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Pengembangan e-modul interaktif berbasis gamifikasi pada pembelajaran teks fabel

Bibliographic Data

ID22213871
AuthorsKhusnul Fatimah (Universitas Islam Malang, corresponding author), Tono Viono (0009-0004-2442-4788, Universitas Islam Malang, corresponding author), Ari Ambarwati (0000-0003-2519-1483, Universitas Islam Malang, corresponding author)
Year2023
Volume6
Issue4
Pages945-958
Publication date2023-10-04
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueDIGLOSIA Jurnal Kajian Bahasa Sastra dan Pengajarannya (JOURNAL)
Journal identifiersISSN: 2615-725X • E-ISSN: 2615-8655
PublisherUniversitas Mulawarman (PUBLISHER)
DOI10.30872/diglosia.v6i4.728
OpenAlexW4388810788
LanguageEN
References cited5

The change in the learning paradigm demands innovation in learning components. Electronic modules can encapsulate innovation regarding input, learning instruments, and facilities. Based on the needs analysis, fable text is essential because it can instill character. This research aims to develop a gamification-based interactive e-module to provide interactivity experience through games for students. The research method used is the Research and Development (R&D) method, with the development process using the ADDIE model (analyze, design, development, implementation, evaluation). The ADDIE model is systematic, easy, and has an iterative evaluation, so it is appropriate to be applied to develop modules. Media and material experts' results of the validation test stated that the module was categorized as valid. Based on the limited trial, it was found that students' responses to the e-module showed a very good category in terms of ease of use, attractiveness, language use, and media display. The results of the broad trial showed a number less than 0.05, so it can be stated that the Komiknesia e-module was proven effective in improving student learning outcomes

ADDIE Model · Interactivity · Mathematics education · Multimedia · Pedagogy · Blockchain Technology in Education and Learning · Computer Science · Educational Methods and Impacts · Educational Methods and Media Use · Psychology

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