Akbar Warisqianto
Universitas PGRI Jombang

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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.
Pengaruh Modifikasi Aktivitas Gerak Berbasis Permainan dalam Pembelajaran PJOK terhadap Kemampuan Motorik dan Motivasi Belajar Siswa Aditya Harja Nenggar; Kahan Tony Hendrawan; Akbar Warisqianto; Arkavilla Richa Jannati Chusniah
SPRINTER: Jurnal Ilmu Olahraga Vol. 7 No. 2 (2026): SPRINTER: Jurnal Ilmu Olahraga
Publisher : MAN Insan Cendekia Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46838/spr.v7i2.1246

Abstract

Based on the purpose of this study to determine the impact of the application of modified movement activities on motor skills and student learning motivation, the method with a quantitative approach with One group pretest - posttest design, the sample of this study were students of Budi Utomo Junior High School, grade VII students with 71 students with 36 male students and 35 female students, the sampling technique was purposive sampling Instruments for motor skills with motor ability tests, learning motivation using questionnaires Data Analysis In this study with descriptive analysis tests and also different tests. The results of the calculation of the results of the analysis of different tests with Paired Sample t-test, obtained a value (Sig. 2-tailed) 0.000 <0.05, so it can be understood that there is a significant difference that describes a positive impact on motor skills and student learning motivation. The conclusion can be understood that there is an influence of game-based movement activities on motor skills and learning motivation.