Developing a Body Treatment E-Book as a Learning Media for the Body Care Course

This study aimed to identify the design, development, supporting, and inhibiting factors of a body treatment e-book as a learning medium for the Body Treatment course. The e-book development employed the ADDIE model, which included five stages: analysis, design, development, implementation, and evaluation. This e-book is expected to facilitate students in understanding body treatment materials more effectively and interactively, enabling them to independently practice the skills they have learned. Validation by media and content experts indicates that the e-book is appropriate for use, with feasibility percentages of 95.3% and 95.1%, respectively. The try-out conducted with students also yielded excellent results, with an average feasibility percentage of 92.2%. This development makes a significant contribution to improving the quality of learning, enhancing accessibility to educational resources, and strengthening students' comprehension of body treatment materials.

Authors

Publication Details

Journal
Journal of Vocational Applied Research and Studies.
Published
2024-12-15
DOI
https://doi.org/10.21831/jvars.v1i2.648
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Developing a Body Treatment E-Book as a Learning Media for the Body Care Course

Christine Ulina Tarigan, Ika Pranita Siregar, Nolis Marliati
Journal of Vocational Applied Research and Studies.
Educational Games and Gamification
article

Developing a Body Treatment E-Book as a Learning Media for the Body Care Course

Christine Ulina Tarigan, Ika Pranita Siregar, Nolis Marliati
article en

Abstract

This study aimed to identify the design, development, supporting, and inhibiting factors of a body treatment e-book as a learning medium for the Body Treatment course. The e-book development employed the ADDIE model, which included five stages: analysis, design, development, implementation, and evaluation. This e-book is expected to facilitate students in understanding body treatment materials more effectively and interactively, enabling them to independently practice the skills they have learned. Validation by media and content experts indicates that the e-book is appropriate for use, with feasibility percentages of 95.3% and 95.1%, respectively. The try-out conducted with students also yielded excellent results, with an average feasibility percentage of 92.2%. This development makes a significant contribution to improving the quality of learning, enhancing accessibility to educational resources, and strengthening students' comprehension of body treatment materials.

Journal of Vocational Applied Research and Studies.Vol. 1(2)
Openalex Percentile: Top 64%
Educational Games and Gamification
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