DESIGNING A WET SKETCHING TECHNIQUE E-MODULE AS ART LEARNING FOR ELEVENTH GRADE STUDENTS OF CLASS XI-7 SMAN 13 SURABAYA
Bahan ajar yang digunakan oleh guru sering kali masih bersifat umum dan teoritis sehingga diperlukan media pembelajaran yang kontekstual berbasis budaya lokal guna mendukung proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan konsep, proses, dan efektivitas E-modul Teknik Sketsa Basah Sebagai Media Pembelajaran Seni Rupa Untuk Siswa Kelas XI-7 SMAN 13 Surabaya. Penelitian ini menggunakan metode (R&D), yang meliputi beberapa tahapan yaitu Analysis, Design, Development, Implementation, dan Evaluation. Konsep e-modul dikembangkan sebagai media pembelajaran digital yang bersifat visual, sistematis, self‑contained, dan mudah diakses dalam format PDF maupun melalui platform Heyzine. Proses perancangan meliputi penyusunan struktur materi dan tampilan visual. Perancangan produk e‑modul kemudian divalidasi oleh ahli materi dan ahli media. Hasil validasi ahli materi menunjukkan persentase kelayakan sebesar 97,1%, sedangkan validasi ahli media menunjukkan persentase 94,2%, keduanya termasuk dalam kategori sangat layak sebagai media pembelajaran. Tahap implementasi dilakukan melalui uji coba e‑modul pada 25 peserta didik kelas XI‑7 SMAN 13 Surabaya. Hasil penilaian peserta didik menunjukkan total nilai 1.612,5 dengan rata‑rata 64,5. Hasil angket respon peserta didik terhadap e‑modul menunjukkan total skor 1.129 dari skor maksimal 1.250 dengan rata‑rata 90,32%. Berdasarkan hasil tersebut penelitian ini termasuk dalam kategori sangat baik, yang menandakan bahwa e‑modul dinilai menarik, membantu pemahaman materi, dan layak digunakan kembali dalam pembelajaran.
The teaching materials used by teachers are often still general and theoretical in nature, so there is a need for contextual learning media based on local culture to support the learning process. This study aims to describe the concept, process, and effectiveness of the pilot test of the “Wet Sketching Techniques” e-module as a visual arts learning medium for students in Class XI-7 at SMAN 13 Surabaya. This study employed the Research and Development (R&D) method, which comprises several stages: Analysis, Design, Development, Implementation, and Evaluation. The e-module concept was developed as a digital learning medium that is visual, systematic, self-contained, and easily accessible in PDF format or via the Heyzine platform. The design process involved organizing the material structure and visual layout. The e-module design was then validated by subject matter experts and media experts. The results of the subject matter expert validation showed a feasibility percentage of 97.1%, while the media expert validation showed a percentage of 94.2%; both fall into the “highly feasible” category as a learning medium. The implementation stage was carried out through a pilot test of the e-module with 25 students from Class XI-7 at SMAN 13 Surabaya. The assessment results showed a total score of 1,612.5 with an average of 64.5. The results of the student questionnaire on their response to the e-module showed a total score of 1,129 out of a maximum score of 1,250, with an average of 90.32%. Based on these results, this study falls into the “very good” category, indicating that the e-module was deemed engaging, helpful for understanding the material, and suitable for reuse in instruction.