INTERACTIVE DIGITAL STORYBOOK FOR INCREASING CHILDREN READING INTEREST OF INDONESIAN FOLKLORE

INTERACTIVE DIGITAL STORYBOOK FOR

  Kusuma pISSN: 2252 – 486X eISSN: 2548

  NTRODUCTION

  This study aims to implement interactive digital storybook on android device which useful to increase children reading interest of Indonesian folklore. This study also aims to analyze that human computer interaction

  Research conducted by [14] applied the digital storytelling in Keong Mas story and applications that are used to build a digital storytelling is Adobe Flash CS3, Adobe Photoshop, and PaintTool SAI. Research conducted by [15] gives Indonesian folklore introduction to children. They see the reality of a lack of interest in children reading because of increasingly advanced technology. Media delivery of Indonesian folklore is transformed into interactive digital game. The design is aimed not only to attracting children to know the Indonesian folklore but also expected to make a habit of children playing game no longer have a negative impression. Research conducted by [16] developed an application locally named Tale folklore. This application run on iOS operating system environment. Although these applications run on the iOS, this app only supports on iPad. This application utilize the work Kakas UIKit, Cocos2d V2, Cocoa Touch, Box2D, Game Center, and Store Kit.

  The interactive digital book has full benefits for vocabulary words has been shown in [9] [10] [11] [12]. Although using an interactive digital book are challenging for children such as operating mouse and keyboard on computer storybook [13], but the development of android touch screen devices can be potential to implement an easier interactive digital storybook. Children not only read the story in digital storybook but also can interact with the existing picture on it, such as moving the characters in the story by only touching it. Interactive digital storybook that tells the Indonesian folklore will increase reading interest for children.

  Traditional book reading is still more common than ebook reading although the growing of using electronic media such as computer tablet or smartphone in recent years [1]. The benefits of book reading could be introduced to almost via computers and have similar benefits comprehension as traditional storybook [4]. Because children are avid on electronical media [1] [5] [6] then they are increasingly exposed to picture storybooks through electronic devices such as DVD or e-books app on smartphone [7]. T parent in the U.S reported that electronical devices helped learning on their 6-month to 6-years children [8].

  Pictured storybook is a book which tells a fiction story and it can be used as an entertainment or a tool to increase reading interest for children. From picture storybook children learn to understand their unknown words with visual referents via textual exposure to the words [3]. Traditional pictured storybooks that exist today are considered less attractive for children. It only contains boring static pictures. Children prefer to watch cartoon movies on television. Yet high reading interest is a useful thing for children.

  Based on nationally representative survey data 60% children ages 0-8 read 30 minutes per day [1]. In particular, it only 28% of children ages 8 and under have ever been read books on an electronic devices. Reading has many benefits for children to expanding their knowledge, developing their emotion, thinking and knowledge [2].

  Indonesia is a big country and contains multicultural and multilanguage population. Indonesia has many interesting folklore story on each region. But children enthusiasm for reading Indonesian folklore are getting down. This is because the delivery of Indonesian folklore still lacking. If it continues to happen then children in the future will not know the histories of Indonesia. In fact, by reading folklore, it will increase children's knowledge of Indonesian cultures and histories.

  Kata Kunci — Indonesian Folklore, Interactive Digital Storybook, Children Computer Interaction, Children Reading Interest.

  

INCREASING CHILDREN

READING INTEREST OF INDONESIAN FOLKLORE

Mohammad Farid Naufal

   Abstrak — is very important for children but now children reading interest are decreasing, especially in Indonesian folklore. It happened because Indonesian folklore is written in traditional storybook version. If it continues to happen then children in the future will not know the histories of Indonesia. One way to increase children reading interest is introducing pictured storybook, but the traditional pictured storybook are not sufficient to increase children reading interest. In a growing era we can create a more interesting pictured storybook with implementing interactive digital storybook on android devices. Interactive means that children can interact to move the animated storybook characters. We assume that children interaction with interactive digital storybook can increase their enthusiasms in reading Indonesian folklore. To prove our hypothesis we conducted an experiment to 30 children. In the experiment, the children will read interactive digital storybook and traditional storybook after that we will see their responds. The result shows that interactive digital storybook can increase children reading interest of Indonesian folklore.

  

  

  Email

  2 Jl. Mayor Bismo No. 27, Kediri

  , Politeknik Kediri

  

1

  2 Universitas Surabaya

  1 , Selvia F. Kusuma

I. I

  technology in interactive digital storybook is easy to use for have to be increased since childhood. Reading is very children. Our hypothesis are as follows: important for children to improve their language, literacy H1: Interactive digital storybook can increase children skills [3] and promoting children's social understanding in reading interest of Indonesian folklore. By trying general [18] . If the children didn’t have reading interest, they

  Interactive digital storybook, we hope the children will not expand their knowledge until they are adult. is entertained and increase their reading interest of Indonesian folklore.

  2.3. Interactive Digital Storybook Concept

  H2: Interactive digital storybook is more attractive for children than traditional storybook. Attractive mean Interactive digital storybook is an interactive book which it can take the children attention to try interactive is applied in touchscreen devices. Interactive means reader digital storybook. not only read information from the book but also can interact

  H3: Interactive digital storybook is easy to use and with the book. In Interactive digital storybook, the entertain children. We want to test that children information means the story inside the book and readers can were entertained by using interactive digital interact with the animated picture inside it. Figure 1 shows storybook. interactive digital storybook. H4: After children read interactive digital storybook, they more like to read another Indonesian folklore.

  2.4. Andaired

  Because children was entertained to read interactive digital storybook of Indonesian folklore, we hope Andaired is an application to convert powerpoint file they more like to read another Indonesian folklore. format to android application. It help people who did not have

  Section 2 describes the literature study. Section 3 describes

  IT background in order to make their own android application the methodology. Section 4 introduces the implementation easily and instantly. Application which created by andaired and evaluation of this research. Section 5 describes the can be published in Google Play and Amazon Appstore conclusion and future work. directly. Step by step to convert powerpoint to android application can be seen on [19].

ITERATURE TUDY

  II. S L

  ETHODOLOGY

  III. M 2.1.

   Picture Story

  3.1 Determining Story Picture story is a story written in simple language, equipped with pictures to convey facts or ideas [17].

  In this phase we will select the story that will be used as According to the growing era where technology is growing materials for interactive digital storybook. Selection is made rapidly, currently using a conventional storybook began to be based on folklore that exist in the surrounding area in abandoned and switched by interactive digital storybook.

  Indonesia. The story entitled "Asal Mula Bukit Catu Bali Interactive digital storybook is considered to enhance

  (The Legend of Bali Supply Hill)" will be used as research children enthusiasm in reading by allowing interaction material for this story. We choose this story because it is between children and their storybook. Indonesian folklore that not famous but we think the story is interesting and have good moral value.

2.2. The Importance of Reading Asal Mula Bukit Catu is a folklore that comes from Bali.

  The story tells about an ambitious farmer who never feel Reading is a human activity to analyze, understanding satisfied with his harvest. One time the farmer saw a mound and get an information from the writer. Reading is very that suddenly appeared on his farm. The farmer thought that important for everyone, by having reading interest, human can get more knowledge and information. Reading interest

  Figure 2 the selected picture which represent interesting activities Figure 1 Interactive digital storybook.

  pISSN: 2252 – 486X Kusuma: Interactive Digital Storybook for ... eISSN: 2548

  Kusuma pISSN: 2252 – 486X eISSN: 2548 it was a hint of the god to make offerings at the mound. Every day the mound continued to grow, and every day the farmer was also make offerings at the mound because he believed that the harvest will be overflow if he gave offerings for that magical mound. Eventually the harvest ran out to make offerings, but the mound was still enlarged. The farmer felt disapponted to have spent all their crops for the offerings. At the end mound n amed by a farmer “hill supply” because all the crops used to make offerings of the hill.

  3.2. Determining Picture Inside Story

  In this phase we will select pictures which can represent the storyline. Pictures are taken frame by frame from a video which is made by the timeline studio and uploaded on youtube, but not all of the pictures are selected. The selected pictures should represent interesting activities for children and related to the story. There are 33 pictures which we consider contain interesting activity for children. Figure 5 shows the selected picture which represent interesting activities. While we pressing the screen on picture "the farmers separate rice to the barn", the picture will bring up an animated pack of farmers who were separating rice to the barn.

  3.3. Creating Story Text Draft In this phase we will create story text draft of each picture.

  The story text is made based on what is happening in the picture. Examples of the story text draft along with the picture shown in Figure 2.

  3.4. Creating the Instruction

  We make an instructions for guiding the children how to use the application, we will not teach them directly how to use the application, because we want to test their understanding whether the application is easy to use by only read the instruction. Figure 3 is an example of the instructions how to use interactive digital storybook

  3.5. Creating Interactive Digital Storybook

  In this phase we will explain the steps to create interactive digital storybook which can be seen on Figure 4. There are three stages to create interactive digital storybook. First, we convert the video to JPG pictures frame by frame. Second, we put the pictures to powerpoint slides and adding the background music, and convert to swf flash files. Third, we convert swf flash file to apk android application files . The detail of the first stage is we convert video to jpg pictures frame by frame, after that we select them based on criteria. Criteria means pictures which represent an interesting activity for the children. One criteria is one storyline. In second stage, the selected pictures are collected to powerpoint slides. The selected images in the powerpoint will form animated movement, because it is a combination of frame by frame of video. Figure 5 shows the animated movement of a storyline. There are two pictures which has same storyline but has little different. At that pictures there are farmers who entering rice to the barn. When the pictures are touched then they will be repeating and create the impression that the picture are moving. To create interactive digital storybook more interesting, we make the transition at each storyline, so the children feel like reading a book. We also adding the background music to test whether it will disturb the children concentration or not. We are not creating storyteller audio in

  Figure 3 Instructions how to use the application Figure 5 The animated movement of a storyline

  Figure 6 Student of SDN 3 Dono Tulungagung are using interactive digital storybook

  4.2 Scenario

  This scenarios will be tested on 30 children in aged 5 to 12 years. It contains:  5 children in grade 2,  5 children in grade 3.

  Figure 4 Steps to Create Interactive Digital Storybook

   5 children in grade 4  7 children in grade 5 order to increase children reading interest. If we add  8 children in grade 6 We did not include children in grade 1 because not all of storyteller audio, we assume that the children only interest to them can already read. It happens because this school is listen the storyteller sound. After the animated movement of located far from city, so the resource is still limited. Children pictures collected and background music added to will be given a conventional storybook and interactive digital powerpoint file, we will convert it to flash file (.swf) using storybook to read. Assessment is done by looking at the iSpring. The output flash file then converted to android enthusiasm of children when they read both types of books. application file (.apk) using andaired

  In addition to assessing the level of enthusiasm, this study also assess the level of children understanding of how to use

  IV. IMPLEMENTATION interactive digital storybook. Assessment will be based on questionnaire that filled out by each children. The

4.1 Case Study

  composition of the questions on the questionnaire and the In order to prove the hypothesis, it will be tested on 30 . reason why give that question are shown in the Table 2 children in age range of 5 to 12 years in SDN 3 Dono

  Tulungagung subdistrict, Indonesia, see on Figure 6. We

  Table 1 Results of quessionaire

  choose this elementary school because it is located in countryside and has not using e-learning media. This is

  Number Count of Question

  important to see whether interactive digital storybook is easy

  Question Yes Perhaps No

  1

  30 to used by children which have not familiar with e-learning.

  2

  30 From the experiment we can know the level of children

  3

  30

  interest in using interactive digital storybook. Assessment

  4

  30

  level of children interest is done by looking at the enthusiasm

  5

  30

  6

  30

  of the children when read interactive digital storybook and

  7

  30 conventional digital storybook.

  8

  24

  5

  9

  30

  10

  30 pISSN: 2252 – 486X Kusuma: Interactive Digital Storybook for ...

  eISSN: 2548

  

Table 2 Questions and Reason Make That Questions

No Questions and Reason Make That Questions Choice of Answer

  1 Do you like to read this interactive digital storybook? Yes Perhaps No Reason: We want to know whether the children like interactive digital storybook

  2 Do you know how to use interactive digital storybook? Yes Perhaps No Reason: We want to know whether the children understand how to use interactive digital storybook without teaching them first, if they understand it, so the instruction is clear.

  3 Is this interactive digital storybook easy to use? Yes Perhaps No Reason:

  We want to know whether interactive digital storybook easy to use for children for first use.

  4 Do you prefer to read interactive digital storybook? Yes Perhaps No Reason: We want to know what kind of book which is more liked by children, the traditional book or the interactive digital book.

  5 Can you read interactive digital storybook clearly? Yes Perhaps No Reason:

  We want to know whether interactive digital storybook is easy to read.

  6 Can you move interactive digital storybook page easily? Yes Perhaps No Reason: We want to know whether children can move page easily. If they can move the pages easily, it coan be concluded that interactive digital storynook easy to use.

  7 Is the guideline clear? Yes Perhaps No Reason:

  We want to know whether the intsruction to use the application is easy to understand. Will the children who use for the first time can use it well if we did not give the instruction?

  8 Do you understand the story in this interactive digital storybook? Yes Perhaps No Reason: We want to know whether interactive digital storybook is easy to understand

Do you want read other Indonesian folklore story in interactive digital storybook? Yes Perhaps No

  9 Reason: We want to know whether the children will more interest to read Indonesian folklore after use this application

10 Is the sound in interactive digital storybook disturb you? Yes Perhaps No

  Reason We want to know whether the background music will disturb the children concentration or not:

  answer of question 9 and all of the children answer

  4.3 Result “yes”. There are 30 students answered that they like read P2: Interactive digital storybook is attractive for interactive digital storybook, 30 students answered that they children than traditional storybook by seeing the know to used interactive digital storybook, 30 students answer of question 1 and 4. All of the children answered that interactive digital storybook easy to answ er “yes”.

  P3: Interactive digital storybook is easy to use and

  4.4 Discussion

  entertain the children by seeing the answer of Based on the result from questionnaire, we know that question 2, 3, 5, 6, 7, 8, and 10. But not all of children prefer to read interactive digital storybook than read children said “yes” in question 8. This may be due conventional storybook because they not only read but also some children more focus on animation than can interact with it. They like to read more Indonesian storytext. folklore in interactive digital storybook. We also know that P4: After children read interactive digital storybook, human computer interaction concept in interactive digital they more like to read another Indonesian folklore storybook is easy to use and understandable for children by seeing the answer of question 9 and all of the because although they use interactive digital storybook for children answer “yes”. the first time they has not difficulty and like to use it. We also prove the hypothesis which we discuss earlier as follows:

  C P1: Interactive digital storybook increase children reading interest of Indonesian folklore by seeing the

ONCLUSION V.

  Research which has been done prove that interactive digital storybook can increase children interest in reading Kusuma pISSN: 2252 – 486X eISSN: 2548 Indonesian folklore. The existence of animation on digital Menlo Park, CA, 2006. storybook make children more interested in reading. Human

  [9] A. &. B. C. Biemiller, "An effective method for building meaning

  computer interaction concept applied to interactive digital

  vocabulary in primary grades," Journal of Educational Psychology,

  storybook was appropriate, because children are able to use vol. 98, p. 4462, 2006. various features of interactive digital storybook easily. The

  [10] "Shared book reading: When and how questions affect young

  student hope this method can be applied at their lesson book children’s word learning," Journal of Educational Psychology, vol. because interaction between application and the student can 101, pp. 294-304, 2009. make them easy to understand and make learning activities

  [11] W. B. Elley, "Vocabulary acquisition from listening to stories,"

  more interesting Reading Research Quarterly, vol. 24, pp. 174-186, 1989.

  [12] J. F. W. I. A. G. &. M. D. W. Penno, "Vocabulary acquisition from

  ACKNOWLEDGEMENTS

  teacher explanation and repeated listening to stories: Do they overcome the Matthew effect?," Journal of Educational Psychology,

  The great gratitude to all students and Headmaster of SDN vol. 94, pp. 23-33, 2002. Dono III Sendang, Timeline Studio and Bali Relaxation

  [13] R. B. S. C. A.R. Lauricella, "Emerging computer skills: influences of Music who helped this research. young children’s executive functioning abilities and parental EFERENSI

  R scaffolding techniques in the US," J. Child. Media 3, 2009.

  [1] [14] A. T. Nugroho, "Perancangan dan Pembuatan Digital Storytelling

  C. S. Media, "Zero to eight: children’s media use in America 2013," 2013.

  Keong Mas Menggunakan Animasi 2D," 2015.

[2] F. a. I. Z. Chew, "Malay Folk Literature in Early Childhood Education [15] A. Veronica, "Perancangan Media Digital Interaktif Sebagai

among Malaysians," World Academy of Science, Engineering and Pengenalan Cerita Rakyat Indonesia Untuk ANak Usia 10-12 Tahun,"

  Technology, pp. 557-563, 2010. 2014.

  [3] M. v. I. A. P. A.G. Bus, "Joint book reading marks for success in [16] R. A. Santoso, "Rancang Bangun Aplikasi Buku “Dongeng” - learning to read: A meta-analysis on intergenerational transmission of Kumpulan Cerita Rakyat Interaktif Berbasis iOS," Teknik POMITS, literacy," Review of Educational Research, pp. 1-21, 1995. 2013.

  

[4] R. B. S. L. C. Alexis R. Lauricella, "Parent [17] A. K. Sari, Pengaruh Penggunaan Media Cerita Bergambar Terhadap

  • –child interactions during Peningkatan Keterampilan Menyimak dan Membaca Pada Anak traditional and computer storybook reading for children’s comprehension: Implications for electronic storybook design," Berkesulitan Belajar Kelas II SDN Petoran Jebres Surakarta, International Journal of Child-Computer Interaction, vol. 2, no. 1, pp.

  Surakarta: Universitas Sebelas Maret, 2010. 17-25`, 2014.

  [18] M.- L. S. D. A. alit Ziv, "Mothers’ mental-state discourse with [5] preschoolers during storybook reading and wordless storybook

  C. S. Media, "Zero to eight: children’s media use in America," Common Sense Media, 2011. telling," Early Childhood Research Quarterly, vol. 28, no. 1, pp. 177- 186, 2013.

  [6] M. R. L. T. J. K. A.L. Gutnick, "Always Connected: TheNewDigital Habits of Young Children, The Joan Ganz Cooney Center," 2011. [19] T. Arisandi, Power Point for android, Malang, 2014. [7] J. B. S. W. K. Roskos, "Investigating analytic tools for e-book design [20] A. V. H, B. B. T and D. K. S, "Perancangan Media Digital Interaktif in early literacy learning," Journal of Interactive Online Learning, Sebagai Pengenalan Cerita Rakyat Indonesia Untuk Anak Usia 12 - vol. 8, p. 218

  12 Tahun," 2014.

  • –240, 2009. [8] E. H. V. Rideout, "The media family: electronic media in the lives of infants, toddlers, preschoolers and their parents," Kaiser Family, pISSN: 2252 – 486X Kusuma: Interactive Digital Storybook for ...

  eISSN: 2548