E-module media and educational technology based on gamification for students of the Faculty of Tarbiyah and Teacher Training IAIN Palopo

E-Module Educational Media and Technology Gamification

Authors

Vol 9, No 1 (2025)
Original Article
June 23, 2025
June 24, 2025

The study examines the creation of e-modules for media and educational technologies utilising gamification principles. The study was carried out in the Faculty of Tarbiyah and Teacher Training at IAIN Palopo, with 103 students participating as respondents. The research conducted is Research and Development (R&D) employing the ASSURE development paradigm, which has six stages: analyse, state, choose, use, require, and evaluate. Data collecting methodologies encompass observational techniques, questionnaire methods, documentation approaches, and product validation procedures. Data analysis methodologies include both quantitative and qualitative approaches. The study findings, presented as a gamification-based media and educational technology e-module, were produced through six steps of the ASSURE development model, encompassing needs analysis, development process, and product creation stages. The product validity assessment yielded results of 86.67% from language experts, 88.89% from media experts, and 97.12% from material experts, signifying that the e-module is considered practical or valid for utilisation. The practicality test yielded a score of 79.76%, classified as practical, so affirming the e-module's acceptance and its efficacy in enhancing student learning.

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