<mets:mets OBJID="eprint_76751" LABEL="Eprints Item" xsi:schemaLocation="http://www.loc.gov/METS/ http://www.loc.gov/standards/mets/mets.xsd http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mets="http://www.loc.gov/METS/" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mets:metsHdr CREATEDATE="2026-06-16T20:44:40Z"><mets:agent ROLE="CUSTODIAN" TYPE="ORGANIZATION"><mets:name>Institutional Repository UIN Sunan Kalijaga Yogyakarta</mets:name></mets:agent></mets:metsHdr><mets:dmdSec ID="DMD_eprint_76751_mods"><mets:mdWrap MDTYPE="MODS"><mets:xmlData><mods:titleInfo><mods:title>PENGEMBANGAN E-MODUL GAMIFIKASI BERBASIS MULTIMEDIA PADA MATERI EKOSISTEM SEBAGAI BAHAN AJAR PESERTA DIDIK KELAS X SMA/MA</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 22104070061</mods:namePart><mods:namePart type="family">Ahsanun Nahdia Al Hakim</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>Biology learning is often a challenge for students, especially in ecosystem material, the presentation of material is less interactive and the lack of visualization in ecosystem material results in students being passive, tending to get bored quickly, and bored. This study aims to develop Multimedia-Based Gamification E-module teaching materials and test its feasibility and practicality in learning ecosystem material for grade X SMA/MA students. This study uses the Research and Development (R &amp; D) method with the ADDIE development model focused on the development stage. Data were obtained through observation, interviews, and questionnaires with a Likert scale of 1-5. The feasibility test was conducted by two lecturers as material experts and two lecturers as media experts, while the practicality test involved two biology teachers and 15 grade X SMA Muhammadiyah 2 Bobotsari, Purbalingga. Data analysis used the Aiken’s V formula for validation of material experts, media, and biology teachers, Pearson Product moment for validation of students, and the Cronbach Alpha formula for reliability testing. The results of the study showed that the multimedia-based gamification e-module was classified as very feasible, with a material expert validity value of 0,963 and a reliability of 0,92, and a media expert validity value of 0,958 and a reliability of 0.921. The practicality test also showed very practical results, with a teacher validity value of 0,866 and a reliability of 0,964, and a student validity of 0,693 and a reliability of 0,917. Based on these results, it can be concluded that the multimedia-based gamification e-module is feasible and practical to use in biology learning.</mods:abstract><mods:classification authority="lcc">371.33 Media Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-06-03</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></mets:xmlData></mets:mdWrap></mets:dmdSec><mets:amdSec ID="TMD_eprint_76751"><mets:rightsMD ID="rights_eprint_76751_mods"><mets:mdWrap MDTYPE="MODS"><mets:xmlData><mods:useAndReproduction>
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