Low digital literacy and limited appreciation of local culture among elementary school students remain challenges in Indonesian education, while technology-based learning media that integrate local culture are still scarce. This study aims to develop "Budaya Wee!!", an interactive digital learning medium based on STEAM (Science, Technology, Engineering, Art, and Mathematics), and to examine students’ learning outcomes and acceptance of the medium as a support for cultural knowledge and digital learning experiences. The study employed a Research and Development approach using the CANDRA model (Cipta, Arsitektur, Nirmana, Daya Guna, Refleksi, and Abadi). The trial involved 28 fifth-grade students of an elementary school. Data were collected through a 20-item multiple-choice pre-test and post-test and a satisfaction questionnaire covering learning enjoyment, appeal of pictures, colors, and layout, responses to quizzes and games, familiarity with Indonesian culture, and willingness to reuse the medium. The results show an increase in students’ scores from an average of 69.46 on the pre-test to 90.36 on the post-test, with an average gain of 20.89 points. The satisfaction questionnaire also showed positive responses, with an overall average of 3.49 out of 4.00. These findings indicate that "Budaya Wee!!" has good potential as an interactive learning medium that supports students’ understanding of Indonesian culture while providing an engaging digital learning experience.
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