Proceedings of the 5th International Conference on Applied Engineering, ICAE 2022, 5 October 2022, Batam, Indonesia

Research Article

Transmedia Storytelling Website-Based Children's Learning

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  • @INPROCEEDINGS{10.4108/eai.5-10-2022.2329538,
        author={Muchamad Fajri Amirul Nasrullah and Sandi  Prasetyaningsih and Anis  Rahmi and Sri  Rahayu and Anastasya Br Tarigan and Rasyid Ridha Syawaldan and Muhammad Taufan Perdana and Arga  Pradana},
        title={Transmedia Storytelling Website-Based Children's Learning},
        proceedings={Proceedings of the 5th International Conference on Applied Engineering, ICAE 2022, 5 October 2022, Batam, Indonesia},
        publisher={EAI},
        proceedings_a={ICAE},
        year={2023},
        month={6},
        keywords={transmedia storytelling website},
        doi={10.4108/eai.5-10-2022.2329538}
    }
    
  • Muchamad Fajri Amirul Nasrullah
    Sandi Prasetyaningsih
    Anis Rahmi
    Sri Rahayu
    Anastasya Br Tarigan
    Rasyid Ridha Syawaldan
    Muhammad Taufan Perdana
    Arga Pradana
    Year: 2023
    Transmedia Storytelling Website-Based Children's Learning
    ICAE
    EAI
    DOI: 10.4108/eai.5-10-2022.2329538
Muchamad Fajri Amirul Nasrullah1,*, Sandi Prasetyaningsih1, Anis Rahmi1, Sri Rahayu1, Anastasya Br Tarigan1, Rasyid Ridha Syawaldan1, Muhammad Taufan Perdana1, Arga Pradana1
  • 1: Politeknik Negeri Batam
*Contact email: fajri@polibatam.ac.id

Abstract

According to a poll by the United Nations Educational, Scientific, and Cultural Organization, Indonesian children's interest in reading is still extremely low at only 0.01% despite extensive indoctrination about the value of reading books (UNESCO). People are encouraged to use technology, particularly in the area of multimedia, by developments and developing technologies. This offers researchers the inspiration to develop a digital media application that tells a tale utilizing the idea of transmedia storytelling. With audience engagement so that users may choose their own plot, this application seeks to provide readers a new sense of enjoyment when reading stories. Children will find reading stories on smartphones, tablets, or computers interesting when combined with voice, text, and 2D animated pictures. This project attempts to provide engaging educational media that encourages kids to use their devices responsibly. Testing in this study was carried out by two methods, the first was done with black box testing to find out whether this application was functioning properly. the test results show the results that the application can work well. then proceed with usability testing using the usability scale (SUS) system and evaluated with the Net Promoter Score (NPS). the result is the final SUS score of the respondents is 73.00 and based on the NPS it indicates the application developed is in the passive category and needs improvement.