This study aimed to develop an e-module using a discovery learning model based on educational games, test the effectiveness of using e-modules in improving student learning outcomes, and determine student responses to the developed e-module. A 4D model was used, which had four stages: defining, designing, developing, and disseminating. Observations and interviews were used to collect the qualitative and quantitative data. Expert judgment determined that the developed e-module passed the validity test, with an average validation score of 3.43, which was categorized as very good. The average peer assessment score was 3.52, which was also categorized as very good. The findings showed that e-modules based on educational games can be effective in learning. The mean pretest value was 50.663 and the mean posttest value was 71.90, which indicated that student learning outcomes improved significantly. As a result, it can be concluded that the educational games-based discovery learning e-module can be effectively used in learning.
Keywords: e-module discovery learning, educational games
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