English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills

Penulis

  • Isnaini Apri Utami Universitas Sebelas Maret, Surakarta, Indonesia
  • Sunardi Universitas Sebelas Maret, Surakarta, Indonesia
  • Nur Arifah Drajati Universitas Sebelas Maret, Surakarta, Indonesia

DOI:

https://doi.org/10.23887/jet.v8i1.74569

Kata Kunci:

Gamification, Contextual Teaching and Learning, E-Module, Reading Comprehension

Abstrak

Reading is one of the most taught skills in English lessons, but it is also the most complex skill to improve. The reading activities carried out by students only use textbooks and student worksheets, so they are less exciting and impact students' poor reading skills. This research aims to develop an electronic English reading module based on gamification and contextual learning that is appropriate to the needs of second language learners. This type of research is development research. This research is the second stage of Design-Based Research (DBR), which is the design and construction stage. The research subjects consisted of 2 learning materials experts, two ELT experts, and 2 English teachers. The test subjects were 35 tenth-grade students. This research uses quantitative descriptive analysis techniques and inferential statistics. Based on the results of data analysis, namely the assessment from learning material experts, 93% and 94% were obtained. The assessment from e-module content experts was 97% and 87%. The assessments given by the teacher were 81% and 90%. Usability testing from the student's perspective obtained 80%. From these results, an electronic English reading module based on gamification and contextual learning is suitable for use in the classroom. The implication of this research is that the gamification-based English reading electronic module that was developed can be used in learning.

Referensi

Alam, S. K., & Lestari, R. H. (2020). Pengembangan Kemampuan Bahasa Reseptif Anak Usia Dini dalam Memperkenalkan Bahasa Inggris melalui Flash Card. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(1), 284. https://doi.org/10.31004/obsesi.v4i1.301.

Antara, A. (2019). Pengaruh Model Pembelajaran Kontekstual Terhadap Kemampuan Membaca Permulaan Anak. Mimbar Ilmu, 24. https://doi.org/10.23887/mi.v24i2.21263.

Aprilia, F., Lustyantie, N., & Rafli, Z. (2020). The Effect of Reading Interest and Achievement Motivation on Students ’ Discourse Analysis Competence. Journal of Education and e-Learning Research, 7(4), 368–372. https://doi.org/10.20448/journal.509.2020.74.368.372.

Apriliani, S. P., & Radia, E. H. (2020). Pengembangan Media Pembelajaran Buku Cerita Bergambar Untuk Meningkatkan Minat Membaca Siswa Sekolah Dasar. Jurnal Basicedu, 4(4), 994–1003. https://doi.org/10.31004/basicedu.v4i4.492.

Ariessanti, H. D., Purwaningtyas, D. A., Soeparno, H., & Napitupulu, T. A. (2020). Adaptasi Strategi Gamifikasi Dalam Permainan Ular Tangga Online Sebagai Media Edukasi Covid-19. e-Jurnal JUSITI (Jurnal Sistem Informasi dan Teknologi Informasi), 9(2), 174–187. https://doi.org/10.36774/jusiti.v9i2.772.

Ariyanto, L., Rahmawati, N. D., & Haris, A. (2020). Pengembangan Mobile Learning Game Berbasis Pendekatan Kontekstual Terhadap Pemahaman Konsep Matematis Siswa. JIPMat, 5(1), 36–48. https://doi.org/10.26877/jipmat.v5i1.5478.

Arsyad, A., Sulfemi, W. B., & Fajartriani, T. (2020). Penguatan Motivasi Shalat Dan Karakter Peserta Didik Melalui Pendekatan Pembelajaran Kontekstual Pada Mata Pelajaran Pendidikan Agama Islam. POTENSIA: Jurnal Kependidikan Islam, 6(2), 185. https://doi.org/10.24014/potensia.v6i2.9662.

Asrial, Syahrial, Maison, Kurniawan, D. A., & Piyana, S. O. (2020). Ethnoconstructivism E-Module to Improve Perception, Interest, and Motivation of Students in Class V Elementary School. JPI (Jurnal Pendidikan Indonesia), 9(1), 30–41. https://doi.org/10.23887/jpi-undiksha.v9i1.19222.

Astra, I. M., Raihanati, R., & Mujayanah, N. (2020). Development of Electronic Module Using Creative Problem-Solving Model Equipped with Hots Problems on The Kinetic Theory of Gases Material. Jurnal Penelitian & Pengembangan Pendidikan Fisika, 6(2), 181–194. https://doi.org/10.21009/1.06205.

Aufa, M. N., Rusmansyah, R., Hasbie, M., Jaidie, A., & Yunita, A. (2021). The Effect of Using e-module Model Problem Based Learning (PBL) Based on Wetland Environment on Critical Thinking Skills and Environmental Care Attitudes. Jurnal Penelitian Pendidikan IPA, 7(3), 401–407. https://doi.org/10.29303/jppipa.v7i3.732.

Bai, S., Hew, K. F., Sailer, M., & Jia, C. (2021). From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement. Computers & Education, 173. https://doi.org/10.1016/j.compedu.2021.104297.

Budianti, Y., & Damayanti, N. (2017). Pengaruh Metode KWL (Know Want to Learn) terhadap Keterampilan dan Minat Membaca Siswa. Indonesian Journal of Primary Education, 1(2), 13–18. https://doi.org/10.17509/ijpe.v1i2.9311.

Bustanil S, M., Asrowi, & Adianto, D. T. (2019). Pengembangan Media Pembelajaran Interaktif Berbasis Video Tutorial Di Sekolah Menengah Kejuruan. JTP - Jurnal Teknologi Pendidikan, 21(2). https://doi.org/10.21009/jtp.v21i2.11568.

Chen, J. C., & Kent, S. (2019). Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world. System, 2020(88). https://doi.org/10.1016/j.system.2019.102168.

Cunningsworth, A. (1995). Choosing your coursebook. Macmillan Education.

Darmaji, Astalini, Kurniawan, D. A., Parasdila, H., Iridianti, Susbiyanto, Kuswanto, & Ikhlas, M. (2019). E-Module based problem solving in basic physics practicum for science process skills. International journal of online and biomedical engineering, 15(15), 4–17. https://doi.org/10.3991/ijoe.v15i15.10942.

Dwigustini, R., & Widiya, J. (2020). Think Pair Share Technique to Promote Students’ Reading Comprehension. Jurnal Ilmu Pendidikan, 12(1). https://doi.org/10.37640/jip.v12i1.270.

Fahad Alzuhair, N., & Mohammed Alkhuzaim, K. (2022). Efektivitas Aplikasi Elektronik Gamified dalam Mengembangkan Kemampuan Pemahaman Membaca di kalangan Siswa Menengah Kelas Satu di Arab Saudi. Penelitian Pendidikan Internasional. https://doi.org/10.1155/2022/7677140.

Fisnani, YeniFisnani, Y., Utanto, Y., & Ahmadi, F. (2020). The Development of E-Module for Batik Local Content in Pekalongan Elementary School. Innovative Journal of Curriculum and Educational Technology, 9(1), 40–47. https://doi.org/10.15294/IJCET.V9I1.35592.

Hardanti, A. D. T., Rahmawati, F. P., & Widodo, W. (2022). Peningkatan Minat Membaca Menggunakan Media Cerita Bergambar pada Mata Pelajaran Bahasa Indonesia Siswa Kelas 1 SD Negeri Bringin. Educatif Journal of Education Research, 4(3), 261–266. https://doi.org/10.36654/educatif.v4i3.235.

Hendriyati Haryani, Wahid, S. M., Fitriani, A., & Ariq, M. faris. (2023). Analisa Peluang Penerapan Teknologi Blockchain dan Gamifikasi pada Pendidikan. Jurnal MENTARI: Manajemen, Pendidikan dan Teknologi Informasi, 1(2), 163–174. https://doi.org/10.34306/mentari.v1i2.250.

Herawati, N. S., & Muhtadi, A. (2018). Pengembangan Modul Elektronik (E-Modul) Interaktif Pada Mata Pelajaran Kimia kelas XI SMA. Jurnal Inovasi Teknologi Pendidikan, 5(2), 180–191. https://doi.org/10.21831/jitp.v5i2.15424.

Hikmah, A., & Wibowo, E. W. (2020). The effectiveness of HOTS English module in English teaching and learning. jurnal Ling Tera, 7(2), 175–183. https://doi.org/10.21831/lt.v7i2.36330.

Huang, R., Spector, J., & Yang, J. (2019). Educational Technology: A Primer for the 21st Century. Spinger.

Istuningsih, W., Baedhowi, & Sangka, K. B. (2018). The effectiveness of scientific approach using e-module based on learning cycle 7e to improve students’ learning outcome. International Journal of Educational Research Review, 3(3). https://doi.org/10.24331/ijere.449313.

Jabir, A. (2020). Application Of Sas Method In Improving Beginning Reading Ability In Elementary School. Social, Humanities, and Educational Studies (SHEs): Conference Series, 3(3). https://doi.org/10.20961/shes.v3i3.57025.

John, P., Mohamad, M., Mahmud, S., & Fuad, N. M. (2021). The Perceptions of Tertiary Level Learners on the Use of Mobile App ‘Balloon Vocabulary’ in Improving Vocabulary for Reading Comprehension. Theory and Practice in Language Studies, 11(9). https://doi.org/10.17507/tpls.1109.05.

Johnson, E. B. (2010). Pembelajaran kontesktual: Menjadikan Kegiatan Belajar Mengajar Mengasyikkan dan Bermakna. Kaiffa.

Kaban., L., & Karadeniz, S. (2021). Children’s Reading Comprehension and Motivation on Screen Versus on p Paper. SAGE Open, 11(1). https://doi.org/10.1177/2158244020988.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. CA: Pfeiffer.

Karakaita Putri, P. N. A., Arini, N. W., & Sumantri, M. (2019). Pengaruh Strategi Directed Reading Thinking Activity (DRTA) Berbantuan Media Flip Chart Terhadap Keterampilan Membaca Pemahaman. Jurnal Ilmiah Sekolah Dasar, 3(2), 158. https://doi.org/10.23887/jisd.v3i2.17762.

Khusniyah, N. L., & Hakim, L. (2019). Efektivitas Pembelajaran Berbasis Daring: Sebuah Bukti Pada Pembelajaran Bahasa Inggris. Jurnal Tatsqif, 17(1), 19–33. https://doi.org/10.20414/jtq.v17i1.667.

Kimianti, F., & Prasetyo, Z. K. (2019). Pengembangan E-Modul Ipa Berbasis Problem Based Learning Untuk Meningkatkan Literasi Sains Siswa. Kwangsan: Jurnal Teknologi Pendidikan, 7(2), 91. https://doi.org/10.31800/jtp.kw.v7n2.p91--103.

Korat, O., Tourgeman, M., & Segal-Drori, O. (2021). E-book reading in kindergarten and story comprehension support. Reading and Writing, 0123456789. https://doi.org/10.1007/s11145-021-10175-0.

Kurniawati, E. F. (2020). Pengimplementasian e-modul etnokonstruktivisme terhadap motivasi belajar peserta didik. Jurnal Penelitian Ilmu Pendidikan, 13(1), 10–21. https://doi.org/10.21831/jpipfip.v13i1.26589.

Lestari, H. D., & Parmiti, D. (2020). Pengembangan E-Modul IPA Bermuatan Tes Online Untuk Meningkatkan Hasil Belajar. Journal of Education Technology, 4(1). https://doi.org/10.23887/jet.v4i1.24095.

Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed-method study on academic performance, reading-related mentality and behaviors, and sustainability. British Journal of Educational Technology, 52(1). https://doi.org/10.1111/bjet.13057.

Li, X., Mok, S. W., Cheng, Y. Y. J., & Chu, S. K. W. (2018). An Examination of a Gamified E-quiz System in Fostering Students’ Reading Habit, Interest and Ability. Proceedings of the Association for Information Science and Technology, 55(1). https://doi.org/10.1002/pra2.2018.14505501032.

Lutfi, A., Aini, N. Q., Amalia, N., Umah, P. A., & Rukmana, M. D. (2021). Gamifikasi untuk Pendidikan: Pembelajaran Kimia yang Menyenangkan pada Masa Pandemi COVID-19. Jurnal Pendidikan Kimia Indonesia, 5(2). https://doi.org/10.23887/jpk.v5i2.38486.

Magableh, I. S., & Abdullah, A. (2022). Differentiated instruction effectiveness on the secondary stage students ’ reading comprehension proficiency level in Jordan. International Journal of Evaluation and Research in Education (IJERE), 11(1), 459–466. https://doi.org/10.11591/ijere.v11i1.21971.

Mahartika, A. S., & Dewantoro, D. A. (2017). Meningkatkan Kemampuan Membaca Pemahaman Anak Tunagrahita Ringan dengan Menggunakan Metode Reading Aloud. Jurnal ORTOPEDAGOGIA. https://doi.org/10.17977/um031v3i22017p123.

Mak, M. T. F., Wang, M., & Chu, K. W. S. (20219). Effects of a Gamified Learning Platform on Elementary School Students’ Flow Experiences in Leisure Reading. Proceeding of the Association for Information Science and Technology, 56(1). https://doi.org/10.1002/pra2.75.

Manzano-Leon, A., Rodriguez-Ferrer, J. M., Aguilar-Parra, J. M., Fernandez-Campoy, J. M., Trigueros, R., & Martinez-Martinez, A. M. (2022). Play and learn: Influence of gamification and game-based learning in the reading processes of secondary school students. Revista de Psicodidactica, 27(1). https://doi.org/10.1016/j.psicoe.2021.08.001.

Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan. JOINTECS (Journal of Information Technology and Computer Science), 5(3), 219. https://doi.org/10.31328/jointecs.v5i3.1490.

Martha, nia ulfa, & Andini, novita pri. (2019). Pengembangan Bahan Ajar Mata Pelajaran Bahasa Indonesia Berbasis Cerita Rakyat Kabupaten Banjarnegara. Jurnal Inovasi pembelajaran, 5(2). https://doi.org/10.22219/jinop.v5i2.9992.

Mentari, R., Sukirlan, M., & Nurweni, A. (2018). The Implementation of Rap Strategy to Improve Students’ Reading Comprehension. Unila Journal English Teaching, 7(2).

Misvaindra, D., & Sukma, E. (2020). Pengaruh Strategi Directed Reading Thinking Activity Terhadap Kemampuan Membaca Intensif Siswa Sekolah Dasar. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 9(2), 194–201. https://doi.org/10.33578/jpfkip.v9i2.7880.

Musdi, E., Syafriandi, & Tasman, F. (2019). Improving High School Mathematics Teacher Ability in Making E-Module in Padang Panjang City. Pelita Eksakta, 2(1), 52–56. https://doi.org/10.24036/pelitaeksakta/vol2-iss1/64.

Mutmainnah, Aunurrahman, & Warneri. (2021). Efektivitas Penggunaan E-Modul Terhadap Hasil Belajar Kognitif Pada Materi Sistem Pencernaan Manusia di Madrasah Tsanawiyah. Jurnal basicedu, 5(2), 1625–1631. https://doi.org/10.31004/basicedu.v5i3.952.

Ningsih, S. Y., & Mahyuddin, N. (2021). Desain E-Module Tematik Berbasis Kesantunan Berbahasa Anak Usia Dini di Taman Kanak-Kanak. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(1), 137–149. https://doi.org/10.31004/obsesi.v6i1.1217.

Nugrahanto, S., & Zuchdi, D. (2019). Indonesia PISA Result and Impact on the Reading Learning Program in Indonesia. International Conference on Interdisciplinary Language, Literature and Education, 373–377. https://doi.org/10.2991/icille-18.2019.77.

Oksa, S., & Soenarto, S. (2020). Pengembangan E-Modul Berbasis Proyek Untuk Memotivasi Belajar Siswa Sekolah Kejuruan. Jurnal Kependidikan: Penelitian Inovasi Pembelajaran, 4(1), 99–111. https://doi.org/10.21831/jk.v4i1.27280.

Oktadiana, B. (2019). Analisis Kesulitan Belajar Membaca Permulaan Siswa Kelas II pada Mata Pelajaran Bahasa Indonesia di Madrasah Ibtidaiyah Munawariyah Palembang. JIP Jurnal Ilmiah PGMI, 5(2), 143–164. https://doi.org/10.19109/jip.v5i2.3606.

Paramita, G. A. P. P., Gede Agung, A. A., & Abadi, I. B. G. S. (2022). Buku Cerita Bergambar Guna Meningkatkan Keterampilan Membaca Muatan Pelajaran Bahasa Indonesia Siswa Kelas III SD. Mimbar Ilmu, 27(1), 11–19. https://doi.org/10.23887/mi.v27i1.45499.

Pasaribu, A., & Saparini. (2017). Pengembangan Bahan Ajar Berbasis Kontekstual untuk Meremidiasi Miskonsepsi pada Materi Gaya dan Hukum Newton. Jurnal Inovasi Dan Pembelajaran Fisika, 4(2), 36–47. https://doi.org/10.36706/jipf.v4i1.4264.

Permana P, N. D., & Manurung, I. F. U. (2020). Penggunaan Bahan Ajar Digital Berbasis Inquiry pada Masa Pandemi Covid-19 untuk Mata Kuliah Pembelajaran IPA di SD Kelas Tinggi. el-Ibtidaiy:Journal of Primary Education, 3(2), 73. https://doi.org/10.24014/ejpe.v3i2.11008.

Permata, C. A. M., & Kristanto, Y. D. (2020). Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa. JNPM (Jurnal Nasional Pendidikan Matematika), 4(2), 279. https://doi.org/10.33603/jnpm.v4i2.3877.

Pratiwi, B., Copriady, J., & Anwar, L. (2021). Implementation Of Phenomenon-Based Learning E-Module To Improve Critical Thinking Skills In Thermochemistry Material. Jurnal Pendidikan Sains Indonesia, 9(4). https://doi.org/10.24815/jpsi.v9i4.21114.

Rahmatunisa, N., Sofyan, H., Daryono, R. W., & Nurtanto, M. (2022). Feasibility of Clinical Dietetics E-Module to Improve Learning Achievement of Vocational Students. Journal of Education Technology, 6(1). https://doi.org/10.23887/jet.v6i1.41542.

Ramdani, E. (2018). Model Pembelajaran Kontekstual Berbasis Kearifan Lokal sebagai Penguatan Pendidikan Karakter. JUPIIS: Jurnal Pendidikan Ilmu-Ilmu Sosial, 10(1), 1. https://doi.org/10.24114/jupiis.v10i1.8264.

Ramdani, M. S., & Simamora, A. H. (2022). Meningkatkan motivasi dan hasil belajar mata pelajaran seni budaya melalui e-modul. Jurnal Edutech Undiksha, 10(1), 146–155. https://doi.org/10.23887/jeu.v10i1.44495.

Rizki, S., & Linuhung, N. (2016). Pengembangan Bahan Ajar Program Linear Berbasis Kontekstual dan ICT. Aksioma: Jurnal Pendidikan Matematika FKIP Univ. Muhammadiyah Metro, 5(2), 137–144.

Rohmah, F., Amir, Z., & Zulhidah. (2021). Pengembangan E-Modul Interaktif Berbasis Kontekstual pada Materi Volume Bangun Ruang SD/MI. Jurnal basicedu, 5(6), 6349_6356. https://doi.org/10.31004/basicedu.v6i2.2262.

Santoso, E. (2017). Penggunaan Model Pembelajaran Kontekstual Untuk Meningkatkan Kemampuan Pemahaman Matematika Siswa Sekolah Dasar. Jurnal Cakrawala Pendas, 3(1). https://doi.org/10.31949/jcp.v3i1.407.

Saraswati, S., Linda, R., & Herdini, H. (2019). Development of Interactive E-Module Chemistry Magazine Based on Kvisoft Flipbook Maker for Thermochemistry Materials at Second Grade Senior High School. Journal of Science Learning, 3(1), 1–6. https://doi.org/10.17509/jsl.v3i1.18166.

Sari, P. A. P. (2020). Hubungan Literasi Baca Tulis Dan Minat Membaca Dengan Hasil Belajar Bahasa Indonesia. Journal for Lesson and Learning Studies, 3(1), 141–152. https://doi.org/10.23887/jlls.v3i1.24324.

Sidiq, R., & Najuah. (2020). Pengembangan E-Modul Interaktif Berbasis Android Pada Mata Kuliah Strategi Belajar Mengajar. Jurnal Pendidikan Sejarah, 9(1), 1–14. https://doi.org/10.21009/JPS.091.01.

Siregar, E. S., & Kurniati, R. (2022). Multimedia as a Learning Tool in Training Reading Skills of Elementary Schools Students. Journal of Educational Technology, 6(2), 299–307. https://doi.org/10.23887/jet.v6i2.44601.

Sofiana, N., & Mubarok, H. (2020). The Impact of English game-Based Mobile Application on Students’ Reading Achievement and Learning Motivation. International Journal of Instruction, 13(3). https://doi.org/10.29333/iji.2020.13317a.

Solikhah, I. (2015). Reading and Writing as Academic Literacy in EAP Program of Indonesian Leaners. Dinamika Ilmu, 15(2), 325. https://doi.org/10.21093/di.v15i2.261.

Suastika, I. ketut, & Rahmawati, A. (2019). Pengembangan Modul Pembelajaran Matematika Dengan Pendekatan Kontekstual. JPMI (Jurnal Pendidikan Matematika Indonesia), 4(2), 58. https://doi.org/10.26737/jpmi.v4i2.1230.

Sudana, I. B. K. M., Suyasa, P. W. A., & Agustini, K. (2021). Efektifitas Media Pembelajaran Berkonsep Gamifikasi Pengenalan Tata Surya Mata Pelajaran IPA Terpadu Kelas VII Di SMP Negeri 2 Kubutambahan. Jurnal Pendidikan Teknologi dan Kejuruan, 18(1), 43. https://doi.org/10.23887/jptk-undiksha.v18i1.25698.

Sugiyono. (2018). Metode penelitian kuatintatif , kualitatif dan R & D. In Bandung: Alfabeta.

Sulaiman, U., & Hasrianti, A. (2021). The Effect of Synthetic Structural Analytical Method on Beginning Reading Ability of Students in Makassar City. Ethical Lingua: Journal of Language Teaching and Literature, 8(2). https://doi.org/10.30605/25409190.301.

Sulastri, A. (2016). Penerapan Pendekatan Kontekstual dalam Pembelajaran Matematika untuk Meningkatkan Pemahaman Konsep Matematis Siswa Sekolah Dasar. Jurnal Pendidikan Guru Sekolah Dasar, 1(1), 156–170. https://doi.org/10.17509/jpgsd.v1i1.9068.

Sultan, M. A., & Nur, N. (2020). Pengaruh Speed Reading terhadap Kemampuan Membaca Pemahaman Siswa Mata Pelajaran Bahasa Indonesia SD Negeri 55 Parepare. JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan, 4(2), 125. https://doi.org/10.26858/jkp.v4i2.13682.

Syahrial, A., Agus Kurniawan, D., Chan, F., Septianingsih, R., & Perdana, R. (2019). Multimedia Innovation 4.0 in Education: E-Modul Ethnoconstructivism. Universal Journal of Educational Research, 7(10), 2098–2107. https://doi.org/10.13189/ujer.2019.071007.

Vinhto. (2018). Thematic Structure in Reading Comprehension Texts in English Textbooks. International Journal of Languages, Literature and Linguistics, 4(1). https://doi.org/10.18178/IJLLL.2018.4.1.148.

Wahyuni, Y., Edrizon, E., & Fauziah, F. (2022). Pengembangan Bahan Ajar Matematika dengan Pemanfaatan Geogebra. Jurnal Cendekia : Jurnal Pendidikan Matematika, 6(1), 1120–1130. https://doi.org/10.31004/cendekia.v6i1.1139.

Wichadee, S. (2011). Developing The Self-Directed Learning Instructional Model To Enhance English Reading Ability And Self-Directed Learning Of Undergraduate Students. Journal of College Teaching & Learning (TLC), 8(12), 43. https://doi.org/10.19030/tlc.v8i12.6620.

Wulandari, S., Octaria, D., & Mulbasari, A. S. (2021). Pengembangan E-Modul Berbantuan Aplikasi Flip Pdf Builder Berbasis Contextual Teaching and Learning. JNPM (Jurnal Nasional Pendidikan Matematika), 5(2), 389. https://doi.org/10.33603/jnpm.v5i2.4628.

Wulanjani, A. N., & Anggraeni, C. W. (2019). Meningkatkan Minat Membaca melalui Gerakan Literasi Membaca bagi Siswa Sekolah Dasar. Proceeding of Biology Education, 3(1), 26–31. https://doi.org/10.21009/pbe.3-1.4.

Yuki, L. K. (2020). Implementasi Literasi Budaya Kuda Kosong dalam Meningkatkan Minat Membaca pada Mahasiswa Universitas Putra Indonesia. Jurnal Soshum Insentif. https://doi.org/10.36787/jsi.v3i1.215.

Zaharah, Z., & Susilowati, A. (2020). Meningkatkan motivasi belajar peserta didik dengan menggunakan media modul elektronik di era revolusi industri 4.0. Biodik: Jurnal Ilmiah Pendidikan Biologi, 6(2), 145–158. https://doi.org/10.22437/bio.v6i2.8950.

Diterbitkan

2024-04-04

Cara Mengutip

Utami, I. A., Sunardi, & Drajati, N. A. . (2024). English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills. Journal of Education Technology, 8(1), 63–76. https://doi.org/10.23887/jet.v8i1.74569

Terbitan

Bagian

Articles