The problem found in the field is that in learning, the media used are less varied and tend to be monotonous in the form of print media. This causes a lack of enthusiasm among students in understanding the material and completing tasks. Therefore, an E-module is developed to support learning. This study aims to develop and implement features in the E-module to assist students in exploring their ideas and gaining new knowledge. Several features developed include learning materials and learning videos. Testing was conducted on a group of students by observing their level of engagement and responses to the available features. This study uses a Research and Development approach with the 4D development model. Research and Development is a research method used to produce a specific product and test the practicality of the product. The 4-D development model consists of define, design, development, and dissemination. During the development phase, a validation test was conducted by three validators: two media experts and one material expert. A practical test was conducted with students from the Faculty of Education in the course of Curriculum and Learning to test the practicality of the developed E-module. The assessment results from the material validator showed an average score of 99%, categorized as "very valid." The media expert validation results from Validator I showed an average score of 99%, categorized as "very valid," while the validation results from Validator II showed an average score of 93%, categorized as "very valid." The E-module can be considered practical because it underwent a practical test with an average score of 82%. Based on the results of the validity and practicality tests, it can be concluded that this E-module is feasible to be implemented.