Local Wisdom-Based Character Education Module with Interactive Technology through a Deep Learning Approach

The purpose of this study is to develop and test a character education module that integrates local wisdom values in Blitar with interactive technology through a deep learning approach. The method used is the ADDIE model research and development. The module's feasibility is obtained from the results of expert validation, assessment of attractiveness and practicality from users. The results obtained from language experts were 88.70%, material experts were 92.00%, and design experts were 85%. The results obtained from large group tests on the module's attractiveness aspect in grade 4 reached 93%, on the practicality aspect reached 90%. In the large group in grade 5 the attractiveness aspect reached 95%, and on the practicality aspect reached 92%. Meanwhile, the N-Gain Score results proved the learning outcomes of the developed module, with grade 4 achieving the sufficiently effective criterion, while grade 5 reached the effective criterion. Overall, the results of the research and product development obtained the criteria of being very suitable for use in learning activities for grades 4 and 5 in elementary schools.

Authors

Publication Details

Journal
Jurnal Pendidikan Teori Penelitian dan Pengembangan
Published
2025-10-17
DOI
https://doi.org/10.17977/2502-471x.1090
Primary Topic
Child Development and Education
Type
article
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article

Local Wisdom-Based Character Education Module with Interactive Technology through a Deep Learning Approach

Adi Tri Atmaja, Fathul Niam
Jurnal Pendidikan Teori Penelitian dan Pengembangan
Child Development and Education
article

Local Wisdom-Based Character Education Module with Interactive Technology through a Deep Learning Approach

Adi Tri Atmaja, Fathul Niam
article en

Abstract

The purpose of this study is to develop and test a character education module that integrates local wisdom values in Blitar with interactive technology through a deep learning approach. The method used is the ADDIE model research and development. The module's feasibility is obtained from the results of expert validation, assessment of attractiveness and practicality from users. The results obtained from language experts were 88.70%, material experts were 92.00%, and design experts were 85%. The results obtained from large group tests on the module's attractiveness aspect in grade 4 reached 93%, on the practicality aspect reached 90%. In the large group in grade 5 the attractiveness aspect reached 95%, and on the practicality aspect reached 92%. Meanwhile, the N-Gain Score results proved the learning outcomes of the developed module, with grade 4 achieving the sufficiently effective criterion, while grade 5 reached the effective criterion. Overall, the results of the research and product development obtained the criteria of being very suitable for use in learning activities for grades 4 and 5 in elementary schools.

Jurnal Pendidikan Teori Penelitian dan PengembanganVol. 10(10)
Quality Education
Openalex Percentile: Top 9%
Child Development and Education
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Local Wisdom-Based Character Education Module with Interactive Technology through a Deep Learning Approach — Adi Tri Atmaja, Fathul Niam · Jurnal Pendidikan Teori Penelitian dan Pengembangan (2025) | TGRS Research Map | TGRS