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        <dc:title>PENGEMBANGAN E-MODUL BERBASIS STEAM BERBANTUAN PERMAINAN TRADISIONAL BENTHIK UNTUK MENINGKATKAN KEMAMPUAN LITERASI SAINS SISWA PADA MATERI USAHA DAN ENERGI</dc:title>
        <dc:creator>Rahmadhanti, NIM.: 22104050010</dc:creator>
        <dc:subject>371.33 Media Pembelajaran</dc:subject>
        <dc:description>The development of STEAM-based e-modules supported by the traditional&#13;
game of benthik is expected to serve as an alternative teaching resource to meet&#13;
students’ needs. This study aims to: 1) identify the characteristics of STEAM-based&#13;
e-modules supported by the traditional game of benthik; 2) assess the feasibility of&#13;
STEAM-based e-modules supported by the traditional game of benthik; 3) to&#13;
determine the feasibility of implementing STEAM-based e-modules supported by&#13;
the traditional game of benthik; and 4) to determine the effectiveness of STEAMbased&#13;
e-modules supported by the traditional game of benthik in improving&#13;
students’ science literacy skills regarding the topic of work and energy.&#13;
This study employed the Research and Development (R&amp;D) method using&#13;
the 4D model, limited to the Development stage, specifically a pilot test to assess&#13;
the effectiveness of the e-module in enhancing science literacy skills. The&#13;
development process involved instrument validation, science literacy item&#13;
validation, product feasibility assessment, and product testing. The pilot test was&#13;
conducted at a private high school in Yogyakarta involving 10th-grade students.&#13;
The results of the study indicate that the developed e-module features&#13;
instructional materials that integrate STEAM elements in the delivery of content&#13;
through the context of the traditional “benthik” game on the topic of work and&#13;
energy, and is equipped with features such as content, video, activities, and&#13;
assessments. The e-module received a “suitable” rating from content experts with a score&#13;
of 4.13, a “highly suitable” rating from media experts with a score of 4.42, and a “highly&#13;
suitable” rating from physics teachers with a score of 4.75. These results indicate that the&#13;
e-module is suitable for use in instruction. Student responses in the pilot test averaged 4.18,&#13;
with a “agree” rating, indicating that the e-module is easy to use and engaging for&#13;
students. The learning implementation rate of 93% indicates that the e-module can be&#13;
effectively applied in accordance with the instructional design. The effect size of 1.91,&#13;
categorized as high, indicates that the e-module is effective in improving students’ science&#13;
literacy.</dc:description>
        <dc:date>2026-05-18</dc:date>
        <dc:type>Thesis</dc:type>
        <dc:type>NonPeerReviewed</dc:type>
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        <dc:language>id</dc:language>
        <dc:identifier>https://digilib.uin-suka.ac.id/id/eprint/76710/1/22104050010_BAB-I_IV-atau-V_DAFTAR-PUSTAKA.pdf</dc:identifier>
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        <dc:identifier>https://digilib.uin-suka.ac.id/id/eprint/76710/2/22104050010_BAB-II_sampai_SEBELUM-BAB-TERAKHIR.pdf</dc:identifier>
        <dc:identifier>  Rahmadhanti, NIM.: 22104050010  (2026) PENGEMBANGAN E-MODUL BERBASIS STEAM BERBANTUAN PERMAINAN TRADISIONAL BENTHIK UNTUK MENINGKATKAN KEMAMPUAN LITERASI SAINS SISWA PADA MATERI USAHA DAN ENERGI.  Skripsi thesis, UIN SUNAN KALIJAGA YOGYAKARTA.   </dc:identifier></oai_dc:dc>
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