Muhammad Andi Setiawan
Universitas Muhammadiyah Sampit

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Development of an Interactive E-Comic Based on Digital Literacy for Contextual English Learning in Elementary Schools Chandra Anugrah Putra; Bulkani Bulkani; Heru Nurochman; Muhammad Andi Setiawan
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 1 (2025): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v11i1.11281

Abstract

Background: The integration of digital literacy into English language learning for elementary school students remains a challenge, as existing media often lack interactivity and contextual engagement. This study addresses the need for innovative and motivating instructional media by transforming previous printed e-comic research into an interactive digital learning tool. Aim: The study aims to develop and evaluate an interactive e-comic that combines visual, textual, auditory, and simple animation elements to enhance English vocabulary mastery and learning motivation among elementary school students. Method: This research applied a Research and Development (R&D) design consisting of need analysis, design, development, limited testing, and evaluation. Data were collected through expert validation, questionnaires, observations, and interviews involving English teachers and students in grades 3 to 6. Quantitative data were analyzed descriptively using percentage scores, while qualitative data were analyzed through thematic interpretation. Results and Discussion: The developed interactive e-comic received an excellent feasibility rating from material and media experts, as well as positive responses from users. The trial results showed that the media improved students’ vocabulary retention, reading comprehension, and engagement. The integration of audio-visual features and interactive storytelling supported multimodal learning and enhanced students’ digital literacy competencies. Furthermore, the product demonstrated strong potential for educational commercialization through subscription-based models and institutional licensing. Conclusion: The interactive e-comic effectively enhances English learning outcomes and digital literacy skills among elementary students, providing an engaging, accessible, and pedagogically sound learning tool aligned with the Merdeka Curriculum. This innovation contributes to the advancement of digital-based English education and supports the development of adaptive learning environments in primary schools.
Development of an Interactive Animation-Based Learning Media Using Central Kalimantan Folktales to Improve Primary School Students’ Literacy and Numeracy Skills Bulkani Bulkani; Chandra Anugrah Putra; Andi Riswandi Buana Putra; Muhammad Andi Setiawan
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 1 (2025): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v11i1.11282

Abstract

Background: The low level of literacy and numeracy among primary school students in Indonesia highlights the need for contextual and engaging learning media that reflect local culture. Conventional teaching methods often fail to capture students’ interest and do not integrate local wisdom effectively. Aim: This research aims to develop and test an interactive animation-based learning media using Central Kalimantan folktales to enhance students’ literacy and numeracy skills in primary education. Method: The study employs a research and development (R&D) approach by designing, validating, and testing a digital prototype that combines animation, narration, and interactivity. Expert validation was conducted to refine the prototype, followed by pilot testing in selected partner schools in Central Kalimantan. Data were collected through observations, questionnaires, and learning assessments, and analyzed descriptively to evaluate the media’s effectiveness in improving learning outcomes. Results and Discussion: The results indicate that the interactive animation media successfully increased students’ engagement and motivation, leading to higher literacy and numeracy achievement compared to traditional learning tools. Teachers reported that the integration of local folktales provided meaningful and enjoyable learning experiences while reinforcing students’ cultural identity. The discussion emphasizes the potential of culturally grounded digital media to support the thematic learning approach in the Merdeka Curriculum and contribute to the preservation of local culture. Conclusion: The research concludes that the developed interactive animation learning media based on Central Kalimantan folktales is effective in enhancing primary school students’ literacy and numeracy skills. It also demonstrates significant potential for large-scale implementation, commercialization, and collaboration with the creative industry, reaching Technology Readiness Level 5 as a foundation for sustainable dissemination.