Abstrak Tujuan penelitian ini secara umum untuk mengembangkan video pembelajaran berbantuan artificial intelligence (AI) cerita rakyat di SMP Kota Bengkulu. Pada materi cerita rakyat semester ganjil mata pelajaran Bahasa Indonesia kelas VII SMP. Dengan populasi siswa kelas VII SMP N 3 Kota Bengkulu menggunakan sampel penelitian teknik purposive sampling yaitu sampel yang digunakan mewakili populasi berjumlah 53 siswa. Metode penelitian yang digunakan model pengembangan ADDIE dengan 5 tahapan yaitu tahap analisis kebutuhan yang diambil dari analisis kebutuhan materi, siswa dan guru. Terdapat 3 cerita rakyat Bengkulu berdasarkan analisis kebutuhan yaitu Putri Gading Cempaka, Muning Raib dan Anak Lumang. Tahap mendesain yang dirancang menggunakan aplikasi microsoft image creator, power point, runway dan inshot. Gambar yang digunakan memiliki kesesuaian dengan latar cerita rakyat. Tahap pengembangan dilakukan untuk penilaian dari validator ahli materi dan ahli media dengan hasil kategori layak untuk digunakan dengan sedikit revisi. Tahap implementasi atau pelaksaanan uji coba video pembelajaran sastra berupa cerita rakyat Bengkulu diterapkan di dalam kelas VII SMP. Tahap evaluasi yaitu tahap saran dan perbaikan mengenai video pembelajaran yaitu ada video yang berdurasi pendek. Instrumen yang digunakan angket validator ahli materi, ahli media, respon guru dan siswa. Berdasarkan hasil validasi dari ahli materi, ahli media serta respon guru dan siswa diketahui bahwa produk yang dihasilkan berupa video pembelajaran dapat membantu guru dalam proses pembelajaran agar dapat membuat suasana yang tidak cepat bosan bagi siswa. Berdasarkan hasil penelitian dapat disimpulkan bahwa video pembelajaran ini dinyatakan layak untuk digunakan siswa dalam pembelajaran fase D menyimak pada siswa kelas VII SMP. Kata Kunci : Cerita Rakyat, Sastra, SMP, Pengembangan, Video Abstract The general aim of this research is to develop learning videos assisted by artificial intelligence (AI) on folklore in Bengkulu City Middle Schools. In the odd semester folklore material for class VII middle school Indonesian language subjects. With a population of class VII students at SMP N 3 Bengkulu City, a purposive sampling technique was used as a research sample, namely the sample used represented a population of 53 students. The research method used is the ADDIE development model with 5 stages, namely the needs analysis stage which is taken from the analysis of material, student and teacher needs. There are 3 Bengkulu folk tales based on needs analysis, namely Putri Gading Cempaka, Muning Raib and Anak Lumang. The design stage was designed using the Microsoft Image Writer, Power Point, Runway and Inshot applications. The images used are in accordance with the folklore setting. The development stage was carried out for assessment by material expert validators and media experts with the results being categorized as suitable for use with slight revisions. The implementation stage or trial implementation of literary learning videos in the form of Bengkulu folklore was implemented in class VII of junior high school. The evaluation stage is the stage of suggestions and improvements regarding learning videos, namely there are short videos. The instruments used were validator questionnaires from material experts, media experts, teacher and student responses. Based on validation results from material experts, media experts as well as teacher and student responses, it is known that the product produced in the form of learning videos can help teachers in the learning process so that they can create an atmosphere that does not get bored quickly for students. Based on the research results, it can be concluded that this learning video is declared suitable for use by students in phase D listening learning for class VII junior high school students. Keywords: Folklore, Literature, Middle School, Development, Video