From Traditional Games to Intractive e-Comics: Tungkupan-Based Learning Media for Early Literacy

Authors

  • Elvira Rosa Universitas Sriwijaya, Indonesia
  • Sri Sumarni Universitas Sriwijaya, Indonesia
  • Syarifuddin Syarifuddin Universitas Sriwijaya, Indonesia

DOI:

https://doi.org/10.19109/ejpp.v12i2.31583

Abstract

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.

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Published

2025-12-18

How to Cite

From Traditional Games to Intractive e-Comics: Tungkupan-Based Learning Media for Early Literacy. (2025). Edukasi: Jurnal Pendidikan Dan Pengajaran, 12(2), 928-945. https://doi.org/10.19109/ejpp.v12i2.31583