Improving Learning Activities Through Interactive Digital Book Applications in Project-Based Learning

21st-century learning is usually accompanied by projects that can foster students' creativity in building their knowledge. Interactive digital books with projects are not used in the courseThis research focuses on student activities using project-based interactive digital books while studying. This research is experimental, samples were taken from a total sampling of 32 students who were attending lectures. The instruments used are activity questionnaires in five observation activities, namely studying basic questions, discussing with lecturers, discussing with friends, discussing project activities to be carried out, and presenting product results. Data was obtained quantitatively and processed using SPSS. The results obtained show that the use of project-based interactive electronic books makes student learning active because projects can improve students' skills.

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Publication Details

Journal
International Journal of Progressive Sciences and Technologies
Published
2024-09-30
DOI
https://doi.org/10.52155/ijpsat.v46.2.6591
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Improving Learning Activities Through Interactive Digital Book Applications in Project-Based Learning

Vivi Fitriani, Diana Susanti, Liza Yulia Sari, Aulia Afza
International Journal of Progressive Sciences and Technologies
Educational Games and Gamification
article

Improving Learning Activities Through Interactive Digital Book Applications in Project-Based Learning

Vivi Fitriani, Diana Susanti, Liza Yulia Sari, Aulia Afza
article en

Abstract

21st-century learning is usually accompanied by projects that can foster students' creativity in building their knowledge. Interactive digital books with projects are not used in the courseThis research focuses on student activities using project-based interactive digital books while studying. This research is experimental, samples were taken from a total sampling of 32 students who were attending lectures. The instruments used are activity questionnaires in five observation activities, namely studying basic questions, discussing with lecturers, discussing with friends, discussing project activities to be carried out, and presenting product results. Data was obtained quantitatively and processed using SPSS. The results obtained show that the use of project-based interactive electronic books makes student learning active because projects can improve students' skills.

International Journal of Progressive Sciences and TechnologiesVol. 46(2)
Universitas Muhammadiyah Sumatera Barat (ID)
Openalex Percentile: Top 72%
Educational Games and Gamification
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Improving Learning Activities Through Interactive Digital Book Applications in Project-Based Learning — Vivi Fitriani, Diana Susanti, et al. · International Journal of Progressive Sciences and Technologies (2024) | TGRS Research Map | TGRS