The use of digital technology among children and adolescents has not always been accompanied by the ability to utilize it productively to support literacy activities. This condition was identified at TBM Kolong Ciputat, where participants’ digital activities still needed to be directed from information and entertainment consumption toward learning, interaction, and creative content production. This community service program aimed to optimize literacy through the implementation of Interactive Digital Story Learning, integrating technology-based storytelling and gamification. The activities were conducted participatively through needs identification, learning activity design, implementation of digital storytelling and gamification, digital content production, mentoring, and evaluation. Evaluation used pretest and posttest instruments covering access and technology use, information searching and processing, digital communication and collaboration, digital content production, and digital ethics and security. The results demonstrated an overall improvement in digital literacy, with the average score increasing from 58.40 in the pretest to 82.17 in the posttest, representing an increase of 23.77 points. The highest improvement occurred in digital content production, increasing from 55.00 to 82.50, or 27.50 points. The findings indicate that integrating technology-based storytelling and gamification increases participant engagement and encourages a shift in technology use from consumption toward creative and educational digital content production. This program has the potential to serve as an adaptive community-based literacy learning model for children and adolescents in digital environments.
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