| dc.description.abstract |
The low literacy rating in Indonesia is a serious problem, especially for the future
of Indonesia. Indonesian education also depends on literacy. Literacy interest can
be built and nurtured from an early age. The emergence of an interest in reading
from an early age will certainly carry over until they grow up later, that way
Indonesia’s literacy ranking will slowly rise. This thesis aims to successfully
design an illustration book that can provide information about traditional snacks
on North Sumatra to children aged 4-6 years using the narrative based learning
through gamification method. The study uses qualitative research, such as a study
literature from previous study, in-depth interviews (with children’s book
illustrators, elementary school teachers, child psychologists, and reader
candidates), data analyst, user testing and observation. It is expected that the
findings of this study will contribute to improving the literacy interest of children
between the ages of 4 and 6. Four children participated in user testing to evaluate
a book with traditional snacks on North Sumatra theme using the narrative based
learning through gamification method. Based on observations and interviews, the
target users showed excitement and curiosity after reading the book. This book is
not only visually attractive, but also effective in presenting educational messages
about traditional snacks on North Sumatra. For this reason, illustration book can
be a literacy encouragement for early age children. |
en_US |