Oktober, Jurnal Teknologi Pembelajaran Indonesia
Vol 16 No 2 (2026)

Jurnal Teknologi Pembelajaran Indonesia Vol. 16 No. 2 (2026) contains 5 scientific articles addressing various issues in instructional technology and educational innovation. The topics include the development of tutorial videos as learning media for bridal makeup, the development of microlearning-based instructional videos to improve learning outcomes in Science and Social Studies (IPAS), the development of Canva-assisted digital learning media for environmental pollution topics, the effects of animation media on Informatics learning outcomes, and the effects of audiovisual media based on animated videos on students’ critical thinking skills. These articles were written by researchers and academics from 4 higher education institutions across 3 cities in Indonesia, namely Universitas Pendidikan Ganesha in Singaraja, Universitas Muhammadiyah Kendari in Kendari, and Universitas Slamet Riyadi and Universitas Slamet Riyadi Surakarta in Surakarta. The diversity of topics and institutional backgrounds reflects the academic community’s contributions to the development of learning media, technology, and instructional innovation to improve the quality of learning processes and outcomes.

April, Jurnal Teknologi Pembelajaran Indonesia
Vol 16 No 1 (2026)

Jurnal Teknologi Pembelajaran Indonesia Vol. 16 No. 1 (2026) contains 6 scientific articles addressing various issues in instructional technology and educational innovation. The topics include the effectiveness of virtual reality-based edugame media in enhancing students’ environmental awareness, the development of tutorial videos to improve students’ practical competencies, the development of local content learning multimedia, the development of classroom action research teaching materials based on Perplexity Artificial Intelligence, the development of educational games for Science and Social Studies (IPAS) learning, and the development of storybooks based on local wisdom as teaching materials for elementary schools. These articles were written by researchers and academics from 4 higher education institutions across 4 cities in Indonesia, namely Universitas Negeri Surabaya in Surabaya, Universitas Pendidikan Ganesha in Singaraja, Universitas Negeri Makassar in Makassar, and Universitas Negeri Medan in Medan. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of technology, learning media, teaching materials, and instructional innovations to support improvements in educational quality.

Oktober, Jurnal Teknologi Pembelajaran Indonesia
Vol 15 No 2 (2025)

Jurnal Teknologi Pembelajaran Indonesia Vol. 15 No. 2 (2025) contains 6 scientific articles addressing various issues in learning technology and educational innovation. These include the effectiveness of Prezi interactive media in history learning, the development of Islamic Religious Education instructional videos on Friday prayers, the development of Android-based learning media for Islamic Cultural History, the design of an animated instructional video on Dhuha prayers, the use of Artificial Intelligence (AI) in higher education learning processes, and the effect of the Flipped Classroom model on Informatics problem-solving skills in terms of students’ adversity quotient. The articles were written by researchers and academics from 4 higher education institutions across 4 cities in Indonesia, namely Sriwijaya University in Palembang, Muhammadiyah University of Kendari in Kendari, Ganesha University of Education in Singaraja, and Zainul Hasan Genggong Islamic University in Probolinggo. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of instructional media, educational technology, learning innovations, and the use of digital technology to improve the quality of education.

April, Jurnal Teknologi Pembelajaran Indonesia
Vol 15 No 1 (2025)

Jurnal Teknologi Pembelajaran Indonesia Vol. 15 No. 1 (2025) contains 7 scientific articles addressing various issues in learning technology and educational innovation. These include the implementation of Project-Based Learning supported by Liveworksheets to improve creative thinking skills and science learning outcomes; Problem-Based Blended Learning supported by the Melajah.id Portal to improve learning outcomes and problem-solving skills among vocational high school students; the development of Augmented Reality for introducing the history of the I Gusti Ngurah Rai Struggle Monument; the effect of e-learning message design on learning outcomes; the influence of lecturer support on student learning engagement, with academic self-efficacy as a mediating variable; the development of Augmented Reality-based learning media for the human respiratory system; and the development of mathematics instructional videos using the STAD cooperative learning model. The articles were written by researchers and academics from 3 higher education institutions across 3 cities in Indonesia, namely Ganesha University of Education in Singaraja, Universitas Pendidikan Nasional in Denpasar, and Yogyakarta University of Technology in Yogyakarta. The diversity of topics and institutional backgrounds reflects academic contributions to the development of educational technology, instructional media, learning models, and innovative approaches aimed at improving the quality of learning processes and outcomes.

Oktober, Jurnal Teknologi Pembelajaran Indonesia
Vol 14 No 2 (2024)

Jurnal Teknologi Pembelajaran Indonesia Vol. 14 No. 2 (2024) contains 8 scientific articles addressing various issues in learning technology and educational innovation. These include the implementation of Hybrid Learning supported by interactive learning media to improve mathematics learning outcomes and motivation; the development of Discovery Learning-based interactive multimedia to enhance critical thinking skills in science subjects; the development of Problem Posing-based interactive multimedia for teaching algorithms and programming; the development of a gamified online application to improve listening and reading comprehension skills; the effectiveness of gamified learning multimedia; the development of an English-language e-comic based on the SAVI learning model; the development of an Augmented Reality application for introducing computer CPU hardware components; and the development of the Demata application to support lecturers and students with visual impairments. The articles were written by researchers and academics from 4 higher education institutions across 4 cities in Indonesia, namely Ganesha University of Education in Singaraja, Malang Health Polytechnic of the Ministry of Health in Malang, Yogyakarta University of Technology in Yogyakarta, and Sultan Ageng Tirtayasa University in Serang. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of educational technology, media, applications, and learning innovations aimed at improving educational quality and supporting inclusive learning.

April, Jurnal Teknologi Pembelajaran Indonesia
Vol 14 No 1 (2024)

Jurnal Teknologi Pembelajaran Indonesia Vol. 14 No. 1 (2024) contains 8 scientific articles addressing various issues in learning technology and educational innovation. These include the development of an Android-based educational game for introducing Ramayana stories; the development of interactive multimedia as a learning medium for traditional dance; the effectiveness of training programs on instructional media development for lecturers; the development of a realistic mathematics-based educational game to improve conceptual understanding; the effect of the Project-Based Learning model on Informatics learning motivation and outcomes; the implementation of Project-Based Blended Learning supported by 3D GeoGebra to improve students’ conceptual understanding and creativity; the effect of problem-solving models on mathematical problem-solving skills; and a comparative analysis of WarpPLS, SmartPLS, AMOS, and SPSS in learning technology research. The articles were written by researchers and academics from 5 higher education institutions across 4 cities in Indonesia, namely ITB STIKOM Bali in Denpasar, Universitas Pendidikan Nasional in Denpasar, Tanjungpura University in Pontianak, Padang Health Polytechnic of the Ministry of Health in Padang, and Ganesha University of Education in Singaraja. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of educational technology, instructional media, learning models, and educational innovations aimed at improving the quality of learning processes and outcomes.

Oktober, Jurnal Teknologi Pembelajaran Indonesia
Vol 13 No 2 (2023)

Jurnal Teknologi Pembelajaran Indonesia Vol. 13 No. 2 (2023) contains 6 scientific articles addressing various issues in learning technology and educational innovation. These include the effect of the Project-Based Flipped Learning model on English learning motivation and achievement; students’ perceptions of using ChatGPT to support learning in the digital era; the effect of online learning via Google Meet and lecturers’ pedagogical competence on learning achievement; the implementation of Project-Based Blended Learning supported by Quizizz in mathematics learning; the development of a basketball shooting tutorial video to support blended learning; and the implementation of the Know-Want-Learned (KWL) model combined with the Flipped Classroom strategy to improve English reading and writing skills. The articles were written by researchers and academics from 3 higher education institutions across 3 cities in Indonesia, namely Ganesha University of Education in Singaraja, Kerinci State Islamic Institute in Sungai Penuh, and Universitas Pendidikan Nasional in Denpasar. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of educational technology, learning models, instructional media, and the use of digital technology to improve the quality of learning processes and outcomes.

April, Jurnal Teknologi Pembelajaran Indonesia
Vol 13 No 1 (2023)

Jurnal Teknologi Pembelajaran Indonesia Vol. 13 No. 1 (2023) contains 7 scientific articles addressing various issues in learning technology and educational innovation. These include the development of Android-based interactive multimedia for computer graphics learning using Unity 3D; the implementation of Problem-Based Learning Flipped Classroom supported by interactive videos to improve critical thinking skills and mathematics learning motivation; the development of a local-wisdom-oriented contextual e-module to improve Balinese script writing skills; the development of learning media for beverage preparation techniques using Smart Apps Creator in a bartending course; the development of a motorcycle manual transmission trainer as an instructional medium; the role of self-efficacy in mediating the effect of online learning on students’ academic stress; and a meta-analysis of the effect of Project-Based E-Learning on problem-solving skills. The articles were written by researchers and academics from 5 higher education institutions across 5 cities in Indonesia, namely the Indonesian Institute of Business and Technology in Denpasar, Ganesha University of Education in Singaraja, Jakarta State University in Jakarta, Medan State University in Medan, and PGRI University of Yogyakarta in Yogyakarta. The diversity of topics and institutional backgrounds reflects academic contributions from various regions to the development of educational technology, instructional media, learning models, and educational innovations aimed at improving the quality of learning processes and outcomes.

Oktober, Jurnal Teknologi Pembelajaran Indonesia
Vol 12 No 2 (2022)

Jurnal Teknologi Pembelajaran Indonesia Vol. 12 No. 2 (2022) contains 6 scientific articles addressing various issues in learning technology and educational innovation. These include the implementation of the PDEODE model based on Teaching Factory to improve students’ skills and formal reasoning abilities; the effect of Project-Based E-Learning on achievement motivation and creative thinking skills; the development of an e-module using the Problem-Based Flipped Classroom model; the effect of Self-Regulated Learning supported by multimedia on mathematical problem-solving skills and learning motivation; the effect of Adaptive E-Learning on learning achievement and conceptual understanding; and the implementation of Problem-Based Learning supported by multimedia to improve learning motivation and critical thinking skills in chemistry learning. The articles were written by researchers and academics from 2 higher education institutions across 2 cities in Indonesia, namely Dr. Soetomo University in Surabaya and Ganesha University of Education in Singaraja. The diversity of topics and institutional backgrounds reflects academic contributions to the development of learning models, instructional media, and educational technologies aimed at improving the quality of learning processes, motivation, skills, and learning outcomes.

April, Jurnal Teknologi Pembelajaran Indonesia
Vol 12 No 1 (2022)

Jurnal Teknologi Pembelajaran Indonesia Vol. 12 No. 1 (2022) contains 7 scientific articles addressing various issues in learning technology and educational innovation. These include the effect of the Problem-Based E-Learning model on achievement motivation and Informatics learning outcomes; the development of interactive PowerPoint media for teaching multiplication in elementary schools; the improvement of reading and writing literacy through the Contextual Teaching and Learning (CTL) approach; the use of the Wordwall application to improve mathematics learning outcomes; a meta-analysis of the Problem-Based E-Learning model on critical thinking skills; the development of project-based instructional videos for implementing the Flipped Classroom model in graphic design and printing; and the development of Problem-Based Learning-oriented e-comic instructional media to improve understanding of social arithmetic concepts. The articles were written by researchers and academics from 2 higher education institutions across 2 cities in Indonesia, namely Ganesha University of Education in Singaraja and Muhammadiyah University of Surabaya in Surabaya. The diversity of topics and institutional backgrounds reflects academic contributions to the development of innovative instructional media, learning models, and strategies aimed at improving literacy, critical thinking skills, motivation, and learning outcomes.

Oktober, Jurnal Teknologi Pembelajaran Indonesia
Vol 11 No 2 (2021)

Jurnal Teknologi Pembelajaran Indonesia Vol. 11 No. 2 (2021) contains 8 scientific articles addressing various issues in learning technology and educational innovation. These include students’ perceptions of the use of Flash animation in Basic Chemistry courses; the development of Flipped Learning-based instructional tools; the implementation of the Flipped Classroom model in online learning; the development of domino card media for science learning; the development of teaching materials based on Google Sites; the development of alternative energy learning media using interactive multimedia; the development of an electronic module oriented toward Education for Sustainable Development (ESD); and the effect of Self-Regulated E-Learning on students’ academic achievement and learning independence. The articles were written by researchers and academics from 3 higher education institutions across 3 cities in Indonesia, namely Ekasakti University in Padang, STMIK STIKOM Indonesia in Denpasar, and Ganesha University of Education in Singaraja. The diversity of topics and institutional backgrounds reflects academic contributions to the development of educational technology, instructional media, teaching materials, and innovative learning strategies aimed at improving the quality of learning processes and outcomes.

April, Jurnal Teknologi Pembelajaran Indonesia
Vol 11 No 1 (2021)

Jurnal Teknologi Pembelajaran Indonesia Vol. 11 No. 1 (2021) contains 7 scientific articles addressing various issues in learning technology and educational innovation. These include the development of Android-based interactive learning media for animal reproduction materials; the development of an Android-based mathematics educational game; the development of a science e-module to support independent learning; the development of interactive learning media for Craft and Entrepreneurship subjects; the development of a local Subak wisdom-based illustrated storybook; the development of science instructional videos; and the integration of the history of mathematics to foster students’ positive attitudes toward mathematics learning. The articles were written by researchers and academics from 1 higher education institution, namely Ganesha University of Education in Singaraja, as well as one author from SMA Negeri 1 Kubu in Karangasem, Bali. These contributions reflect efforts to develop digital media, teaching materials, and innovative learning strategies to support the improvement of learning processes and outcomes.