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PENGEMBANGAN E-MODUL BERBASIS STEAM BERBANTUAN PERMAINAN TRADISIONAL BENTHIK UNTUK MENINGKATKAN KEMAMPUAN LITERASI SAINS SISWA PADA MATERI USAHA DAN ENERGI
The development of STEAM-based e-modules supported by the traditional game of benthik is expected to serve as an alternative teaching resource to meet students’ needs. This study aims to: 1) identify the characteristics of STEAM-based e-modules supported by the traditional game of benthik; 2) assess the feasibility of STEAM-based e-modules supported by the traditional game of benthik; 3) to determine the feasibility of implementing STEAM-based e-modules supported by the traditional game of benthik; and 4) to determine the effectiveness of STEAMbased e-modules supported by the traditional game of benthik in improving students’ science literacy skills regarding the topic of work and energy. This study employed the Research and Development (R&D) method using the 4D model, limited to the Development stage, specifically a pilot test to assess the effectiveness of the e-module in enhancing science literacy skills. The development process involved instrument validation, science literacy item validation, product feasibility assessment, and product testing. The pilot test was conducted at a private high school in Yogyakarta involving 10th-grade students. The results of the study indicate that the developed e-module features instructional materials that integrate STEAM elements in the delivery of content through the context of the traditional “benthik” game on the topic of work and energy, and is equipped with features such as content, video, activities, and assessments. The e-module received a “suitable” rating from content experts with a score of 4.13, a “highly suitable” rating from media experts with a score of 4.42, and a “highly suitable” rating from physics teachers with a score of 4.75. These results indicate that the e-module is suitable for use in instruction. Student responses in the pilot test averaged 4.18, with a “agree” rating, indicating that the e-module is easy to use and engaging for students. The learning implementation rate of 93% indicates that the e-module can be effectively applied in accordance with the instructional design. The effect size of 1.91, categorized as high, indicates that the e-module is effective in improving students’ science literacy.
FAKULTAS ILMU TARBIYAH DAN KEGURUAN, UIN SUNAN KALIJAGA YOGYAKARTA
PENGEMBANGAN E-MODUL BERBASIS STEAM BERBANTUAN PERMAINAN TRADISIONAL BENTHIK UNTUK MENINGKATKAN KEMAMPUAN LITERASI SAINS SISWA PADA MATERI USAHA DAN ENERGI (Text)
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