'new' spawns a new object of the said class. It is basically a way to create a unique instance of the class that is separate from other instances of the same class. Take my Advance Wars project as an example. I have a 'class Tank' that defines some of the basic stats of the Tank like movement range, ammunition, vision, weapons, etc. When I build a new Tank, it gets stored in memory. But when I want to build another Tank, I need a new instance for that one too. I can't have these two Tanks use the same instance--that would be saying these two units have the same health, coordinates, etc.
Now a module is used when you need only ONE specific instance, not MANY. That is why scripts with configurations use a module since...well, it's pointless to create two instances of essentially the same configuration.
I am a human, thus call me
Human.new(KK20). You are also a human, thus call you
Human.new(Zexion). Although we are both human, we are not the same; thus, we have separate instances.
Time is a module. We don't have two different times ticking by (well, at least in the basic reality we live in).