Isi Artikel Utama
Abstrak
Penelitian ini bertujuan untuk mengembangkan dan menganalisis kebutuhan e-komik interaktif berbasis permainan tradisional Tungkupan sebagai media pembelajaran anak usia dini di Palembang. Metode penelitian yang digunakan adalah deskriptif eksploratif dengan pendekatan campuran (mixed-methods), yang meliputi survei kuantitatif terhadap 141 guru TK dan wawancara kualitatif dengan 30 anak TK. Hasil penelitian menunjukkan bahwa pengembangan e-komik berbasis budaya lokal mampu meningkatkan minat belajar, memperkuat identitas budaya, serta mendukung pengembangan literasi digital anak sejak dini. Kendala utama yang dihadapi adalah keterbatasan akses perangkat dan koneksi internet, serta kebutuhan akan desain media yang menarik dan relevan. E-komik yang mengangkat permainan tradisional Tungkupan tidak hanya berfungsi sebagai media edukatif tetapi juga sebagai alat pelestarian budaya lokal, sejalan dengan prinsip Kurikulum Merdeka dan pedagogi berbasis budaya. Dengan desain yang kolaboratif dan mempertimbangkan aspek teknologi serta nilai-nilai lokal, inovasi ini diharapkan dapat memperkaya pengalaman belajar anak serta melestarikan warisan budaya di era digital.
Kata Kunci
Rincian Artikel
Hak Cipta (c) 2025 Evira Rosa, Sri Sumarni, Syarifuddin

Artikel ini berlisensiCreative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
- This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Referensi
- Apostolou, D., & Linardatos, G. (2023). Cognitive Load Approach to Digital Comics Creation: A Student-Centered Learning Case. Applied Sciences (Switzerland). https://doi.org/10.3390/app13137896
- Barus, N. J., & Mustika, D. (2024). Pengaruh Penggunaan Media Pembelajaran Interaktif Terhadap Prestasi Belajar Siswa Kelas IV Sekolah Dasar. Cetta: Jurnal Ilmu Pendidikan, 7(4), 245–255. https://doi.org/10.37329/cetta.v7i4.3802
- Bland, T., Guo, M., & Dousay, T. A. (2024). Multimedia design for learner interest and achievement: a visual guide to pharmacology. BMC Medical Education. https://doi.org/10.1186/s12909-024-05077-y
- Bukian, I. G. A. M. W. P., Gading, I. K., & Bayu, G. W. (2024). Modernizing Education: Empowering the Potential of E-Comic Media for Improved Learning Interest and Learning Outcomes. Jurnal Pedagogi Dan Pembelajaran, 7(1), 1–13. https://doi.org/10.23887/jp2.v7i1.75823
- Çeken, B., & Taşkın, N. (2022). Multimedia learning principles in different learning environments: a systematic review. In Smart Learning Environments. https://doi.org/10.1186/s40561-022-00200-2
- Clark, C., Starbuck Braidley, L., Cole, A., & Chamberlain, E. (2024). Children and Young People’s Engagement with Comics in 2023. March, 1–13.
- Damanik, S., Damanik, S. A., & Ritonga, D. A. (2024). Creating Digital Content for Traditional Children’s Games in North Sumatra to Preserve Culture and Enhance Sports Participation. AL-ISHLAH: Jurnal Pendidikan, 16(2), 2211–2219. https://doi.org/10.35445/alishlah.v16i2.4683
- Fadhilah, A., Sumarni, S., Hartono, & Syarifuddin. (2025). Optimizing local wisdom-based learning through digital media. Indonesian Research Journal in Education (IRJE), 9(1), 231–251.
- Faria, C., Valente, B., & Torres, J. (2024). Potentialities of science comics for science communication: lessons from the classroom. Journal of Science Communication, 23(8). https://doi.org/10.22323/2.23080802
- Fendi, H., Agustina, & Thahar, H. E. (2024). Development of Digital Comics-Based Learning Materials Incorporating Local Wisdom and Character Values in Indonesian Language Education for Junior High School Students. Evolutionary Studies in Imaginative Culture, 8(1), 542–549. https://doi.org/10.70082/esic/8.1.045
- Fitria, Y., Malik, A., Mutiaramses, Halili, S. H., & Amelia, R. (2023). Digital comic teaching materials: It’s role to enhance student’s literacy on organism characteristic topic. Eurasia Journal of Mathematics, Science and Technology Education. https://doi.org/10.29333/ejmste/13573
- Kemendikbud. (2024). Kurikulum Pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, Dan Jenjang Pendidikan Menengah. Permendikbud Ristek Nomor 12 Tahun 2024, 1–26.
- Kurniawan, Y. S., Priyangga, K. T. A., Krisbiantoro, P. A., & Imawan, A. C. (2021). Peran Guru Dalam Mengembangkan Perilaku Pada Anak Usia Dini Di TK Mutiara Hati. Journal of Multidiciplinary Applied Natural Science, 1(1), 1–12.
- Mashuri, H. (2023). Traditional games to reinforce the character of students in terms of educational qualifications: a meta-analysis. February. https://doi.org/10.29407/js
- Mayer, R. E. (2024). The Past, Present, and Future of the Cognitive Theory of Multimedia Learning. Educational Psychology Review. https://doi.org/10.1007/s10648-023-09842-1
- Miratunnisah, M. (2024). Study of Literature: The Role of Traditional Games as a Learning Media to Instill Character Education in Elementary School Students. MANDALIKA : Journal of Social Science, 2(1), 13–20. https://doi.org/10.56566/mandalika.v2i1.174
- Mughni, A., & Nurgiansah, T. H. (2024). IJEDR: Indonesian Journal of Education and Development Research Comparative Study of Interactive Learning Media with Comic Media on Civics Learning Motivation. IJEDR: Indonesian Journal of Education and Development Research, 2(2), 1–5.
- Mulyati, T., & Soetopo, D. (2018). Preserving Local Culture through Digital Comics. Ethical Lingua: Journal of Language Teaching and Literature. https://doi.org/10.30605/ethicallingua.v5i1.697
- Norkhalizah, Mansur, H., & Rini, S. (2025). Bibliometric Analysis: Digital Comics as a Learning Resource to Improve the Learning Effectiveness of Elementary School Students. Jurnal Evaluasi Dan Pembelajaran, 7(1), 28–39. https://jepjurnal.stkipalitb.ac.id/index.php/hepi
- Putri, A. A., & Sukasih, S. (2025). Development of Digital Comics To Improve Reading Comprehension And Self-Efficacy Of Grade V Students. JINoP (Jurnal Inovasi Pembelajaran), 11(1), 88–99.
- Rahmita, Y., Solfiah, Y., & Chairilsyah, D. (2021). Pengembangan Media Komik Digital untuk Media Pelajaran Berhitung Permulaan Anak Usia 5-6 Tahun di TK Islam Al-Azhar 54 Pekanbaru. Jurnal Pendidikan Tambusai, 5(3), 10331–10338.
- Rasamimanana, M., Mizzi, R., Melmi, J. B., Saffi, S., & Colé, P. (2025). Is Comprehension in Comics More Effective Than in Traditional Texts in Skilled Adult Readers? An Eye Movement-Based Study. Cognitive Science, 49(7). https://doi.org/10.1111/cogs.70081
- Resmi, W. S. S. (2021). Media Pembelajaran Komik Untuk Meningkatkan Motivasi Dalam Literasi Membaca Pemahaman. Wiyata Dharma: Jurnal Penelitian Dan Evaluasi Pendidikan, 9(2), 76–83. https://doi.org/10.30738/wd.v9i2.10403
- Romanvican, M. G., Mundilarto, Supahar, & Istiyono, E. (2020). Development learning media based traditional games engklek for achievements mastery of the material and tolerance attitude. Journal of Physics: Conference Series. https://doi.org/10.1088/1742-6596/1440/1/012044
- Safitri, D., Sujarwo, ., Marini, A., Ibrahim, N., & Irwansyah, P. (2025). Effectiveness of Using Digital Comic Media in Environmental Education. Ichels 2024, 391–400. https://doi.org/10.5220/0013416400004654
- Saputra, I., Sabri, I., Suryandoko, W., Sekti, R. P., Handayaningrum, W., Surabaya, U. N., & Surabaya, K. (2025). Development of interactive media for traditional music learning to foster students’ critical reflection. 4(1), 877–892.
- Sayılgan, Ö. (2023). Exploring Interactivity in Digital Comics. Interactive Film & Media Journal. https://doi.org/10.32920/ifmj.v3i1.1687
- Schmitz, M. L., Antonietti, C., Consoli, T., Gonon, P., Cattaneo, A., & Petko, D. (2025). Enhancing teacher collaboration for technology integration: the impact of transformational leadership. Computers and Education, 234(October 2024), 105331. https://doi.org/10.1016/j.compedu.2025.105331
- Siregar, T. E., Santoso, A., & Dewi, R. S. I. (2023). Analisis Penggunaan Bahan Ajar IPAS Berbasis STEAM Untuk Memfasilitasi Literasi Sains Pada Siswa Kelas V Sekolah Dasar. Jurnal Persada, 6(2), 60–67.
- Sitanggang, T. W., Priyono, H., & Patel, L. (2025). Lingkungan Bermain Digital Mengintegrasikan Teknologi dengan Permainan Tradisional di Prasekolah. Jurnal MENTARI: Manajemen, Pendidikan Dan Teknologi Informasi, 3(2), 187–194. https://doi.org/10.33050/mentari.v3i2.775
- Sumarni, S., & Kuswardani, M. S. (2019). The Importance of Literacy on Product Design Concepts. https://doi.org/10.2991/icalc-18.2019.13
- Sumarni, S., Pertiwi, S. T. Y., Rukiyah, Andika, W. D., Astika, R. T., Abdurrahman, & Umam, R. (2019). Behavior in early childhood (2-3) years: A case study on the use of gadgets in social environments. International Journal of Innovation, Creativity and Change.
- Sumarni, S., Ramadhani, R., Sazaki, Y., Astika, R. T., Andika, W. D., & Prasetiyo, A. E. (2019). Development of “child friendly ICT” textbooks to improve professional competence of teacher candidates: A case study of early childhood education program students. Journal for the Education of Gifted Young Scientists. https://doi.org/10.17478/jegys.596095
- Syaripuddin, Supriyanto, Rofiah, S., & Yuhito, M. (2022). Eksistensi ngidang sebagai tradisi makan khas palembang di abad 21. Sosial Budaya, 19(1), 9.
- Syawaluddin, A., & Aeni, N. (2025). Play and learn: digital traditional games for vocabulary mastery in young learners. Discover Education, 4(1). https://doi.org/10.1007/s44217-025-00485-8
- Syawaluddin, A., Aeni, N., & Asri, A. (2025). From Past to Present: Leveraging Digital Traditional Games in Teaching English Vocabulary for Young Learners. World Journal of English Language, 16(1), 235. https://doi.org/10.5430/wjel.v16n1p235
- TOPKAYA, Y., BATDI, V., BURAK, D., & ÖZKAYA, A. (2023). The Effectiveness of Using Comics in Education: A Meta-analytic and Meta-thematic Analysis Study. Ahmet Keleşoğlu Eğitim Fakültesi Dergisi. https://doi.org/10.38151/akef.2023.92
- Wondal, R., Mahmud, N., Sari, Y. N., & Purba, N. (2025). NUMERACY LITERACY E-COMIC MEDIA FOR EARLY CHILDHOOD : PROGRESS TOWARDS PRACTICAL APPLICATION. 32, 24–36.
- Yulaichah, S., Mariana, N., & Wiryanto, W. (2024). The Use of E-Comics Based on A Realistic Mathematical Approach to Improve Critical and Creative Thinking Skills of Elementary School Students. IJORER : International Journal of Recent Educational Research. https://doi.org/10.46245/ijorer.v5i1.497
- Yunita, N., Bachtiar, A. M., & Nurrohmah, O. (2025). The Effectivenes of E-Comic as A Learning Tool on Short Story Writing Among Elementary School Students. 27(2), 432–444.
- Zahari, Z. A., Desa, M. A. M., & Bakhir, N. M. (2024). Revitalizing Interest in Traditional Malaysian Games Among the Younger Generation Through Mobile Applications: An Interface Design Approach. Paper Asia, 40(5), 283–294. https://doi.org/10.59953/paperasia.v40i5b.164
Referensi
Apostolou, D., & Linardatos, G. (2023). Cognitive Load Approach to Digital Comics Creation: A Student-Centered Learning Case. Applied Sciences (Switzerland). https://doi.org/10.3390/app13137896
Barus, N. J., & Mustika, D. (2024). Pengaruh Penggunaan Media Pembelajaran Interaktif Terhadap Prestasi Belajar Siswa Kelas IV Sekolah Dasar. Cetta: Jurnal Ilmu Pendidikan, 7(4), 245–255. https://doi.org/10.37329/cetta.v7i4.3802
Bland, T., Guo, M., & Dousay, T. A. (2024). Multimedia design for learner interest and achievement: a visual guide to pharmacology. BMC Medical Education. https://doi.org/10.1186/s12909-024-05077-y
Bukian, I. G. A. M. W. P., Gading, I. K., & Bayu, G. W. (2024). Modernizing Education: Empowering the Potential of E-Comic Media for Improved Learning Interest and Learning Outcomes. Jurnal Pedagogi Dan Pembelajaran, 7(1), 1–13. https://doi.org/10.23887/jp2.v7i1.75823
Çeken, B., & Taşkın, N. (2022). Multimedia learning principles in different learning environments: a systematic review. In Smart Learning Environments. https://doi.org/10.1186/s40561-022-00200-2
Clark, C., Starbuck Braidley, L., Cole, A., & Chamberlain, E. (2024). Children and Young People’s Engagement with Comics in 2023. March, 1–13.
Damanik, S., Damanik, S. A., & Ritonga, D. A. (2024). Creating Digital Content for Traditional Children’s Games in North Sumatra to Preserve Culture and Enhance Sports Participation. AL-ISHLAH: Jurnal Pendidikan, 16(2), 2211–2219. https://doi.org/10.35445/alishlah.v16i2.4683
Fadhilah, A., Sumarni, S., Hartono, & Syarifuddin. (2025). Optimizing local wisdom-based learning through digital media. Indonesian Research Journal in Education (IRJE), 9(1), 231–251.
Faria, C., Valente, B., & Torres, J. (2024). Potentialities of science comics for science communication: lessons from the classroom. Journal of Science Communication, 23(8). https://doi.org/10.22323/2.23080802
Fendi, H., Agustina, & Thahar, H. E. (2024). Development of Digital Comics-Based Learning Materials Incorporating Local Wisdom and Character Values in Indonesian Language Education for Junior High School Students. Evolutionary Studies in Imaginative Culture, 8(1), 542–549. https://doi.org/10.70082/esic/8.1.045
Fitria, Y., Malik, A., Mutiaramses, Halili, S. H., & Amelia, R. (2023). Digital comic teaching materials: It’s role to enhance student’s literacy on organism characteristic topic. Eurasia Journal of Mathematics, Science and Technology Education. https://doi.org/10.29333/ejmste/13573
Kemendikbud. (2024). Kurikulum Pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, Dan Jenjang Pendidikan Menengah. Permendikbud Ristek Nomor 12 Tahun 2024, 1–26.
Kurniawan, Y. S., Priyangga, K. T. A., Krisbiantoro, P. A., & Imawan, A. C. (2021). Peran Guru Dalam Mengembangkan Perilaku Pada Anak Usia Dini Di TK Mutiara Hati. Journal of Multidiciplinary Applied Natural Science, 1(1), 1–12.
Mashuri, H. (2023). Traditional games to reinforce the character of students in terms of educational qualifications: a meta-analysis. February. https://doi.org/10.29407/js
Mayer, R. E. (2024). The Past, Present, and Future of the Cognitive Theory of Multimedia Learning. Educational Psychology Review. https://doi.org/10.1007/s10648-023-09842-1
Miratunnisah, M. (2024). Study of Literature: The Role of Traditional Games as a Learning Media to Instill Character Education in Elementary School Students. MANDALIKA : Journal of Social Science, 2(1), 13–20. https://doi.org/10.56566/mandalika.v2i1.174
Mughni, A., & Nurgiansah, T. H. (2024). IJEDR: Indonesian Journal of Education and Development Research Comparative Study of Interactive Learning Media with Comic Media on Civics Learning Motivation. IJEDR: Indonesian Journal of Education and Development Research, 2(2), 1–5.
Mulyati, T., & Soetopo, D. (2018). Preserving Local Culture through Digital Comics. Ethical Lingua: Journal of Language Teaching and Literature. https://doi.org/10.30605/ethicallingua.v5i1.697
Norkhalizah, Mansur, H., & Rini, S. (2025). Bibliometric Analysis: Digital Comics as a Learning Resource to Improve the Learning Effectiveness of Elementary School Students. Jurnal Evaluasi Dan Pembelajaran, 7(1), 28–39. https://jepjurnal.stkipalitb.ac.id/index.php/hepi
Putri, A. A., & Sukasih, S. (2025). Development of Digital Comics To Improve Reading Comprehension And Self-Efficacy Of Grade V Students. JINoP (Jurnal Inovasi Pembelajaran), 11(1), 88–99.
Rahmita, Y., Solfiah, Y., & Chairilsyah, D. (2021). Pengembangan Media Komik Digital untuk Media Pelajaran Berhitung Permulaan Anak Usia 5-6 Tahun di TK Islam Al-Azhar 54 Pekanbaru. Jurnal Pendidikan Tambusai, 5(3), 10331–10338.
Rasamimanana, M., Mizzi, R., Melmi, J. B., Saffi, S., & Colé, P. (2025). Is Comprehension in Comics More Effective Than in Traditional Texts in Skilled Adult Readers? An Eye Movement-Based Study. Cognitive Science, 49(7). https://doi.org/10.1111/cogs.70081
Resmi, W. S. S. (2021). Media Pembelajaran Komik Untuk Meningkatkan Motivasi Dalam Literasi Membaca Pemahaman. Wiyata Dharma: Jurnal Penelitian Dan Evaluasi Pendidikan, 9(2), 76–83. https://doi.org/10.30738/wd.v9i2.10403
Romanvican, M. G., Mundilarto, Supahar, & Istiyono, E. (2020). Development learning media based traditional games engklek for achievements mastery of the material and tolerance attitude. Journal of Physics: Conference Series. https://doi.org/10.1088/1742-6596/1440/1/012044
Safitri, D., Sujarwo, ., Marini, A., Ibrahim, N., & Irwansyah, P. (2025). Effectiveness of Using Digital Comic Media in Environmental Education. Ichels 2024, 391–400. https://doi.org/10.5220/0013416400004654
Saputra, I., Sabri, I., Suryandoko, W., Sekti, R. P., Handayaningrum, W., Surabaya, U. N., & Surabaya, K. (2025). Development of interactive media for traditional music learning to foster students’ critical reflection. 4(1), 877–892.
Sayılgan, Ö. (2023). Exploring Interactivity in Digital Comics. Interactive Film & Media Journal. https://doi.org/10.32920/ifmj.v3i1.1687
Schmitz, M. L., Antonietti, C., Consoli, T., Gonon, P., Cattaneo, A., & Petko, D. (2025). Enhancing teacher collaboration for technology integration: the impact of transformational leadership. Computers and Education, 234(October 2024), 105331. https://doi.org/10.1016/j.compedu.2025.105331
Siregar, T. E., Santoso, A., & Dewi, R. S. I. (2023). Analisis Penggunaan Bahan Ajar IPAS Berbasis STEAM Untuk Memfasilitasi Literasi Sains Pada Siswa Kelas V Sekolah Dasar. Jurnal Persada, 6(2), 60–67.
Sitanggang, T. W., Priyono, H., & Patel, L. (2025). Lingkungan Bermain Digital Mengintegrasikan Teknologi dengan Permainan Tradisional di Prasekolah. Jurnal MENTARI: Manajemen, Pendidikan Dan Teknologi Informasi, 3(2), 187–194. https://doi.org/10.33050/mentari.v3i2.775
Sumarni, S., & Kuswardani, M. S. (2019). The Importance of Literacy on Product Design Concepts. https://doi.org/10.2991/icalc-18.2019.13
Sumarni, S., Pertiwi, S. T. Y., Rukiyah, Andika, W. D., Astika, R. T., Abdurrahman, & Umam, R. (2019). Behavior in early childhood (2-3) years: A case study on the use of gadgets in social environments. International Journal of Innovation, Creativity and Change.
Sumarni, S., Ramadhani, R., Sazaki, Y., Astika, R. T., Andika, W. D., & Prasetiyo, A. E. (2019). Development of “child friendly ICT” textbooks to improve professional competence of teacher candidates: A case study of early childhood education program students. Journal for the Education of Gifted Young Scientists. https://doi.org/10.17478/jegys.596095
Syaripuddin, Supriyanto, Rofiah, S., & Yuhito, M. (2022). Eksistensi ngidang sebagai tradisi makan khas palembang di abad 21. Sosial Budaya, 19(1), 9.
Syawaluddin, A., & Aeni, N. (2025). Play and learn: digital traditional games for vocabulary mastery in young learners. Discover Education, 4(1). https://doi.org/10.1007/s44217-025-00485-8
Syawaluddin, A., Aeni, N., & Asri, A. (2025). From Past to Present: Leveraging Digital Traditional Games in Teaching English Vocabulary for Young Learners. World Journal of English Language, 16(1), 235. https://doi.org/10.5430/wjel.v16n1p235
TOPKAYA, Y., BATDI, V., BURAK, D., & ÖZKAYA, A. (2023). The Effectiveness of Using Comics in Education: A Meta-analytic and Meta-thematic Analysis Study. Ahmet Keleşoğlu Eğitim Fakültesi Dergisi. https://doi.org/10.38151/akef.2023.92
Wondal, R., Mahmud, N., Sari, Y. N., & Purba, N. (2025). NUMERACY LITERACY E-COMIC MEDIA FOR EARLY CHILDHOOD : PROGRESS TOWARDS PRACTICAL APPLICATION. 32, 24–36.
Yulaichah, S., Mariana, N., & Wiryanto, W. (2024). The Use of E-Comics Based on A Realistic Mathematical Approach to Improve Critical and Creative Thinking Skills of Elementary School Students. IJORER : International Journal of Recent Educational Research. https://doi.org/10.46245/ijorer.v5i1.497
Yunita, N., Bachtiar, A. M., & Nurrohmah, O. (2025). The Effectivenes of E-Comic as A Learning Tool on Short Story Writing Among Elementary School Students. 27(2), 432–444.
Zahari, Z. A., Desa, M. A. M., & Bakhir, N. M. (2024). Revitalizing Interest in Traditional Malaysian Games Among the Younger Generation Through Mobile Applications: An Interface Design Approach. Paper Asia, 40(5), 283–294. https://doi.org/10.59953/paperasia.v40i5b.164