This study aims to create digital literacy media based on folklore, evaluate its feasibility, and measure the impact of its use on the memory of fourth-grade students at Madrasah Ibtidaiyah. The methodology applied is Research and Development (RandD) with the ADDIE model which includes the steps of analysis, design, development, implementation, and evaluation. The subjects involved in this study include material experts, media experts, and fourth-grade students at MIN 3 Lhokseumawe. Data were obtained through interviews, questionnaires, tests, and documentation, then analyzed using quantitative descriptive methods, N-Gain tests, and simple linear regression. The research findings show that the media created has a very good level of feasibility with validation results from media experts reaching 100% and from material experts 87.5%. Student responses to the media reached 94.34% which is included in the very good category. In addition, there was a jump in the average student score from 65.00 in the pretest to 91.79 in the posttest with an N-Gain score of 0.77, which is considered high. The results of the simple linear regression test show a significance value of 0.000.
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