ENHANCING CHILDREN’S LITERACY THROUGH CREATIVE MEDIA STRATEGY IN COMMUNITY-BASED LEARNING IN MEDAN
DOI:
https://doi.org/10.46773/4d1gw094Keywords:
creative media, children’s literacy, participatory action research, community-based learning, cultural integrationAbstract
The development of children’s literacy remains a critical challenge, particularly in community-based learning contexts where access to engaging and relevant learning resources is often limited. This study investigates the effectiveness of creative media as a strategy to enhance children’s literacy in a community setting in Medan, Indonesia. Employing a Participatory Action Research (PAR) design, the study involved 25 children aged 7–12 years, along with parents and local facilitators. The intervention integrated illustrated storybooks, interactive storytelling, and literacy-based games, enriched with cultural and religious values. Data were collected through observation, interviews, documentation, and pre- and post-literacy assessments. The findings reveal significant improvements in both engagement and literacy skills. Active participation increased from 36% to 84%, while average literacy scores improved from 64% to 81%. Children also demonstrated higher motivation, longer attention spans, and greater involvement in literacy activities. In addition, 88% of children reported increased enjoyment in learning, and 90% of parents observed positive changes in their children’s reading habits at home. These results indicate that creative media serves as an effective, contextually relevant approach to literacy development by combining cognitive, social, and cultural dimensions of learning. The study contributes to the literature by extending the application of multiliteracies and sociocultural frameworks into community-based settings and highlighting theimportance of integrating local values in literacy practices.
References
Arnab, S., Berta, R., Earp, J., de Freits, S., & Popescu, M. (2012). Framing the adoption of serious games in formal education. Electronic Journal of e-LearniPopescu, ng. 5.
Cope, B., & Kalantzis, M. (2015). An Introduction to the Pedagogyof Multiliteracies. A Pedagogy of Multiliteracies: Learning by Design, 1–36.
Kemmis, S., & McTaggart, R. (2020). The Action Research Planner. In Journal GEEJ (Vol. 7, Issue 2).
Khoo, E., McLaughlin, T., & Rowe, S. (2025). Digital Play in the Early Years: Exploring Research Trends Through a Rapid Review of the Literature. Australasian Journal of Early Childhood, 0(0), 1–16. https://doi.org/10.1177/18369391251351653
Kucirkova, N., & Flewitt, R. (2020). The future-gazing potential of digital personalization in young children’s reading: views from education professionals and app designers. Early Child Development and Care, 190(2), 135–149. https://doi.org/10.1080/03004430.2018.1458718
McIntyre, A. (2019). Participatory Action Research. In The Charleston Advisor (Vol. 19, Issue 4). https://doi.org/10.5260/chara.19.4.38
Meriyanti, & Roza, D. (2025). Integrasi Media Cerita Digital Interaktif untuk Meningkatkan Minat Membaca Bahasa Indonesia pada Peserta Didik Kelas Rendah di Era Literasi Digital. 9, 20654–20664.
Neumann, M. M. (2018). Using tablets and apps to enhance emergent literacy skills in young children. Early Childhood Research Quarterly, 42, 239–246. https://doi.org/10.1016/J.ECRESQ.2017.10.006
Rejekia, A. S., Ranib, I. M., Nazlac, Nurhayatid, & Syamsiahe. (2025). Pengembangan literasi digital melalui media interaktif. Jurnal Hasi Penelitian Dan Pengkajian Ilmiah Eksakta, 2(8), 305–316. https://manggalajournal.org/index.php/cendekia/article/view/1583
Rizvić, S., Boskovic, D., Okanovic, V., Sljivoc, S., & Zukic, M. (2017). Interactive digital storytelling in education. 1–59.
Vygotsky, L. S. (1978). Mind in society: Ch.1, Ch.4, Ch. 6. Mind in Society The Development of Higher Psychological Processes, Mind in So, 159. http://www.amazon.com/dp/0674576292
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Lucy Khawardy, Marwah, Apriliana, Susianto, Rahmawati Hutagalung

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.



