Pengembangan E-modul Berbasis Kearifan Lokal Riau untuk Melatihkan Berpikir Kreatif Peserta Didik melalui Kegiatan Riset
The Development E-module Based on Riau Local Wisdom to Enhance Students' Creative Thinking Through Research Activities
Sekolah dituntut memfasilitasi peserta didik berkemampuan 4C (kreatif, kritis dan pemecahan masalah, berkomunikasi, dan berkolaborasi). Berpikir kreatif adalah kegiatan psikis kognitif untuk membangun ide atau gagasan baru. Bahan ajar yang baik dalam pembelajaran perlu mencantumkan fakta dan fenomena dalam hal ini melalui kearifan lokal Riau meliputi lubuk larangan, hutan larangan, dan turun boniah. Di samping itu, memberikan kesempatan peserta didik melakukan kegiatan riset untuk melatihkan kemampuan berpikir kreatif. Penelitian ini dilakukan dengan tujuan untuk menghasilkan e-modul berbasis kearifan lokal Riau untuk melatihkan kemampuan berpikir kreatif peserta didik melalui kegiatan riset yang layak ditinjau dari aspek validitas, kepraktisan, dan keefektifan. Model pengembangan yang digunakan pada penelitian ini adalah model pengembangan 4D. E-modul dan perangkat pembelajaran (RPP dan tes kemampuan berpikir kreatif) yang dikembangkan diuji coba pada 30 peserta didik kelas X di SMAN 1 Teluk Belengkong, Kabupaten Indragiri Hilir, Riau. Desain uji coba One Group Pretest Posttest Design. Instrumen penelitian yang digunakan berupa lembar validasi, lembar observasi, lembar keterbacaan, lembar pretes dan posttest, serta angket respon peserta didik. Teknik penggumpulan data dilakukan melalui validasi, observasi, tes, dan angket. Data dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan: 1) Skor validitas RPP sebesar 3,5 dengan kategori valid, e-modul sebesar 90,59% dengan kategori sangat valid, soal tes keterampilan berpikir kreatif memperoleh skor 3,55 dengan kategori valid, 2) Berdasarkan aspek kepraktisan, RPP terlaksana 100% secara keseluruhan dikatakan bahwa RPP sangat praktis digunakan, tingkat keterbacaan dengan acuan Grafik Fry e-modul ajar yang dikembangkan berada di level SMA, dan 3) Berdasarkan aspek keefektifan, rata-rata N-gain tes berpikir kreatif peserta didik yaitu 0,56 kategori sedang dan respon peserta didik 95% dengan kategori sangat baik. Berdasarkan hal tersebut, dapat disimpulkan bahwa e-modul yang dikembangkan layak digunakan untuk melatihkan kemampuan berpikir kreatif.
Schools are required to facilitate students with 4C capabilities (creative, critical and problem solving, communicating, and collaborating). Creative thinking is a cognitive psychic activity to build new ideas or ideas. Good teaching materials in learning need to include facts and phenomena in this case through Riau's local wisdom including Lubuk larangan, Hutan larangan, and Turun boniah. In addition, it provides opportunities for students to carry out research activities to practice creative thinking skills. This research was conducted with the aim of producing e-modules based on Riau local wisdom to train students' creative thinking abilities through research activities that are feasible in terms of validity, practicality, and effectiveness. The development model used in this study is the 4D development model. The developed e-modules and learning tools (RPP and tests of creative thinking skills) were tested on 30 class X students at SMAN 1 Teluk Belengkong, Regency. Indragiri Hilir, Riau. Trial design One Group Pretest Posttest Design. The research instruments used were validation sheets, observation sheets, readability sheets, pretest and posttest sheets, as well as student response questionnaires. Data collection techniques are carried out through validation, observation, tests, and questionnaires. Data were analyzed by descriptive quantitative and qualitative. The results showed: 1) The lesson plan validity score was 3.5 in the valid category, the e-module was 90.59% in the very valid category, the creative thinking skills test scored 3.55 in the valid category, 2) Based on the practicality aspect, the lesson plan was implemented 100% as a whole it said that the lesson plan was very practical to use, the level of readability with reference to the Fry Graph e-learning modules developed were at the high school level, and 3) Based on the effectiveness aspect, the average N-gain the students' creative thinking test is 0.56 in the medium category and the student's response is 95% in the very good category. Based on this, it can be concluded that the developed e-module is suitable for training creative thinking skills.