This study aims to: (1) identify the need for developing a Project-Based Learning (PjBL)–based digital module in the Instructional Media Development course, (2) design and develop a PjBL-based digital module, and (3) measure the level of validity, practicality, and effectiveness of the digital module in improving students’ creative thinking skills. The research method used is Research and Development (RD) with the 4D model (Define, Design, Development) adapted into 3D. The research subjects were 30 students from the Educational Technology Study Program, Graduate School, Makassar State University. The data collection instruments included a needs identification questionnaire, expert validation sheets for content and media, individual and group trial questionnaires, and learning outcome tests. The results of the study show that: (1) the needs identification obtained a percentage of 57% for the learning process condition (very poor qualification) and 70% for the need for learning media (good qualification); (2) the product was developed through instructional script design and multimedia design; (3) the level of validity from the content expert reached 90% (good) and from the media expert reached 71.11% (good); (4) the level of practicality in the individual trial was 87% (very good) and in the group trial was 95% (very good); and (5) the effectiveness of the product was indicated by an improvement in learning outcomes from the pretest score of 14% (very low) to 100% (very high) in the posttest. The PjBL-based digital module has proven to be valid, practical, and effective in improving students’ creative thinking skills. ABSTRAKPenelitian ini bertujuan untuk: (1) mengidentifikasi kebutuhan pengembangan modul digital berbasis Project-Based Learning (PjBL) pada mata kuliah Pengembangan Media Pembelajaran, (2) mendesain dan mengembangkan modul digital berbasis PjBL, (3) mengukur tingkat validitas, kepraktisan, dan efektivitas modul digital dalam meningkatkan keterampilan berpikir kreatif mahasiswa. Metode penelitian menggunakan Research and Development (RD) dengan model 4D (Define, Design, Development) yang diadaptasi menjadi 3D. Subjek penelitian adalah 30 mahasiswa Program Studi Teknologi Pendidikan PPS Universitas Negeri Makassar. Instrumen pengumpulan data meliputi angket identifikasi kebutuhan, lembar validasi ahli materi dan media, angket uji coba perorangan dan kelompok, serta tes hasil belajar. Hasil penelitian menunjukkan: (1) identifikasi kebutuhan memperoleh persentase 57% untuk kondisi proses pembelajaran (kualifikasi sangat kurang) dan 70% untuk kebutuhan media pembelajaran (kualifikasi baik), (2) produk dikembangkan melalui perancangan naskah pembelajaran dan desain multimedia, (3) tingkat validitas dari ahli materi mencapai 90% (baik) dan ahli media 71,11% (baik), (4) tingkat kepraktisan pada uji coba perorangan 87% (sangat baik) dan uji kelompok 95% (sangat baik), (5) efektivitas produk ditunjukkan dengan peningkatan hasil belajar dari tes awal 14% (sangat rendah) menjadi 100% (sangat tinggi) pada tes akhir. Modul digital berbasis PjBL terbukti valid, praktis, dan efektif dalam meningkatkan keterampilan berpikir kreatif mahasiswa.
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