Skripsi
Development of Diginomiq (Digital Learning Module of Economics) Using Heyzine Flipbook Based on Gamification in Economics Subjects on Monetary and Fiscal Policy for Class XI IPS at SMAN 1 Pare / Indy Rachmadhani
Abstrak
This research was motivated by the fact that many students consider economics a difficult subject resulting in a lack of interest in learning it. One solution to this problem is to develop learning materials in the form of a digital economics learning module using a gamification-based heyzine flipbook. The purpose of this study was to develop and determine the feasibility of a digital economics learning module using a gamification-based heyzine flipbook. The research model used was ADDIE (analyze design development implementation evaluation). Data collection was carried out through observation interviews expert validation questionnaires and user responses. A trial of the development of this digital economics learning module was conducted on 31 students of class XI P2 IS SMAN 1 Pare. The validity of this digital economics learning module was determined by the results of expert validation tests and student responses with a very good category which means that the digital economics learning module using a gamification-based heyzine flipbook on monetary and fiscal policy material is valid and feasible to be applied in learning.