87.5%. So it can be concluded from these three aspects that the module developed is very good with an overall average percentage of 83.5%.
Analysis of Needs Response to the Development of Digital Comic on Straight Motion Kinematics Materials Aulia Nurmalinda Hapsari; Eko Risdianto; Rosane Medriati
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 2 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (October 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.532 KB) | DOI: 10.58723/ijoem.v1i2.49

Abstract

The purpose of this research is to analyze the result of the response to the needs of development digital comics for students. This research is a descriptive research part of R&D research using the ADDIE model. The instruments used are observation sheets, interview sheets, and questionnaire sheets. The subjects consisted of physics teachers and class X students with 147 students and 4 teachers. The instruments used in this study are valid and reliable, students and teachers in 3 high schools in Bengkulu City strongly agree and need digital comic-based learning media with a result obtained being 83,45%.
Analysis of Need Response to the Development of E - Magazine on Static Fluid Material at Bengkulu City High School Cahya Widya Gunawan; Eko Risdianto; Desy Hanisa Putri
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 2 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (October 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.247 KB) | DOI: 10.58723/ijoem.v1i2.50

Abstract

The purpose of this work is to analyze the needs of teachers and students for learning media from electronic magazines for high school students about static fluid material. The research data was taken from physics teachers and also students of class XI of SMA N 1, SMA N. 6, SMA N 7 PLUS Bengkulu city. The data sources used in this study were obtained from physics teachers and 139 XI class students. This research method is a descriptive study included in the Department of Research and Development (RND). The research and development phases used are based on the ADDIE model, i.e. analysis, planning, development, implementation and evaluation. The research phase used the needs analysis phase, where tools such as school observation, interview and needs surveys were used. Data analysis techniques using quantitative data analysis and qualitative analysis. The results of this study indicate that the instrument used is valid and reliable. The results of this study also show that high school students and teachers strongly agree that they need learning environments based on electronic magazines.
Analysis of the need response to the development of the E -module of parabolic motion material at SMA Bengkulu City Dimas Lingga Iswara; Eko Risdianto; Andik Purwanto
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 2 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (October 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (235.335 KB) | DOI: 10.58723/ijoem.v1i2.51

Abstract

The problem that students often face in their learning is a misunderstanding in studying physics. The reason is because educators only teach physics abstractly through the classroom, without laboratory experiments (practice) or the use of other media aids, such as using ICT-based learning media. The research method used by researchers is research and development (R&D). R&D is a research model for the purpose of producing products and product feasibility tests. This research was conducted through five different stages of the ADDIE development model. Development, implementation and evaluation are not carried out because the purpose of this study is only to develop modules. This module is not directly applicable to classroom learning. The population used in the study was 153 students and 4 physics teachers from 3 high schools in Bengkulu City. The results of the needs analysis are valid and reliable, teachers and students of 3 high schools in Bengkulu City strongly agree with the development of E-modules for parabolic motion materials.
Development of Canva-Based Digital Teaching Materials to Train Students' Understanding of Dynamic Fluid Concepts Endasyari Juliarti
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 2 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (October 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (135.844 KB) | DOI: 10.58723/ijoem.v1i2.52

Abstract

The research aims to analyze students' needs for Canva-based digital teaching materials on dynamic fluid material. Research is a type of research and development. The design of the development model uses the ADDIE steps (Analysis, Design, Develop, Implementation, Evaluation). However, this article will only discuss the results at the analysis stage. What was done at the analysis stage was distributing questionnaires to find out students' needs for Canva-based digital teaching materials. The sample in this study were students of class XI IPA at SMAN 4, SMAN 5, and SMAN 7 Bengkulu City. Data collection techniques used include non-test techniques. Data analysis techniques using qualitative and quantitative data analysis techniques. The results of the study show that students need electronic teaching materials (E-Modules) that can train their ability to understand concepts in dynamic fluid materials.
The Effect of Learning Quiz Team Strategy on the Reasoning Ability and Mathematical Learning Outcomes of Student in the Pandemic Era Muhammad Rofik Siregar; Wiwik Novitasari; Yulia Anita Siregar
Indonesian Journal of E-learning and Multimedia (IJOEM) Vol. 1 No. 2 (2022): IJOEM: Indonesian Journal of E-learning and Multimedia (October 2022)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.193 KB) | DOI: 10.58723/ijoem.v1i2.53

Abstract

The problem in this study is how the Learning With Quiz Team strategy affects students' reasoning ability and mathematical learning outcomes in the pandemic era. Where this research was conducted at SMA Negeri 6 Padangisidimpuan, this study aims to determine the differences and influences of learning with the Quiz Team on the reasoning ability and learning outcomes of students in mathematics subjects at SMA Negeri 6 Padangsidimpuan. This type of research is quasi-experimental, in this study researchers used Classroom as a learning medium during a pandemic. Where the subjects in this study were students of class X-IPA SMA Negeri 6 Padangsidimpuan. The data collection tool used in this study was a test. The results of this study show that learning with the Learning With Quiz Team strategy has a significant influence on students' reasoning ability and mathematical learning outcomes by 82.05%. From the results of the SPSS test that the value of tcounts>tthe table. Thetable t value of 1.685 is obtained from the value of N 40-2=38. Where the value of 38 has atable t value = 1.685. Since tcount>ttable = 5,776>1,685, then H0 is rejected H1 is accepted. Thus the results of this study show that learning with the Quiz Team can improve students' reasoning skills and mathematical learning outcomes in the pandemic era.