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The Development of a Canva-Based E-Module for Indonesian Language Learning on Inspirational Story Texts at SMP Negeri 2 Koto Baru: A Literature Review Sari, Yustri Arsita; Aprimadedi, Aprimadedi; Marlianda, Rendi
The Future of Education Journal Vol 5 No 1 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v5i1.1493

Abstract

This research will analyze the need for developing an e-module design for inspirational story texts in Indonesian language learning. This needs analysis is part of research and development (R&D). The research method used is descriptive qualitative. The subjects of this research were class IX students. Data collection was carried out by observation, interviews, questionnaires and document analysis. Data analysis was carried out using descriptive analysis, namely the feasibility of teaching e-modules by experts, the feasibility of the material by material experts accompanied by responses from teachers. The research results show that the required learning resources are easy to learn in digital form. The development of an e-module based on the Canva application on inspirational story text material aims to attract students' interest and make learning fun by using technology.
Pengembangan E - Modul Berbasis Model Pembelajaran Game Based Learning (GBL) Pada Pembelajaran Bahasa Indonesia Materi Teks Prosedur Kelas VII MTSN 1 Tebo Pitalia, Lala; Putri, Deviani; Fitria, Rama; Marlianda, Rendi
Dharmas Education Journal (DE_Journal) Vol 4 No 3 (2024): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v4i3.2179

Abstract

This study aims to develop an e-module based on the Game-Based Learning (GBL) model for Indonesian language instruction, specifically on procedural text material for seventh-grade students at MTs Negeri 1 Tebo. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. The needs analysis revealed that students were bored with monotonous learning methods and preferred fun, game-based approaches. Based on these findings, the researcher developed an interactive GBL-based e-module using Canva and converted it into a digital flipbook format. The developed e-module was validated by three experts—subject matter, media, and language experts—with an average score of 88%, categorized as very valid. Practicality was assessed through questionnaires distributed to teachers and students, yielding scores of 82% and 91.8% respectively, both categorized as very practical. Effectiveness was evaluated through post-tests, showing that 85,51% of students achieved the minimum mastery criteria, indicating that the e-module is highly effective for learning. In conclusion, the GBL-based e-module developed in this study is valid, practical, and effective for use as instructional material in Indonesian language learning, particularly for procedural text topics.