Abstract

The lack of children’s reading interest in historical heritage books is because the visualization of books provided by the school library is less attractive. This study aimed to design a digital illustrated Garudeya book as a learning support medium for elementary school students in Malang City. This study uses the design thinking method by involving the reader in the empathize, define, ideate, prototype, and test stages. The results of data analysis obtained the word playful as a design concept originating from the target audience of children. This concept is used in most digital book designs illustrated by The Story of Garudeya. The Garudeya Storybook tells the story of Garudeya, who saves his mother, Sang Winata, from being enslaved by his younger brother Sang Kadru because he lost a bet when guessing the color of a horse’s tail. The Kadru deliberately cheated by painting the color of the ponytail black to win the bet. This illustrated digital book is essential to use as a learning support medium so students can easily understand Indonesian heritage. In addition, it can also be used as a digital reference to introduce Indonesian cultural heritage globally.

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