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Visual Literacy Design of Kebo Kicak Interactive Game for Early Age Children Kinanti Erste Panggayuh Putri; Akbar Warisqianto; Muhammat Fansya Ubaidillah
Gondang: Jurnal Seni dan Budaya Vol. 9 No. 2 (2025): GONDANG: JURNAL SENI DAN BUDAYA, DECEMBER 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gondang.v9i2.68699

Abstract

The decline in children’s exposure to local folktales is closely linked to the lack of digital literacy media that transform oral traditions into formats suited for digital-native learners. Kebo Kicak, a well-known folktale from Jombang Regency, holds strong cultural value and requires revitalization through accessible digital storytelling. This study aims to develop an interactive digital literacy medium in the form of an illustrated and narrated audiobook designed for kindergarten-aged children. A qualitative case study approach was applied using the Design Thinking framework, consisting of the stages of empathy, define, ideation, prototype, and user testing. Data were collected through field observations, interviews with cultural and early childhood education experts, and usability trials in local kindergartens. The prototyping process produced two audiobook modes: a self-reading mode supported by child-friendly digital illustrations, and a read-to-me mode integrating voice-over narration with gamelan-inspired background music to reinforce cultural identity. User evaluation through the User Experience Questionnaire (UEQ) indicated strong appeal, clarity, engagement, and perceived novelty. Children demonstrated positive attention, enjoyment, and improved motivation to read or listen independently, while teachers affirmed the media’s relevance for early literacy learning.The implementation of this digital storytelling medium shows that the Kebo Kicak audiobook effectively connects traditional folklore with contemporary multimedia practices. It enhances early literacy experiences while serving as a practical strategy for cultural revitalization among the digital-native generation.
Implementation Of AI-Assisted Njombangan Visual Interactive Media As A Local Cultural Education For Children at KB Alfi Munir Kinanti Erste Panggayuh Putri; Bentar Candra Perdana Perdana; Shabrina Fitria Az Zahra Zahra; Azzahra Maycca Yunizar Yunizar
SWAGATI : Journal of Community Service Vol. 4 No. 2 (2026): July
Publisher : Universitas AMIKOM Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/swagati.2026v4i2.2852

Abstract

In the Early Childhood Education (PAUD) curriculum, the use of digital media in learning is necessary to adapt to technological developments and be able to create a mindful, meaningful, and joyful learning experience. However, KB Alfi Munir Jombang as an early childhood education institution is still dominated by conventional learning so it is not able to accommodate the characteristics of children as a digital native generation. This community service activity aims to improve the quality of learning through training and implementation of interactive visual learning media "Njombangan" based on Jombang local culture. The program is implemented through teacher training, mentoring media implementation for children through digital storytelling activities, coloring local cultural characters, and interactive digital games based on Jombang local culture. The evaluation of the activity utilizes Artificial Intelligence (AI) as an assistant for user behavior analysis. The results of the activity show an increase in teacher competence in creating simple digital learning media and a very high level of enthusiasm for learning in children. All students were able to complete the coloring activity well and achieved a 100% accuracy rate in the interactive game. The evaluation results showed a User Experience Questionnaire score of 90 (very good category), so the media is proven to be effective in supporting local cultural learning that is more interactive, fun, and adaptive to technological developments.
Stimulus Augmented Reality Children Storybook Timun Mas Membentuk Kognitif Visual Anak Usia Dini Kinanti Erste Panggayuh Putri; Deny Tri Ardiyanto; Andreas Slamet Widodo
Jurnal Bahasa Rupa Vol. 7 No. 2 (2024): Bahasa Rupa April 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i2.1702

Abstract

The concept of visual literacy reading activities based on technology represents an implementation of the smart education paradigm, which is currently gaining recognition as a potentially transformative approach for engaging the digital native generation. The strategy of combining the power of visual-based storyteling media with virtual reality technology represents an innovation that aims to present a more engaging and enjoyable reading experience for early childhood. The objective of this study is to examine the impact of the Augmented Reality Children's Storybook (ARCS) Timun Mas media on the cognitive and visual responses of early childhood. The study employed a qualitative case study methodology with a purposive sample of children aged 4-6 years at Darrunajwa Kindergarten, Jombang, East Java. The data collection techniques selected were observation, interviews, literature studies, and documentation. The findings of the study indicate that the Timun Mas Storybook media based on Augmented Reality can facilitate the formation of five indicators of children's cognitive-visual abilities, namely visual sensory, visual attention, visual memory, visual spatial relations, and visual sequence memory. This visual response will subsequently contribute to an enhanced visual perception of children towards the forms of visual elements, storylines, and moral messages contained in the ARCS Timun Mas media.