Research and Development reveals that an interactive e-comic improves early childhood literacy in children, indicating effective culturally relevant learning tools.
Early childhood literacy skills form a crucial foundation for developing of critical thinking and academic readiness. In Indonesia, low reading interest and a lack of culturally contextualized learning media pose significant challenges. This study addresses this gap by aiming to developing and evaluating the validity, practicality, and effectiveness of an interactive e-comic based on the traditional Palembang game, Tungkupan as an innovative tool for early childhood literacy instruction. Employing a Research and Development (R&D) approach following the ADDIE model, the research involved three expert validators and 27 children from group B at Pembina 7 State Kindergarten in Palembang. Experts rated the product as highly validaverage 80.00% – 83.56%, whileeachers rated it very practicalaverage 91.60%. The effectiveness test, measured by N-Gain, showed a significant increase in scores (from 37.4 to 84.44), with an average N-Gain score of 0.73 (high category), confirming its effectiveness (73.75%) in improving children's literacy skills. These results demonstrate that the interactive Tungkupan based e-comic is a highly valid, practical, and effective medium for both improving early literacy and preserving local cultural heritage.
No takes yet. Share an insight, caveat, or question.
Rosa et al. (2025) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: