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The gap between the ideal conditions for learning advanced modeling material in class XI PPLG SMKN 2 Bangkalan and the real conditions in the field is the main issue in this research. This situation is evidenced by the students' practical exam scores, which are still far from the standard of the Learning Mastery Criteria (KKTP). Project-based learning was previously applied to this material; however, the problem lies in the lack of learning media that supports students' independent practical activities. The focus of this research is to examine the urgency of developing a project-based learning e-module to enhance students' understanding of concepts and creativity in animation products. The research method applied is descriptive qualitative with literature review supported by additional data from preliminary studies, including interviews with the teacher of the 3D Animation subject, practical exam score data, and questionnaires distributed to 17 students. The research results indicate that students' practical exam scores range from 52 to 60, while the KKTP standard is set at 75. Students experiencing difficulties in understanding the material account for 76.5%, while 88% need digital learning materials that can be accessed independently. The literature review shows that the use of e-modules in conjunction with project-based learning effectively enhances conceptual understanding and creativity in animation products consistently. Therefore, project-based learning e-modules have a high urgency for immediate implementation. To ensure optimal implementation, it is necessary to consider digital infrastructure, teacher competencies, and student characteristics. ABSTRAK Kesenjangan antara kondisi ideal pada pembelajaran materi modelling lanjutan di kelas XI PPLG SMKN 2 Bangkalan dengan kondisi real di lapangan menjadi permasalahan utama pada penelitian. Kondisi tersebut dibuktikan dengan hasil nilai ujian praktik siswa yang masih jauh dari estándar Kriteria Ketuntasan Tujuan Pembelajaran (KKTP). Project-based learning sebelumnya diterapkan pada materi ini, namun yang menjadi masalahnya yaitu kurangnya media pembelajaran yang mendukung kegiatan praktik mandiri siswa. Fokus masalah pada penelitian ini yaitu mengkaji urgensi pengembangan e-modul berbasis project-based learning untuk meningkatkan pemahaman konsep dan kreativitas produk animasi siswa. Metode penelitian yang diterapkan berupa pendekatan kualitatif deskriptif melalui kajian pustaka yang diperkuat oleh data pendukung hasil studi pendahuluan meliputi wawancara bersama guru pengampu mata pelajaran Animasi 3D, data nilai hasil ujian praktik dan angket yang disebarkan kepada 17 siswa. Hasil penelitian menunjukkan bahwa nilai hasil ujian praktik siswa antara 52 hingga 60, sedangkan estándar KKTP yang ditetapkan 75. Peserta didik yang mengalami kesulitan memahami materi sebanyak 76,5% sedangkan 88% membutuhkan bahan ajar digital yang dapat diakses secara mandiri. Adapun hasil kajian literatur membuktikan bahwa anatara e-modul dengan project based learning efektif meningkatkan pemahaman konsep dan kreativitas produk animasi secara konsisten. Dengan demikian, e-modul berbasis project-based learning memiliki urgensi yang tinggi untuk segera diimplementasikan. Agar penerapannya berjalan dengan optimal, maka tetap harus mempertimbangkan infastruktur digital, kompetensi guru dan karakteristik peserta didik.
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Fikriyah et al. (2026) studied this question.
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