Penelitian ini dilatarbelakangi oleh rendahnya kemampuan literasi matematika peserta didik di sekolah yang disebabkan oleh penggunaan metode pembelajaran yang masih konvensional, kurang tersedianya bahan ajar yang dapat memfasilitasi dan menunjang kemampuan literasi matematika peserta didik. Penelitian ini bertujuan untuk mengembangkan e-modul interaktif berbasis problem based learning pada materi segitiga dan segiempat yang valid, praktis, serta dapat memfasilitasi peserta didik dalam meningkatkan kemampuan literasi matematika. Penelitian ini menggunakan jenis penelitian dan pengembangan atau Research and Development (R&D) menggunakan model Plomp yang terdiri dari tiga tahap yaitu, penelitian pendahuluan (preliminary research), pengembangan atau penyusunan prototipe (develompent or prototyping), dan penilaian (assessment). Penelitian ini dilaksanakan di SMP Negeri 1 Kalimanggis dengan subjek penelitian peserta didik kelas VIII A sebanyak 24 orang. Data diperoleh dari hasil validasi ahli materi, ahli media, kepraktisan guru dan peserta didik, serta soal tes kemampuan literasi matematika. Teknik pengumpulan data meliputi observasi, wawancara, dan angket. Instrumen yang digunakan dalam penelitian ini yaitu lembar validasi ahli, lembar kepraktisan guru dan peserta didik, serta soal tes kemampuan literasi matematika. Teknik analisis data meliputi analisis kevalidan, kepraktisan, serta analisis peningkatan kemampuan literasi matematika. E-modul divalidasi oleh lima validator ahli yang terdiri dari empat dosen dan satu guru matematika. Hasil penilaian berdasarkan validasi ahli materi diperoleh skor persentase 92,2% dengan kategori “sangat valid”. Hasil dari ahli media diperoleh skor persentase 79,4% dengan kategori “valid”. Hasil kepraktisan guru dan peserta didik terhadap e-modul diperoleh skor masing-masing 95,8% dan 93,2% dengan kriteria “sangat praktis”. Perolehan uji N-Gain sebesar 0,64 dengan kriteria peningkatan sedang. Hasil akhir penelitian pengembangan diperoleh produk berupa e-modul interaktif berbasis problem based learning menggunakan canva pada materi segitiga dan segiempat sub kekongruenan dan kesebangunan yang valid, praktis serta dapat meningkatkan kemampuan literasi matematika peserta didik. E-modul yang dikembangkan disarankan agar penelitian selanjutnya lebih memfokuskan pada indikator ketiga dari kemampuan literasi matematika yaitu interpret atau penarikan kesimpulan.
Kata Kunci: Canva, e-modul interaktif, kemampuan literasi matematika, problem based learning.
This research was motivated by the low level of students' mathematical literacy skills in schools, which is attributed to the continued use of conventional teaching methods and the limited availability of instructional materials that can facilitate and support the development of students’ mathematical literacy. The aim of this study is to develop an interactive e-module based on Problem-Based Learning (PBL) on the topic of triangles and quadrilaterals that is valid, practical, and capable of facilitating students in improving their mathematical literacy skills. This research employed a type of Research and Development (R&D) using the Plomp model, which consists of three stages: preliminary research, development or prototyping, and assessment. The research was conducted at SMP Negeri 1 Kalimanggis with 24 students from class VIII A as the research subjects. Data were obtained through expert validation (content and media), teacher and student practicality assessments, as well as mathematical literacy tests. Data collection techniques included observation, interviews, and questionnaires. The instruments used in this study were expert validation sheets, teacher and student practicality questionnaires, and mathematical literacy test items. Data analysis techniques included validity analysis, practicality analysis, and analysis of improvement in students’ mathematical literacy. The e-module was validated by five expert validators consisting of four lecturers and one mathematics teacher. The validation results from content experts showed a percentage score of 92.2%, categorized as “very valid,” while the media expert validation resulted in a score of 79.4%, categorized as “valid.” The practicality results from both teachers and students reached 95.8% and 93.2%, respectively, with both falling under the “very practical” category. The N-Gain score obtained was 0.64, which indicates a moderate level of improvement. The final outcome of this development research is an interactive e-module based on problem-based learning using Canva on triangle and quadrilateral topics the subtopic of congruence and similarity, which is valid, practical, and able to enhance students' mathematical literacy skills. It is recommended that future research focuses more specifically on the third indicator of mathematical literacy, namely interpretation or drawing conclusions.
Keywords: Canva, interactive e-module, mathematical literacy skills, problem-based learning.