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DEVELOPMENT OF AN INTERACTIVE E-MODULE BASED ON CONSTRUCT 2 FOR EDMODO LEARNING MATERIAL IN VOCATIONAL HIGH SCHOOL: A DESIGN AND VALIDATION STUDY Deny Ardiansah; Nurna Listya Purnamasari
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1653

Abstract

The proliferation of mobile devices in educational settings has created significant opportunities for the development of interactive digital learning materials. However, the availability of engaging, context-appropriate electronic modules (e-modules) for vocational secondary school students in Indonesia remains limited, particularly for Digital Simulation and Communication subjects. This study aimed to develop and validate an interactive e-module based on Construct 2 software for Edmodo learning material targeting tenth-grade students at SMKN 2 Tulungagung, Indonesia. The Research and Development (RD) approach was adopted, guided by the ADDIE instructional design model (Analysis, Design, Development, Implementation, and Evaluation). The developed e-module was deployed as an Android-compatible application incorporating multimedia elements such as text, illustrations, animations, and interactive navigation. Validity was assessed through expert validation by a media specialist and a subject matter expert, followed by small-group (n = 5) and large-group (n = 20) student trials using structured questionnaires. Results demonstrated high feasibility scores: media expert validation yielded 83%, subject matter expert validation 93.8%, small-group trial 83%, and large-group trial 82.25%, producing an overall average of 85.5%, classified as "Very Eligible" according to the established feasibility rubric. These findings indicate that the Construct 2-based e-module constitutes a technically sound and pedagogically appropriate learning resource for vocational students. The study contributes a replicable development framework for creating mobile-first instructional media in resource-constrained educational contexts. Future research should examine the direct effects of the e-module on student learning outcomes, engagement, and self-regulated learning behavior through quasi-experimental designs