Pengembangan e-modul interaktif berbasis gamifikasi pada pembelajaran teks fabel
Bibliographic Data
| ID | 22213871 |
|---|---|
| Authors | Khusnul 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) |
| Year | 2023 |
| Volume | 6 |
| Issue | 4 |
| Pages | 945-958 |
| Publication date | 2023-10-04 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | DIGLOSIA Jurnal Kajian Bahasa Sastra dan Pengajarannya (JOURNAL) |
| Journal identifiers | ISSN: 2615-725X • E-ISSN: 2615-8655 |
| Publisher | Universitas Mulawarman (PUBLISHER) |
| DOI | 10.30872/diglosia.v6i4.728 |
| OpenAlex | W4388810788 |
| Language | EN |
| References cited | 5 |
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
Instructional Design
Pengembangan Media Audio Visual Menggunakan Contextual Teaching and Learning (CTL) dalam Pembelajaran Menulis Paragraf Narasi pada Siswa Kelas VII SMP
Evaluasi Pemanfaatan Aplikasi Game dalam Ujian Bahasa Indonesia (Studi Kasus di SMAN 1 Polanharjo Klaten)
Pengembangan Modul Elektronik Menulis Teks Cerpen Berbasis Project Based Learning bagi Siswa Kelas XI SMA
Using game making pedagogy to facilitate student learning of interactive multimedia
| Citation velocity | historical |
|---|---|
| Highly cited | No |