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Journal articles on the topic 'Interactive Learning Module'

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1

Tarigan, Wenny Pinta Litna, Herbert Sipahutar, and Fauziyah Harahap. "The Effect of Interactive Digital Learning Module on Student’s Learning Activity and Autonomy." Bioedukasi: Jurnal Pendidikan Biologi 14, no. 2 (2021): 196. http://dx.doi.org/10.20961/bioedukasi-uns.v14i2.49366.

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<p class="AuthorInfo">In the modern society, the internet breaks through the restrictions on time and space and becomes a ubiquitous learning tool. Designing teaching activity for digital learning and flexibly applying technology tools are the key issues for current information technology integrated education. Interactive learning modules could be used in the classroom environment for effective learning. This study explored the effect of instructional modules for providing supplementary instruction in biology concepts. Interactive digital learning module was developed in order to assist
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Aisyah, Euis Sitinur, Rifat Syauqi Pahad, and Syali Alivia Syahdarani. "Perancangan Modul Interaktif Menggunakan Aplikasi Articulate Storyline Pada PT BFI Finance Indonesia Tbk." Journal Cerita 10, no. 1 (2024): 53–58. http://dx.doi.org/10.33050/cerita.v10i1.2976.

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M-Beat (Mobile BFI Edustream and Training Application) is a BFI Finance e-Learning platform dedicated to employee learning and training. One of the features of the M-Beat is the Interactive feature which is an interactive module. However, currently, only a few modules are already interactive. This is not yet fully effective because the modules still in PDF form are monotonous. Therefore, it is necessary to build interactive modules on other modules that are still in PDF form. In creating this interactive module, researchers used PowerPoint for storyboard creation, and Articulate Storyline 360
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Dwiningsih, Kusumawati, Sri Poedjiastoeti, Ahmad Lutfi, Sukarmin Sukarmin, Rusly Hidayah, and Ainun Nisa. "Interactive e-modules training and workshop as teaching materials the era of Society 5.0." Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang 7, no. 2 (2022): 295–308. http://dx.doi.org/10.26905/abdimas.v7i2.6615.

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Interactive e-modules are one of the innovations of teaching materials in Society 5.0 considered innovative for learning. As innovative teaching materials interactive e-modules are recommended, it is hoped that 21st-century teachers will be able to develop their interactive e-modules that suit students’ character and the learning methods used. However, based on a survey that has been conducted, 79% of teachers still use PowerPoint (.ppt) as teaching materials. This activity was held to provide training on making interactive e-modules to the chemistry MGMP team in Gresik based on a scientific a
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Rufia, Rufia, Misnah Misnah, and Bau Ratu. "Implementation of Interactive Science Module Based on Problem Based Learning to Increase Activeness Study." Journal of Education Method and Learning Strategy 3, no. 02 (2025): 366–73. https://doi.org/10.59653/jemls.v3i02.1751.

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This study aims to determine the effectiveness of the implementation of interactive modules of Science based on Problem Based Learning (PBL) in improving the learning activity and achievement of fourth-grade students of SDN 09 Bungku. The research methods used were observation, interviews, and evaluation of student learning outcomes before and after implementing the module. The results showed that the implementation of interactive modules based on PBL significantly improved student learning activity. Students became more enthusiastic, actively discussed, asked questions, and solved problems in
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Firmansyah, Ada Udi, and Lathifah. "Education Module as a Learning Aid for Fantasy-Based Materials via Local Area Network (LAN)." International Journal Software Engineering and Computer Science (IJSECS) 5, no. 1 (2025): 11–21. https://doi.org/10.35870/ijsecs.v5i1.3399.

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Fantasy Education Module is intended to enhance early childhood learning with engaging and interactive learning media. A wireless local area network (LAN) module has been developed for writing, reading and coloring activities to support and enhance classroom productivity. The system provides deeper learning of educational content with multimedia interactive features that can engage younger children in the topics. This paper examines the impact of LAN module design with interactive elements on children’s teaching methods and learning outcomes, concentrating specifically on the role of interacti
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Utami, Saza Kurnia, and Dony Novaliendry. "PENGEMBANGAN MODUL INTERAKTIF KOMPUTER DAN JARINGAN DASAR BERBASIS ANDROID." Voteteknika (Vocational Teknik Elektronika dan Informatika) 7, no. 4 (2020): 244. http://dx.doi.org/10.24036/voteteknika.v7i4.106720.

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The use of technology in education can simplify the learning process and increase the potential of students in developing interests and potential so that learning objectives can be achieved. Based on observations on the Computer and Basic Networking subjects at SMKN 5 Padang that teachers have not implemented the media in the form of interactive modules in the learning process so that it has an impact on student learning outcomes. The purpose of this research is to develop an interactive module Computer and Basic Networks. Making this module using Android Studio software. The development metho
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Tamaji and Arief Budijanto. "Pembelajaran Microcontroller MCS-51 Dengan Metodologi Interaktif." Jurnal Intake : Jurnal Penelitian Ilmu Teknik dan Terapan 8, no. 2 (2017): 61–66. http://dx.doi.org/10.48056/jintake.v8i2.26.

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Evaluation Board Microcontroller 89S51 / 89S82 / 89S53 (PEM-51) is a tool used to support microcontroller subject learning with an interactive methodology. PEM-51 consists of input / output modules that are integrated in one PCB board. The modules consist of a switch input, keypad module, LED module, seven segment display module, LCD display module, ADC (Analog to Digital Converter) module, DAC (Digital to Analog Conver) module, Stepper motor module. The software used in this tool is C using the Keil µVision4 compiler. The interactive learning process can be done by making a simulation circuit
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Tamaji, Tamaji, and Arief Budijanto. "Pembelajaran Microcontroller MCS-51 Dengan Metodologi Interaktif." Jurnal Intake : Jurnal Penelitian Ilmu Teknik dan Terapan 8, no. 2 (2017): 61–66. http://dx.doi.org/10.32492/jintake.v8i2.692.

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Evaluation Board Microcontroller 89S51 / 89S82 / 89S53 (PEM-51) is a tool used to support microcontroller subject learning with an interactive methodology. PEM-51 consists of input / output modules that are integrated in one PCB board. The modules consist of a switch input, keypad module, LED module, seven segment display module, LCD display module, ADC (Analog to Digital Converter) module, DAC (Digital to Analog Conver) module, Stepper motor module. The software used in this tool is C using the Keil µVision4 compiler. The interactive learning process can be done by making a simulation circuit
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Аnzorova, S., D. Madiyarova, A. Zubets, G. Zhumadilova, and E. Tlessova. "INTEGRATION OF DIGITAL AND PEDAGOGICAL TECHNOLOGIES IN THE PROCESS OF TEACHING STUDENTS OF SOCIO-ECONOMIC AND PEDAGOGICAL AREAS OF TRAINING." BULLETIN 3, no. 391 (2021): 170–75. http://dx.doi.org/10.32014/2021.2518-1467.117.

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Тhis study examines how to integrate the benefits of role-playing, collaborative and interactive learning, and realistic case studies in a virtual environment. The article describes the experience of implementing an educational model based on the online virtual reality platform Second Life (SL), which provides students with the opportunity to participate in role-playing games, interactive learning, and social interaction in the learning process. The proposed model consists of three modules: the module for the preparation of information, joint modeling, a reflexive module that provides practica
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Sape, Herwandi, Lukman, and Piether Magi Sambara. "Penggunaan E-Modul Interaktif dalam Meningkatkan Kemampuan Literasi Siswa." Jurnal Pendidikan dan Pembelajaran 4, no. 2 (2024): 101–6. https://doi.org/10.62388/jpdp.v4i2.522.

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This study aims to analyze the effectiveness of using interactive e-modules in improving the literacy skills of Fisheries Department students at SMK Negeri 1 Maros. Using a qualitative approach, data was collected through observation, interviews and document analysis. The results showed that the interactive e-module was able to increase students' interest in reading, material comprehension, and analysis skills. Students are more motivated to learn because e-modules present material visually and interactively through text, images, videos, and simulations. In addition, teachers also feel a posit
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Wahyuni, Arie. "Development of Geogebra-Based Interactive E-Modules to Improve Students' Digital Literacy Abilities." International Journal of Advance Social Sciences and Education (IJASSE) 1, no. 4 (2023): 261–68. http://dx.doi.org/10.59890/ijasse.v1i4.1120.

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Many students of Ivet University's mathematics education study program think that mathematics courses are very difficult and boring. This happens because students are positioned as listeners in the learning process so that what happens is that the learning process is too monotonous. So far, teaching and learning activities have only used books as a learning resource, an interactive approach will be able to make students more interested in the learning process. One interactive approach in the learning process is using geogebra-based interactive e-modules. The existence of geogebra-based interac
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Wahyuni, Arie. "Development of Geogebra-Based Interactive E-Modules to Improve Students' Digital Literacy Abilities." Development of Geogebra-Based Interactive E-Modules to Improve Students' Digital Literacy Abilities 1, Vol. 1 No. 4 (2023): December 2023 (2024): 8. https://doi.org/10.59890/ijasse.v1i4.1120.

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Many students of Ivet University's mathematics education study program think that mathematics courses are very difficult and boring. This happens because students are positioned as listeners in the learning process so that what happens is that the learning process is too monotonous. So far, teaching and learning activities have only used books as a learning resource, an interactive approach will be able to make students more interested in the learning process. One interactive approach in the learning process is using geogebra-based interactive e-modules. The existence of geogebra-based interac
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Hidayatullah, Haqqi, and Rooselyna Ekawati. "Development of Interactive Module Based on Realistic Mathematics Education for the Material of Numbers." MATHEdunesa 10, no. 2 (2021): 200–205. http://dx.doi.org/10.26740/mathedunesa.v10n2.p200-205.

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During the Covid 19 pandemic, which required distance or online learning makes learning material difficult for students to understand, especially number material in junior high schools. One of the ways that teachers can use to facilitate students in learning is by taking approaches, one of which is the Realistic Mathematics Education (RME) approach. To support online learning where students can study independently with teacher guidance so that learning media is very important. One of the learning media developed is an interactive module based RME. The purpose of this research is to describe ho
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Dan Didah Nurhamidah, Selvia Nur Qomarina. "PEMANFAATAN E-MODUL INTERAKTIF PADA MATERI TEKS FABEL." Sasando : Jurnal Bahasa, Sastra Indonesia, dan Pengajarannya Lembaga Penelitian dan Pengabdian Masyarakat Universitas Pancasakti Tegal 6, no. 1 (2023): 40–47. http://dx.doi.org/10.24905/sasando.v6i1.199.

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This study aims to describe the use of interactive e-modules to assist in learning Fable Texts. Interactive e-module applications are android-based applications that teach about PUEBI by presenting material summaries, learning videos, material slides, and practice questions. This research method uses a descriptive qualitative method. The questionnaire for the research sample was 24 grade 7 students at SMP IP Yakin Jakarta. The results of the study showed that the use of interactive e-module media for learning, especially in fable text material, received a good response, seen from the positive
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Alvian, Muhammad Rizqi, and Enny Susiyawati. "MEASURING THE USER EXPERIENCE OF INTERACTIVE E-MODULES BASED ON SOMATIC, AUDITORY, VISUAL, INTELLECTUAL ON LIGHT MATERIAL." EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA 6, no. 1 (2024): 78–86. http://dx.doi.org/10.29100/.v6i1.4338.

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This study aims to evaluate the use of interactive e-modules based on Somatic, Auditory, Visual, Intellectual (SAVI) in the learning process with light material. Several multimedia aspects are presented in this interactive e-module (such as video, sound, picture, etc.). To collect relevant information, this descriptive research involved 27 students grade 8 from a State Islamic Junior High School in Kediri. A valid and reliable User Experience Questionnaire (UEQ) was use to examine students’ experience while using SAVI-based interactive e-module. The SAVI-based interactive e-modules received go
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Cortez, Regine P., and Rich Paulo S. Lim. "Development and Validation of Interactive Computer-Based Learning Module in English." Akademika 14, no. 01 (2025): 94–108. https://doi.org/10.34005/ak.v14i01.4454.

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This study focused on the development and validation of an interactive computer-based learning module designed for Grade 8 English under the K to 12 curriculum. The module was created following a Research and Development design and evaluated using an experimental approach. Participants were selected from heterogeneous sections of a secondary public school in the Division of Mabalacat City. The experimental group utilized the interactive module, while the control group followed the traditional discussion method. Findings revealed that students who used the interactive module outperformed those
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Ulhaq, Riza, and Ilham Juliwardi. "A DIGITAL INTERACTIVE MODULE-BASED ON PROBLEM LEARNING IN ENVIRONMENTAL POLLUTION." BIOTIK: Jurnal Ilmiah Biologi Teknologi dan Kependidikan 11, no. 2 (2023): 194. http://dx.doi.org/10.22373/biotik.v11i2.19875.

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The background of this research is the lack of innovative digital technology-based learning media. There are not many digital interactive modules that have been developed to support learning. The limited availability of digital interactive modules can limit the use of technology in learning and hinder the achievement of learning goals in the era of Industrial Revolution 4.0. For this reason, it is necessary to develop digital-based interactive modules that provide opportunities for students to discover for themselves the concepts they are studying. Learners become more active and independently
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Sefriani, Rini, and Indra Wijaya. "Pembuatan Modul Pembelajaran Multimedia Interaktif Berbasis Adobe Dircetor pada Mata Pelajaran Sistem Operasi Sekolah Menengah Kejuruan." INTECOMS: Journal of Information Technology and Computer Science 1, no. 1 (2018): 60–71. http://dx.doi.org/10.31539/intecoms.v1i1.124.

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This study aims to design and create interactive multimedia learning modules that meet Valid, Practical and Effective requirements for operating system subjects in Vocational High School. The type of this research is Research and Development research conducted in Vocational High School class 10. The population of this study is the students of class 10 SMK Negeri Batipuh West Sumatra. The sample of this research is students of class 10 Multimedia SMK N Batipuh West Sumatra. The results of the assessment of the three validators overall validator assessment of the Interactive multimedia learning
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Hermansyah, Sam, Nasmilah Nasmilah, Abidin Pammu, Noer Jihad Saleh, Han Huazheng, and Huang Congzhao. "Socialization Making Media Learning Interactive E-Module based Flippbook in Elementary School 4 Maiwa." Pengabdian: Jurnal Abdimas 1, no. 1 (2023): 1–7. http://dx.doi.org/10.55849/abdimas.v1i1.117.

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The learning process will be more effective if it uses many learning resources, one of which is a module. For efficiency, modules can be packaged into a digital form called e-module based philipbook. From facet access And convenience in bring, e-module Can accessed And opened anywhere is at. On study This done socialization making media e-module based flipbook to elementary school teachers through stages planning, implementation, And taking questionnaire data follow-up after training. Results media implementation based E-Module learning Flipbooks teachers can develop Flipbook-based E-Module le
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Yurnetti, Khairil Arif, Harmedi Yulian Saputra, and Tifani Aisya Djuazva. "The Effectiveness of Interactive Android Modules through the Culturally Responsive Teaching (CRT) Approach Integrated with Differentiated Learning to Improve the Learning Outcomes of Junior High School Science Independent Curriculum Students." Jurnal Penelitian Pendidikan IPA 11, no. 4 (2025): 254–64. https://doi.org/10.29303/jppipa.v11i4.10707.

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This research aims to analyze and explain the validity, practicality, and the effectiveness of interactive android modules through the CRT approach integrated with differentiated learning. Interactive android modules are designed to improve students' understanding so as to improve student learning outcomes. This type of research is research and development (R&D) using the ADDIE design which consists of five stages, namely analysis, design, development, implementation, and evaluation. Results obtained from this research that the validity of the interactive Android module is declared valid i
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Rahma, Siti, Z. Mawardi Effendi, Zuwirna, Indrati Kusumaningrum, and Fetri Yeni J. "Development of E-Modules Based on 5E Instructional Models in Chemistry." Jurnal Penelitian Pendidikan IPA 9, no. 8 (2023): 6603–9. http://dx.doi.org/10.29303/jppipa.v9i8.4518.

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Information technology in education opens up new opportunities to enhance learning in schools. The learning media that can be used is e-module, which is an interactive and flexible digital learning resource. This study aimed to develop an e-module based on the 5E instructional model in class XI chemistry at SMA. The development method used is 4D. Identify the needs and objectives of class XI chemistry learning. Furthermore, the structure and content of the e-module is prepared based on the 5E instructional model, namely: engage, explore, explain, elaborate, and evaluate. At the development sta
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Agusty, Seventina, and Vera Irma Delianti. "PENGEMBANGAN APLIKASI MODUL INTERAKTIF KOMPUTER DAN JARINGAN DASAR BERBASIS ANDROID." Voteteknika (Vocational Teknik Elektronika dan Informatika) 7, no. 3 (2019): 94. http://dx.doi.org/10.24036/voteteknika.v7i3.105215.

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Educational goal is for improving the quality of human resources, forming character and developing the potential of students to become useful human beings for the nation and the society . to achieve these educational goals, the quality of education must be improved through learning facilities and the learning process. Based on researcher observations at Vocational school 6 Padang, especially on computer subjects and basic networks, it was found teachers have not used interactive modules when learning activities. this affects the student learning outcomes which are still many that have not reac
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Nonik Erawati, Kadek, Ni Nengah Dita Ardiani, and Gede Agus Santiago Santiago. "E-MODULE INTERAKTIF BERBASIS FLIPBOOK PADA MATAKULIAH MACHINE LEARNING UNTUK MENINGKATKAN KREATIFITAS MAHASISWA." Jurnal Penjaminan Mutu 10, no. 01 (2024): 45–51. http://dx.doi.org/10.25078/jpm.v10i01.3603.

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This flipbook-based interactive e-module aims to increase student creativity in the Machine Learning course. This module thoroughly explores basic concepts, algorithms, and practical applications in Machine Learning. The research method involved developing an engaging and interactive learning platform with features such as quizzes, video tutorials, and mini-projects. The research results show increased student engagement and understanding of Machine Learning concepts. This e-module can encourage creative approaches to solving problems. The conclusion highlights the importance of interactive e-
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Sujarwo, Sujarwo, Sukmawati Sukmawati, and Asdar Asdar. "Interactive E-Modules: Revolutionizing English Learning for University Students in the IR 4.0 Era." Linguistics and ELT Journal 12, no. 2 (2024): 108. https://doi.org/10.31764/leltj.v12i2.27711.

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The world is presently undergoing a fourth industrial revolution. Artificial intelligence, supercomputers, genetic engineering, nanotechnology, autonomous transportation, and innovation. This study investigated the impact of an interactive E-module as an innovative English learning tool for D3 Dental Engineering students during the Industrial Revolution 4.0. This study employed a quasi-experimental methodology, incorporating both experimental and control groups. The sample consisted of 56 students, including first-semester students from the D3 Dental Engineering and D3 Midwifery programs, tota
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Almira Rayyah Shadriah Fahru, I. Nengah Kundera, and Mursito S. Bialangi. "Professional Flip-Pdf-Based Interactive Modules to Enhance The Creative Thinking Skills and Collaborative Skills of High School Students." Jurnal Penelitian dan Pengembangan Pendidikan 8, no. 3 (2024): 429–38. https://doi.org/10.23887/jppp.v8i3.76379.

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The ability of students to think creatively and collaboratively is not optimal because the learning atmosphere is not interactive and lacks variety in the use of learning media. This research aims to develop interactive e-module learning media based on flip-pdf-professional that can improve students' creative thinking skills and collaborative skills. The method used in research is research and development with a 4D development model (define, design, develop, and disseminate). Data were collected using observation, interview, questionnaire, and test methods. Descriptive, qualitative, and quanti
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Widayanti, Widayanti, Khusnatul Amaliah, Ainun Ummi Sholikhah, and Andrew Kurniawan. "Ethnoscience-Based Interactive E-Module: E-Module Development on Nonrenewable Resources Topic." Indonesian Journal of Science and Mathematics Education 5, no. 3 (2022): 261–70. http://dx.doi.org/10.24042/ijsme.v5i3.13806.

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This study aims to develop an ethnoscience-based interactive e-module with the topic of non-renewable resources. Research and Development in this study adopted the ADDIE theory by Dick and Carry which consists of five stages: 1) Analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. This research only reached the third stage because at that stage the research objectives had been achieved. The instrument of this research is a Likert scale questionnaire which is analyzed by percentage. The results showed that the interactive e-module was declared feasible to be applied in lea
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Budiarta, I. Nengah Edi, I. N. I. Wiradika, and I. B. P. Mardana. "VALIDITAS DAN EFEKTIVITAS MODUL INTERAKTIF PENUNJANG PERKULIAHAN BAHASA INGGRIS UNTUK FISIKA DALAM MENINGKATKAN MOTIVASI BELAJAR BAHASA INGGRIS UNTUK FISIKA." Jurnal Pendidikan Fisika Undiksha 13, no. 3 (2023): 382–91. https://doi.org/10.23887/jjpf.v13i3.70629.

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Low English skills can have an impact on various things related to students' academic progress. One of them is that students have difficulty accessing various international learning references written in English. This research aims to develop an interactive module to support English lectures for physics in the Physics Education Study Program, Ganesha University of Education. Development of interactive modules as a solution to provide adaptive and effective physics English lecture teaching materials to increase students' motivation in attending lectures. Specifically, the objectives of this res
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Wang, Ziqi, and Jian Yang. "Research on Interactive Teaching System and Method Based on Augmented Reality." Transactions on Economics, Business and Management Research 8 (August 8, 2024): 226–30. http://dx.doi.org/10.62051/v0786y34.

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This study provides an interactive teaching system and method based on augmented reality, belonging to the field of educational technology. The interactive teaching system and method based on augmented reality feature an interactive teaching system that includes a core processing module, a content creation and management module, a user interaction module, a data analysis and evaluation module, and a technical support and maintenance module. The learning behavior analysis unit tracks learning paths and interactive data, the effectiveness evaluation unit uses big data analysis to evaluate learni
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Sefriani, Rini, Indra Wijaya, Menrisal Menrisal, and Muharika Dewi. "Testing Of The Validity of Interactive Learning Module on Creative and Entrepreneurs Learning Products." Journal of Educational Science and Technology (EST) 6, no. 1 (2020): 73. http://dx.doi.org/10.26858/est.v6i1.10277.

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This study aims to determine the level of validity of Interactive Learning Modules in Creative Product and Entrepreneurship Subjects in Vocational Schools. The method used in this research is the 4-D Research and Development method. The steps of this research and development method are: (1) define, (2) design, (3) develop, and (4) assess. Based on research that has been done, the average value of the validator test assessment of the Creative Learning and Entrepreneurship Interactive learning module is 91.92%, so that the level of validity can be interpreted very validly used. In conclusion, ba
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Maulana, Muhamad Riyan. "Development of E-learning Based Mechatronics Learning Module for Distance Education." Engineering: Journal of Mechatronics and Education 1, no. 2 (2024): 51–61. http://dx.doi.org/10.59923/mechatronics.v1i2.181.

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In the growing context of distance education, e-learning modules for mechatronics offer great potential to increase learning flexibility and effectiveness, but face challenges related to concept understanding, student motivation, and technical constraints. This study aims to evaluate the effectiveness of mechatronics-based e-learning modules in improving students' understanding of mechatronics concepts and to identify challenges and areas of improvement needed. Using a qualitative approach, the study involved in-depth interviews with 20 students over a four-month period as well as focus group
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Tarigan, Wenny Pinta Litna, Herbert Sipahutar, and Fauziyah Harahap. "The impact of an interactive digital learning module on students’ academic performance and memory retention." Computers and Children 2, no. 2 (2023): em004. http://dx.doi.org/10.29333/cac/13654.

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Our empirical research delved into how this interactive digital learning module affected students’ learning outcomes and their ability to retain information. We explored three distinct scenarios: an e-learning environment with the interactive digital learning module, an electronic learning module without interactive video, and a traditional classroom environment with a text-based module. This study was conducted with a sample of 180 eleventh-grade students from a senior high school.<br /> The results of the experiment revealed that students in the e-learning environment, which incorporat
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H, Nurhikmah, Abdul Hakim, and M. Syakir Wahid. "Interactive E-Module Development in Multimedia Learning." AL-ISHLAH: Jurnal Pendidikan 13, no. 3 (2021): 2293–300. http://dx.doi.org/10.35445/alishlah.v13i3.863.

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This study aims to develop interactive e-modules in the Multimedia Learning Course and to know the validity, practicality of the effectiveness of developing interactive e-modules in Multimedia Learning subject. This research method used Research and Development (R D), which focused on developing smartphone-based learning media, especially Android. The development model used the Alessi and Trollip development model, consisting of 3 stages: planning, design, and development. This research was conducted at Makassar State University with 45 students and one lecturer in multimedia learning. Interac
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Simbolon, Merta, Jesi Jecsen Pongkendek, Anderias Henukh, and Diana Rochintaniawati. "Teachers' and Students' Feedback on Sociocultural Interactive Digital Modules for Science Literacy and Problem-Solving: A Transformative Learning Approach." Journal Evaluation in Education (JEE) 6, no. 1 (2025): 241–48. https://doi.org/10.37251/jee.v6i1.1314.

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Purpose of the study: This article examines the practicality of sociocultural-based interactive digital modules in improving students' science literacy and problem-solving skills by integrating a transformative learning approach. Methodology: This descriptive research analyzes students' and teachers' responses to the developed interactive digital module. The study was conducted in junior high schools in Merauke Regency and Boven Digoel Regency, South Papua Province, totaling six schools. Data were collected through responses from 6 science teachers and 60 students involved in learning science
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Hamid, Mohd Fauzi Abdul, Muhammad Sabri Sahrir, Ahmad Zaki Amiruddin, Mohd Firdaus Yahaya, and Shaferul Hafes Sha'ari. "Evaluating Student Acceptance of Interactive Infographics Module for Arabic Grammar Learning Using the Technology Acceptance Model (TAM)." International Journal of Learning, Teaching and Educational Research 23, no. 9 (2024): 121–40. http://dx.doi.org/10.26803/ijlter.23.9.7.

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Arabic grammar learning textbooks are often associated with lengthy and unfocused information. Text-only content contributes to students’ disinterest in learning and in-depth comprehension of a subject. Infographics have emerged as a substitute for traditional textbooks, offering a more engaging and straightforward way to deliver knowledge through basic technological applications. An interactive infographic module based on a website has been developed and practiced for students as an alternative to the problem. This study aims to identify the level of student acceptance of the interactive info
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Badiah, Lutfi Isni, and Andri Kurniawan. "Development of Interactive Multimedia Modules to Support Inclusive Education in the Learning Planning for Children with Special Needs Course." Jurnal Dimensi Pendidikan dan Pembelajaran 13, no. 1 (2025): 122–33. https://doi.org/10.24269/dpp.v13i1.10852.

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Inclusive education necessitates the availability of learning media accessible to all students, including those with visual impairments. This study focused on developing an interactive multimedia module using Articulate Storyline, designed to cater to the needs of visually impaired students and their peers in the Special Education Needs Planning course. The research employed the Research and Development (RD) approach, utilizing the DDD-E model (Decide, Design, Develop, Evaluate). The process encompassed a needs analysis, the design of a module based on the principles of Universal Design for Le
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Rizki, Rohmat Nur Alim Isnaini, and Nuryanto Apri. "Feasibility Test of Interactive E-Module Project Based Learning Model in Manufacturing Engineering Drawing Learning." International Journal of Social Science and Human Research 07, no. 10 (2024): 7912–18. https://doi.org/10.5281/zenodo.13989773.

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The purpose of this study is to: (1) Develop an interactive E-module of project based learning model in learning Manufacturing Engineering Drawing in SMK with expertise in Machining Engineering; (2) Determine the feasibility of an interactive E-module of project based learning model in learning Manufacturing Engineering Drawing in SMK with expertise in Machining Engineering. This study is a research and development study. The research model used is the 4D model which is implemented in 4 stages, namely the define, design, develop, and disseminate stages. Validation of the e-module was carried o
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Nafeli, Ovel Geta, Rijal Abdullah, Ambiyar, and Asrul Huda. "The Development of Android-Based Interactive E-Modules in Technical Drawing Subjects." Jurnal Penelitian Pendidikan IPA 10, no. 11 (2024): 9807–14. https://doi.org/10.29303/jppipa.v10i11.7655.

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The aim of this research is to produce valid Android- based e-module, practical and effective in the subject of Engineering Drawing. Android- based e-modules are designed to increase student understanding thereby improving student learning outcomes. The data analysis technique used descriptive analysis techniques to describe the validity, practicality, and effectiveness of Android-based e-modules. Results obtained from this development research that the validity of the Android- based e-module is declared valid in the media aspect and material aspect. The practicality of the Android- based e-mo
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Mawarni, Heny, Arif Sholahuddin, and Badruzsaufari Badruzsaufari. "Validitas Modul Interaktif Pembelajaran IPA untuk Meningkatkan Kemampuan Berpikir Kreatif." Wahana-Bio: Jurnal Biologi dan Pembelajarannya 14, no. 1 (2022): 54. http://dx.doi.org/10.20527/wb.v14i1.13662.

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The development of creativity is included in one of the focuses of the Law of the Republic of Indonesia Number 20 of 2003 concerning the National Education System. One way to develop students' creativity is to develop creative thinking skills. This study aims to describe the validity of interactive modules in science learning to improve students' creative thinking skills in junior high schools. This study uses a 4D research and development model design. Data were collected using validity instruments and legibility test questionnaires, then analyzed descriptively. The research subjects consiste
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Dewi, Yosa Novia, Muhammad Zaim, and Yenni Rozimela. "Interactive Learning Using E-Learning Module in Learning English for Senior High School: A Review of Related Articles." JELITA: Journal of Education, Language Innovation, and Applied Linguistics 1, no. 2 (2022): 125–34. http://dx.doi.org/10.37058/jelita.v1i2.5306.

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Technological advances affect people’s working lives and contribute to the education system, especially in the learning process for generation 4.0. Generation 4.0 is a generation that is fully exposed to technological developments even from birth, so learning using technology will have a very good effect on them. However, conventional learning in schools is still dominated by conventional learning that uses textbooks as teaching media. Therefore, this study was conducted to determine the benefits of implementing interactive learning using the E-Learning Module. The data was collected through a
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Subari, Adrianus Junaidi, and Siswanto Siswanto. "Development of Accounting Learning E-Modules with a Guided Inquiry Approach to Increase Student Learning Motivation in Accounting Computer Subjects." Tarbiyah : Jurnal Ilmiah Kependidikan 13, no. 2 (2024): 209–27. https://doi.org/10.18592/tarbiyah.v13i2.13757.

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The application of the guided inquiry model is an alternative to increase student involvement during the learning process. This research aims to produce a learning E-module. The implication is that the guided inquiry-based accounting E-Module effectively boosts student motivation, makes learning more interactive and practical, and assists teachers in managing the classroom more efficiently. The implications of research on e-module development show great potential in enhancing the quality of learning by leveraging technology. E-modules can expand the accessibility of learning materials, enable
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Asmianto, Mochammad Hafiizh, Desi Rahmadani, Kridha Pusawidjayanti, and Sapti Wahyuningsih. "Developing Android-Based Interactive E-Modules on Trigonometry to Enhance the Learning Motivation of Students." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 02 (2022): 159–70. http://dx.doi.org/10.3991/ijim.v16i02.27503.

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The development of technology is growing very rapidly, then it should be used for improving many important aspects of our daily life, such as learning innovation. This study aims to develop an android-based interactive e-module on trigonometries’ topic to enhance the learning motivation of students. The topic of trigonometry is chosen because it lacks to be discussed. Many Android-based interactive e-modules are generally limited on numbers. On the other hand, online learning policies during pandemics make many students feel bored, one of which is because the learning applied by the learning m
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Maghfirah, Ulfa, and Jasiah Jasiah. "Pengembangan Modul Digital Interaktif Menggunakan Canva pada Materi Infak dan Sedekah sebagai Penguatan Literasi Digital Siswa." MASALIQ 5, no. 1 (2024): 147–59. https://doi.org/10.58578/masaliq.v5i1.4436.

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People are highly motivated to create new things, such as teaching materials, along with the rapid development of technology. One of the innovations in teaching materials is the switch from printed modules to electronic modules, known as E-Modules. The aim of this article is to develop an effective and practical Interactive Digital Module for classroom learning by utilizing Canva. The method used in this research is Research and Development (R&D) with a 4D model. This research was carried out at MTs Terpadu Berkah Palangkaraya. The Digital Module is adjusted by conducting validity and prac
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Handayani, Peny Husna, Gita Noveri Eza, and Winda Widya Sari. "Development of Interactive E-Modules in Science Learning Courses for Early Childhood: Training Students’ 21st Century Skills." Journal of Natural Science and Integration 7, no. 2 (2024): 204. https://doi.org/10.24014/jnsi.v7i2.28980.

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Today's learning certainly needs to keep up with the times where the demands of the times are not only knowledge, but also 21st century life skills, which include the ability to think critically, creativity, cooperation and communication. The aim of this research is to produce an interactive e -module in the Science Learning for Early Childhood course as an interactive learning medium and resource to help train and improve students' 21st century skills. This research is ADDIE development research which consists of five steps, namely analysis, design, development, implementation and evaluation.
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Vachruddin, Vrisko, Zayyin Nabiilah, Eva F. Nisa, and Vega Putri Varisah. "Interactive E-Modules for Enhancing Religious Education." EDUKASI: Jurnal Penelitian Pendidikan Agama dan Keagamaan 22, no. 1 (2024): 39–56. http://dx.doi.org/10.32729/edukasi.v22i1.1739.

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Driven by the need for a suitable module to facilitate the teaching of Pendidikan Aswaja dan Ke-NU-an subject, we have developed an electronic module (e-module) based on Merdeka Belajar curriculum. This module aims to enhance comprehension, memory retention and empower students to take a more self-directed approach to learning. The aim of Pendidikan Aswaja dan Ke-NU-an as local content subject is to safeguard students from radicalism, extremism, fanaticism and religious intolerance. The research methodology employed in this study is Research and Development (RnD) utilizing the 4D development m
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Meryastiti, Vinandani, Zainur Rasyid Ridlo, Supeno Supeno, and Rahayuningsih Rahayuningsih. "Improving Critical Thinking Skills of Junior High School Students in Science Learning Using the Development of Interactive E-Module Based Macromedia Flash." Journal of Innovative Science Education 12, no. 2 (2023): 163–72. http://dx.doi.org/10.15294/jise.v12i2.55080.

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The aim of this research is improving student critical thinking skills using interactive E-module based on macromedia flash. Critical thinking skills are one of the 4C skills students need to have in dealing with 21st century learning. Critical thinking skills is the ability to think reflectively and deeply in obtaining relevant information or knowledge and being able to make conclusions or decisions correctly and appropriately. Science teacher at SMPN 3 Jember has never trained a student's critical thinking skills through the learning process and has never done research on class 7 student ski
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İşman, Ç. A., M. A. Gülpinar, H. Kurtel, İ. Alican, and B. Ç. Yeğen. "HYPERTENSION MODULE: AN INTERACTIVE LEARNING TOOL IN PHYSIOLOGY." Advances in Physiology Education 27, no. 2 (2003): 53–61. http://dx.doi.org/10.1152/advan.00049.2002.

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The aim of the present study was to evaluate the strong or weak aspects of an interactive study module introduced during the “Cardiovascular and Respiratory Systems Subject Committee” in the second year of the medical program. Five study groups consisting of 25 students attended two-hour module sessions for six weeks with the same tutor. According to the module assessment questionnaire, the majority of the students assessed the module as excellent or good. The students reported that they had gained not only in knowledge but also in skills development. The general opinion of the students was th
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Jihad, Ruhul, Ketut Suma, and Dewi Oktofa Rahmawati. "PENGEMBANGAN E-MODUL INTERAKTIF BERBASIS SAINS, LINGKUNGAN, TEKNOLOGI, DAN MASYARAKAT UNTUK MENINGKATKAN HASIL BELAJAR FISIKA SISWA KELAS XI SMA/MA." Jurnal Pendidikan Fisika Undiksha 14, no. 1 (2024): 461–68. https://doi.org/10.23887/jjpf.v14i1.74989.

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The results of learning physics for grade XI high school / MA students are still low, one of the reasons is that the teaching materials used are still dense, textual, and the media used is still not attractive. Based on these problems, researchers aim to (1) develop attractive physics e-modules based on science, environment, technology, and society to improve physics learning outcomes of grade XI high school / MA students, (2) describe the practicality of interactive physics e-modules based on science, environment, technology and society, and (3) describe the effectiveness of s-based interacti
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Editor. "Interactive Module Development of Teacher's Measurements." International Journal of Humanities, Management and Social Science 1, no. 1 (2019): 1–6. http://dx.doi.org/10.36079/lamintang.ij-humass-0101.10.

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This research develops an interactive module system that can be used to explore and build a self-assessment checklist on significant learning content in the daily life and work of students in the future. The purpose of this interactive module system is to contribute to the teacher in choosing the appropriate learning content for teaching. This study will focus on the contents of Form 1 history subjects involving teachers and students. In addition, with a self-assessment checklist of teachers, educators can use it in determining significant learning content with the life and nature of student w
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Yuniarti, Elma, Sutiah Sutiah, and Rini Nafsiati Astuti. "DEVELOPMENT OF INTERACTIVE SCIENCE LEARNING E-MODULES BASED ON PROJECT BASED LEARNING TO IMPROVE SCIENCE PROCESS SKILLS AT ISLAMIC ELEMENTARY SCHOOL." Muallimuna : Jurnal Madrasah Ibtidaiyah 10, no. 1 (2024): 44. http://dx.doi.org/10.31602/muallimuna.v10i1.15707.

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Interactive Science Learning E-Module teaching materials are developed with science process skills. The interactive science learning e-module has the form of software that can be used with the help of a laptop, computer and cellphone. Interactive e-Modules are presented in PDF form, making them easier for educators and students to use, and can be used offline, but there are several menus such as quizzes, learning videos and evaluations that cannot be accessed if you are not connected to the internet. This research is Research and Development (R&D), by applying five ADDIE model stages (anal
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King, Jennifer, Phillip Pham, Ahmed Bilal Khalid, Mohamad Sabra, and Jennifer E. Schwartz. "Multimodality, online oncology learning resources: Meeting residents where they are—A pilot to create a new oncology curriculum." Journal of Clinical Oncology 41, no. 16_suppl (2023): 11035. http://dx.doi.org/10.1200/jco.2023.41.16_suppl.11035.

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11035 Background: The Accreditation Council for Graduate Medical Education (ACGME) requires internal medicine residents to have access to different medical subspecialties, including hematology/oncology. While inpatient rotations in hematology/oncology have been associated with a decreased interest in a career in oncology, dedicated educational sessions have been shown to improve residents’ interest in the field. In recognition of different learning styles and modalities and the need for asynchronous delivery, we aimed to build an effective curriculum for oncology learners using interactive, mu
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