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This issue (Vol. 3 No. 3, May 2026) of the Educational Journal of Learning Technology presents a collection of research focused on the effectiveness of various digital and collaborative learning media to improve student competencies, with a dominant theme on Islamic Religious Education and technology-assisted learning. The articles discuss the implementation of cooperative models (such as Jigsaw), the development of interactive and gamified media (including video interaktif, ProProfs, PowerPoint-based gamification, and Talking Pen Al-Qur'an), as well as the use of signal processing simulations (Fourier Transform with Python/GNU Octave), all aimed at enhancing learning outcomes, interest, independent learning, and problem-solving skills across elementary to secondary education levels in Indonesia.
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