•  
  •  
 

Author ORCID Identifier

Arif Widiyatmoko: https://orcid.org/0000-0002-1111-1094

Tiara Dwi Wulandari: https://orcid.org/0009-0007-4792-9836

Abstract

This study aims to determine the effect of using a Game-Based Learning e-module on improving students' conceptual understanding and learning interest. The research employed the Research and Development (R&D) method using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The developed e-module was tested on eighth-grade students. Conceptual understanding was measured based on seven indicators: interpreting, exemplifying, classifying, summarizing, inferring, comparing, and explaining. Learning interest was analyzed through four indicators: interest and enjoyment in the material, motivation to learn, focus and attention during the learning process, and the level of participation, enthusiasm, and involvement of students. Data were collected through tests, questionnaires, and observations, and analyzed using the N-gain and Wilcoxon tests. The results showed that all indicators of conceptual understanding had an average N-gain score of 0.5, categorized as moderate, with a significance value of < 0.005. Meanwhile, learning interest indicators had an average N-gain score of 0.6, also in the moderate category, with a significance value of < 0.005. The conclusion of this research that using a Game-Based Learning e-module is effective in improving students' conceptual understanding and learning interest.

First Page

117

Last Page

139

Ethics Approval

Yes

Declaration Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Share

COinS