This study aims to develop an e-module based on Contextual Teaching and Learning (CTL) as a physics learning media and to test its feasibility. The study employed a research and development method (R & D). This research produces a digital learning media for the Physic topic of reflection of light and refraction of light, which can assist students in studying independently by following the syntax of CTL. The e-module combines video, audio, and interactive quiz features. The development process was conducted through the ADDIE model where the researcher evaluate every step in the development process. The e-module was developed according to the syntax of CTL. Validation of the e-module was conducted during the development steps. The validation results by the material expert gained a score of 85.09%, while the media expert gained a score of 82.14%. The e-module was implemented in a small group of nine students and gained a score of 84.71%. These scores mean that the e-module was considered feasible and very good.
The urgency of the potential use of electronic games in learning is in line with the increasingly advanced technology and as an effort to increase student engagement and concentration. Student involvement and concentration is the key so students can have a learning experience. One alternative solution is the development of electronic games to support learning. The electronic game developed in this study uses Unity software. This type of research is descriptive and qualitative and aims to describe the need for electronic games to support student involvement and concentration in learning. Data collection techniques using questionnaires. The questionnaire was made using G-Form containing 7 question items in the form of checklists or descriptions in each item answer column according to the respondent's opinion. The questionnaire was distributed online to respondents who were teachers and lecturers from various educational units in the city of Padang. Based on the study's results, electronic games are needed to increase student involvement and attention in learning activities. Games make learning fun and varied to stimulate students' interest in learning. Students with a high interest in learning will show engagement and involvement to do something diligently for a long time, be easier to concentrate, remember, and not quickly bored with what is being learned.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.