Interactive E-Modules with Discovery Learning: Increase Informatics Motivation for Vocational Students

Neno Fani Safrida, Farah Ramadhani, Alifia Ilwi Agusty

Abstract


This research aims to develop and determine the feasibility of flipbook-based interactive e-modules in informatics subjects and determine student motivation after using the product. The development model applied is Hannafin and Peck with three stages, including (1) needs analysis, (2) design, and (3) development and implementation. Experts in learning media and material validated the product. Data was collected using a validation questionnaire sheet and distributing questionnaires with product feasibility instruments and learning motivation. The media expert validation assessment results get a 91 percent or very feasible percentage, while the material expert's percentage is 98.4 percent or very feasible. The small group testing was 93.44 percent or very feasible, and the extensive group testing was 88.58 percent or very feasible. Student learning motivation after using the product obtained a percentage of 87.21 percent, or very high. Thus, the interactive e-module product is considered capable of increasing student learning motivation and is very feasible to be used in the learning process at school.

Full Text:

PDF

References


Nabilah, B., Zakir, S., Murtiyastuti, E., & Mubaraq, R. I. (2022). Analisis Penerapan Mata Pelajaran Informatika dalam Implementasi Kurikulum Merdeka Tingkat SMP.

Zulaiha, S., & Meldina, T. (2022). Problematika Guru dalam Menerapkan Kurikulum Merdeka Belajar. Terampil: Jurnal Pendidikan Dan Pembelajaran Dasar, 9(2), 163–177. https://doi.org/10.24042/TERAMPIL.V9I2.13974

Susanti, L. (2020). Strategi Pembelajaran Berbasis Motivasi. Elex Media Komputindo. https://books.google.co.id/books?id=DcrTDwAAQBAJ

Amanullah, M. A. (2020). Pengembangan Media Pembelajaran Flipbook Digital Guna Menunjang Proses Pembelajaran Di Era Revolusi Industri 4.0. http://journal.umpo.ac.id/index.php/dimensi/index

Wahyono, Musthofa, & Asfarian, A. (2021). Buku Panduan Guru Informatika.

Ramandhani Pujiningtyas, M., & Budi Minarti, I. (2023). Implementasi Discovery Learning Pada Materi Ekosistem Dalam Mewujudkan Profil Pelajar Pancasila. Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM METRO, 8(1).

Pangastiningasih Etikamurni, D., Istyowati, A., & Ayu, H. D. (2023). Upaya Peningkatan Motivasi Belajar Fisika Melalui Discovery Learning-Berdiferensiasi di Era Kurikulum Merdeka. 5(2). https://doi.org/10.21067/jtst.v5i2.8904

Bakri, F., Muliyati, D., & Nurazizah, I. (2018). Website E-Learning Berbasis Modul: Bahan Pembelajaran Fisika Sma Dengan Pendekatan Discovery Learning. 3(1), 90–95.

Tegeh, I Made, dkk. (2014). Model Penelitian Pengembangan. Yogyakarta: Graha Ilmu.

Rahman, S. (2021). Pentingnya Motivasi Belajar Dalam Meningkatkan Hasil Belajar.

Elmunsyah, H., Hidayat, W. N., & Asfani, K. (2019). Mobile app-based learning media to facilitate student learning. In World Transactions on Engineering and Technology Education  2019 WIETE (Vol. 17, Issue 1). https://www.researchgate.net/publication/331995917

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033




DOI: http://dx.doi.org/10.17977/um010v6i22023p%25p

Refbacks

  • There are currently no refbacks.


 

 Letters in Information Technology Education (LITE)
 2654-5667
 Contact
 Published by Electrical Engineering, Universitas Negeri   Malang, Indonesia
 Jl. Semarang No. 5 Malang, East Java, Indonesia
 Homepage:  http://journal2.um.ac.id/index.php/lite/index
 E-mail: lite.teum@gmail.com

View My Stats