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Research Trends in The Utilization of E-Modules in Science Learning: A Systematic Literature Review Fahmi Anhar Muladi; Maria Paristiowati; Cecep Kustandi; Imam Fitri Rahmadi; Arcita Rizara
Jurnal Penelitian Pendidikan IPA Vol 12 No 3 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i3.14153

Abstract

This study aims to systematically map research trends in the utilization of e-modules in science learning from 2020 to 2024. This study employed a Systematic Literature Review (SLR) approach following PRISMA guidelines to ensure a transparent and systematic selection process. Data were collected from the Scopus database, resulting in 261 identified articles, of which 20 empirical studies were selected through identification, screening, eligibility, and inclusion stages. The results show that the dominant research focus is development based on learning models (75.00%), with Problem-Based Learning as the most frequently used model (35.00%). In terms of learning outcomes, higher-order thinking skills (60.00%) and critical thinking skills (40.00%) are the most widely examined variables, while affective aspects remain underexplored. Technology integration is dominated by interactive multimedia (40.00%) and Android-based platforms (20.00%). However, the findings also reveal several gaps, including limited attention to affective outcomes, lack of methodological rigor, and insufficient consideration of contextual factors such as teacher readiness and digital equity. These findings highlight the need for more comprehensive, rigorous, and context-sensitive research to support sustainable digital learning in science education.
The Effectiveness of Game-Based Learning Interactive E-Modules in Enhancing Students' Learning Concentration: A Systematic Literature Review Arcita Rizara; Dwi Kusumawardani; Mita Septiani
Proceeding of the International Conference on Global Education and Learning Vol. 2 No. 2 (2025): December : Proceeding of the International Conference on Global Education and L
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icgel.v2i2.163

Abstract

This systematic literature review examines the effectiveness of game-based learning (GBL) interactive e-modules in improving students' learning concentration. The study synthesizes the findings from eight research articles published between 2012 and 2025. The analysis reveals that GBL-based e-modules significantly enhance learning motivation, with validity rates ranging from 90% to 99%. Additionally, the use of interactive platforms such as Wordwall, Gimkit, and other digital tools effectively supports various learning styles, particularly visual and kinesthetic learners. The review highlights that student engagement levels improve significantly, ranging from 67.42% to 87.12%. Furthermore, these e-modules positively impact learning outcomes, providing a more engaging and interactive approach to education. By integrating gamification elements, the e-modules create a dynamic and motivating learning environment that fosters better concentration and focus among students. The review concludes that GBL-based e-modules are an effective educational strategy, particularly in geography education at the high school level. These tools not only engage students in a fun and interactive manner but also improve their ability to focus, leading to enhanced learning experiences. As a result, incorporating GBL-based e-modules in educational practices can contribute to better learning concentration and overall academic performance.