Developing Traditional Game-Based Digital Comics to Improve Cultural Literacy and Reading Interest of Elementary School Students
Abstract
This study is driven by low reading interest and cultural literacy among elementary school students, caused by a lack of engaging learning media and the decline of traditional games among young learners. This situation calls for innovative learning media that combine local cultural values with digital technology. The purpose of this study is to develop a traditional game-based digital comic and test its validity and effectiveness in improving cultural literacy and reading interest among elementary school students. This study applied a Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The subjects were 17 fifth-grade students from SDN 1 Luwung. Data were collected through observations, expert validation questionnaires, student response questionnaires, and learning achievement tests (pretest and posttest), which were analyzed quantitatively using percentages and N-Gain. The results showed that the developed media received "Very Good" ratings from subject matter experts (91%), language experts (86%), and media experts (89%). Student responses were also in the "Good" to "Very Good" categories. The effectiveness test yielded an average N-Gain score of 0.73, categorized as "High". In conclusion, traditional game-based digital comics are valid and effective for classroom learning to boost cultural literacy and reading interest while supporting meaningful learning in the digital era.