INOVASI MEDIA PEMBELAJARAN DIGITAL INTERAKTIF "BUDAYA WEE!!" DALAM MENINGKATKAN LITERASI DIGITAL DAN APRESIASI BUDAYA LOKAL SISWA SD BERDASARKAN TEORI STEAM

  • Arlin Septia Basana Siagian Universitas Negeri Medan
  • Fira Aprilia Universitas Negeri Medan
  • Shofwan Sasri Azhari Universitas Negeri Medan
  • Chairunnisa Nasution Universitas Negeri Medan
  • Siti Rahimah Universitas Negeri Medan
  • Lili Tansliova Universitas Negeri Medan
Keywords: digital literacy, local culture, STEAM, interactive learning media, elementary school

Abstract

Low digital literacy and limited appreciation of local culture among elementary school students remain challenges in Indonesian education, while technology-based learning media that integrate local culture are still scarce. This study aims to develop "Budaya Wee!!", an interactive digital learning medium based on STEAM (Science, Technology, Engineering, Art, and Mathematics), and to examine students’ learning outcomes and acceptance of the medium as a support for cultural knowledge and digital learning experiences. The study employed a Research and Development approach using the CANDRA model (Cipta, Arsitektur, Nirmana, Daya Guna, Refleksi, and Abadi). The trial involved 28 fifth-grade students of an elementary school. Data were collected through a 20-item multiple-choice pre-test and post-test and a satisfaction questionnaire covering learning enjoyment, appeal of pictures, colors, and layout, responses to quizzes and games, familiarity with Indonesian culture, and willingness to reuse the medium. The results show an increase in students’ scores from an average of 69.46 on the pre-test to 90.36 on the post-test, with an average gain of 20.89 points. The satisfaction questionnaire also showed positive responses, with an overall average of 3.49 out of 4.00. These findings indicate that "Budaya Wee!!" has good potential as an interactive learning medium that supports students’ understanding of Indonesian culture while providing an engaging digital learning experience.

References

Chung, C. C., Huang, S. L., Cheng, Y. M., & Lou, S. J. (2022). Using an iSTEAM project-based learning model for technology senior high school students: Design, development, and evaluation. International Journal of Technology and Design Education, 32(2). Springer Netherlands.

Deti, W. O. D., & Matondang, M. A. (2024). Pola konsumsi berita dalam era digital: Perbandingan preferensi generasi Z terhadap sumber berita tradisional dan modern. Tapis: Jurnal Penelitian Ilmiah, 8(2), 225–235.

Fadhilah, M. N., Fawaid, A., Yuliati, I., & Rahmah, N. (2025). Model pembelajaran STEAM berbasis kearifan lokal Madura. Cahya Ghani Recovery.

Fitri, A. N., & Hadi, M. S. (2024). Pemanfaatan media pembelajaran digital pada pembelajaran IPS di sekolah dasar. Jurnal Tarbiyah dan Ilmu Keguruan Borneo, 5(2), 133–146.

Isnaningrum, I., & Marliani, N. (2025). Penggunaan STEAM untuk pendidikan anak usia dini. SAMBARA: Jurnal Pengabdian kepada Masyarakat, 3(2), 456–464.

Jasmaniah, J., Zuhra, F., Rahma, R., Ekamaida, E., & Nur, F. M. (2025). Pembelajaran STEAM di sekolah dasar (Integrasi sains, teknologi, rekayasa, seni, dan matematika untuk pembelajaran abad 21). Serasi Media Teknologi.

Nurhayati, N., Tarigan, S., & Lubis, M. (2025). Implementasi dan tantangan Kurikulum Merdeka di SMA: Strategi pengajaran berpusat pada siswa untuk pembelajaran yang lebih fleksibel dan kreatif. Jurnal Pendidikan, 13(1), 69–79.

OECD. (2023). PISA 2022 results (Volume I): The state of learning and equity in education. Paris: OECD Publishing.

Putrislia, N. A., & Airlanda, G. S. (2021). Pengembangan e-book cerita bergambar proses terjadinya hujan untuk meningkatkan minat membaca siswa di sekolah dasar. Jurnal Basicedu, 5(4), 2036–2044.

Salamiyah, S., Astutik, T. P., & Wicaksono, A. T. (2023). Efektivitas lembar kerja peserta didik (LKPD) berbasis kearifan lokal dengan pendekatan STEAM pada materi asam basa. Orbital: Jurnal Pendidikan Kimia, 7(1), 57–65.

Sugiyono. (2020). Metode penelitian kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta.

Torro, S. (2021). Implementasi model problem-based learning berbasis kearifan lokal dalam meningkatkan motivasi belajar siswa sekolah menengah atas. JPPI (Jurnal Penelitian Pendidikan Indonesia), 7(2), 197–202.

Published
2026-10-16
How to Cite
Siagian, A. S. B., Aprilia, F., Azhari, S. S., Nasution, C., Rahimah, S., & Tansliova, L. (2026). INOVASI MEDIA PEMBELAJARAN DIGITAL INTERAKTIF "BUDAYA WEE!!" DALAM MENINGKATKAN LITERASI DIGITAL DAN APRESIASI BUDAYA LOKAL SISWA SD BERDASARKAN TEORI STEAM. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 12(04), 554 - 565. https://doi.org/10.36989/didaktik.v12i04.19466

Most read articles by the same author(s)