Development and Implementation of Interactive e-Module using Microsoft Sway to Improve Disaster Literacy Skills

Laurensia Trimeta Platini, Abdurrahman Abdurrahman, Dewi Lengkana

Abstract


Abstract Disaster literacy needs to be introduced to provide understanding to students and minimize disaster risk. The purpose of this study was to determine the use of an interactive e-module based on Microsoft Sway which is valid and effective in increasing students literacy. The design of this study uses a 4D (four-D) Research dan Development (R and D) model. The research sample consisted of control and experimental classes with instruments in the form of test instruments, questionnaires, and interviews. Data analysis was based on n-gain data, effect size, and descriptive percentages of teacher and student responses. The percentages of construct, content, and language validation obtained were 84.68 percent, 80.58 percent, and 86 percent respectively, with all valid criteria. The study findings indicate that the use of an interactive e-module based on Microsoft Sway is valid and highly effective in improving students’ disaster literacy skills.

 

Keywords: Interactive e-module, disaster literacy skills, disaster literacy, Microsoft Sway.

 

Abstrak: Literasi bencana perlu diperkenalkan untuk memberikan pemahaman kepada siswa dan meminimalisir risiko bencana. Tujuan penelitian ini untuk mengetahui penggunaan e-modul interaktif berbasis Microsoft Sway yang valid dan memiliki efektivitas untuk meningkatkan literasi kebencanaan siswa. Desain penelitian ini menggunakan desain Riset and Development (R dan D) model 4D (four-D). Sampel penelitian terdiri dari kelas kontrol dan eksperimen dengan istrumen berupa instrumen tes, angket dan wawancara. Analisis data berdasarkan data n-gain, effect size dan persentase deskriptif tanggapan guru dan siswa. Persentase validasi konstruk, isi dan bahasa yang diperoleh secara berturut-turut adalah 84.68 persen, 80,58 persen and 86 persen dengan kriteria seluruhnya valid. Berdasarkan hasil pre-test and post-test didapatkan N-gain 0,66 dengan kriteria sedang untuk meningkatkan literasi kebencanaan siswa. Temuan penelitian menunjukkan bahwa penggunaan e-modul interaktif berbasis Microsoft Sway valid dan memiliki efektivitas tinggi untuk meningkatkan kemampuan literasi kebencanaan siswa

 

Kata kunci: e-modul interaktif, keterampilan literasi kebencanaan, literasi kebencanaan, Microsoft Sway.


DOI: http://dx.doi.org/10.23960/jpmipa/v23i2.pp854-871


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