Pengembangan E-Modul Interaktif Berbasis Problem Based Learning Bermuatan Kearifan Lokal Legenda Nenek Luhu pada Keterampilan Menulis Cerpen Siswa Kelas XI
Abstract
Pembelajaran menulis cerita pendek (cerpen) membutuhkan bahan ajar yang tidak hanya menyajikan konsep, tetapi juga mampu memfasilitasi peserta didik dalam menemukan gagasan, mengembangkan permasalahan, dan mengonstruksi cerita secara kontekstual. Pengembangan bahan ajar digital menjadi salah satu alternatif untuk menjawab kebutuhan pembelajaran yang adaptif terhadap perkembangan teknologi sekaligus tetap berorientasi pada konteks budaya peserta didik. Penelitian ini bertujuan mengembangkan e-modul interaktif berbasis Problem Based Learning (PBL) bermuatan kearifan lokal Legenda Nenek Luhu pada pembelajaran keterampilan menulis cerpen siswa kelas XI MAS Darussalam Kamal serta mendeskripsikan tingkat kelayakan produk berdasarkan penilaian ahli. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Data kelayakan diperoleh melalui lembar validasi ahli bahasa, ahli materi, dan ahli media. Analisis data dilakukan secara deskriptif kuantitatif dengan mengubah skor hasil validasi ke dalam bentuk persentase. Hasil penelitian menunjukkan bahwa validasi ahli bahasa memperoleh persentase 97,5% dengan kategori sangat layak. Validasi ahli materi memperoleh persentase 77,5% dengan kategori layak, sedangkan validasi ahli media memperoleh persentase 71,25% dengan kategori layak. Hasil tersebut menunjukkan bahwa e-modul yang dikembangkan telah memenuhi kriteria kelayakan dari aspek kebahasaan, materi, dan media setelah dilakukan revisi berdasarkan masukan validator. Temuan penelitian menegaskan bahwa integrasi PBL dan kearifan lokal Legenda Nenek Luhu dapat diwujudkan dalam bahan ajar digital yang secara konseptual dan teknis layak digunakan sebagai salah satu alternatif bahan ajar dalam pembelajaran menulis cerpen.
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References
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