Development of the SINGA E-Module Integrating Ethno-STEM, Gamification, and Deep Learning Principles for Elementary Science Learning
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Keywords:
SINGA E-Module, Ethno-STEM, gamification, deep learning, elementary schoolAbstract
The low level of scientific literacy among elementary school students and the limited use of contextual and interactive digital teaching materials remain challenges in science learning. This study aimed to develop the SINGA E-Module, which integrates the Ethno-STEM approach, gamification, and deep learning principles as digital teaching material for science learning in elementary schools, and to determine its validity and practicality. This study employed a Research and Development (R&D) method using the 4D model, limited to the develop stage. The development stages included define, design, and develop, encompassing expert validation and practicality testing. The validation process involved three validators, consisting of a subject matter expert, a media expert, and a cultural expert, while the practicality test involved five teachers and fifteen fifth-grade elementary school students. Data were collected using validation sheets and practicality questionnaires and were analyzed descriptively using quantitative percentage analysis. The results showed that the SINGA E-Module was categorized as very valid based on the evaluations of the subject matter expert (89.57%), media expert (93.00%), and cultural expert (94.00%). In addition, the practicality test results indicated that the SINGA E-Module was categorized as very practical based on teachers' evaluations, with an average percentage of 90.40%, and students' evaluations, with an average percentage of 90.20%. Therefore, the SINGA E-Module is feasible for use as a digital teaching material to support more contextual and student-centered science learning in elementary schools.
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