<mods:mods version="3.3" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mods:titleInfo><mods:title>PENGEMBANGAN E-MODUL BERBASIS STEAM BERBANTUAN PERMAINAN TRADISIONAL BENTHIK UNTUK MENINGKATKAN KEMAMPUAN LITERASI SAINS SISWA PADA MATERI USAHA DAN ENERGI</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 22104050010</mods:namePart><mods:namePart type="family">Rahmadhanti</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>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.</mods:abstract><mods:classification authority="lcc">371.33 Media Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-05-18</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;FAKULTAS ILMU TARBIYAH DAN KEGURUAN</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mods:mods>