Application of Interactive Hots e-Modules Based on Gamification in Improving Learning Outcomes in Islamic Religious Education Subjects for students at State Junior High School 1 Taluditi

Darmawati Darmawati (1), Muliani Muliani (2)
(1) Universitas Pohuwato, Indonesia,
(2) Universitas Pohuwato, Indonesia

Abstract

Background. Critical thinking and creative design have not been optimally implemented and adopted in learning. HOTS e-modules for teacher programs will help them analyze and maximize their teaching outcomes.


Purpose. The purpose of this study is to develop HOTS content in the e-module of Islamic Religious Education subjects at SMPN 1 Taluditi, increase creativity in developing teaching strategies and methods, improve critical thinking.


Method.The method used was R&D with the DDDE (Decide, Design, Develop, and Evaluate) model, which was chosen because it aligns with the objectives of developing HOTS-based interactive e-modules and gamification. A small-scale trial of the HOTS e-module was conducted by teacher experts and lecturers, while a large-scale trial was conducted by 22 students.


Results.The results of the study showed that the gamification-based interactive HOTS e-module developed using the DDD-E model met the validity criteria with an average score of 3.89, was considered practical with an average score of 3.67, and demonstrated effectiveness, with 87.8% of students achieving a minimum test score of 70.


ConclusionThis interactive HOTS e-module, developed using the DDD-E model, is valid, practical, and effective. It equips teachers with innovative tools to enhance critical thinking and student engagement, and promote better learning outcomes through gamified educational experiences.

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Authors

Darmawati Darmawati
darmawati9027@gmail.com (Primary Contact)
Muliani Muliani
Darmawati, D., & Muliani, M. (2025). Application of Interactive Hots e-Modules Based on Gamification in Improving Learning Outcomes in Islamic Religious Education Subjects for students at State Junior High School 1 Taluditi. International Journal of Language and Ubiquitous Learning, 3(2), 95–102. https://doi.org/10.70177/ijlul.v3i2.2405

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