Developing Interactive Multimedia to
Improve Language Literacy in Early Childhood
Sri Sumarni
1*
, Susi L. Fitri
2
1
Department of Early Childhood Education, Universitas Sriwijaya, Indonesia
2
Department of Educational Technology, Universitas Sriwijaya, Indonesia
Keywords: Interactive Multimedia, Animation, Language Literacy
Abstract: The development research aims to produce interactive multimedia products that recognize animated letters in
Kindergarten are valid, practical, and have effectiveness to learners' learning outcomes. The research is
conducted at TK Negeri Tanjung Lago Banyuasin, South Sumatera. The Allesi and Trollip Model, consist of
learning, planning design, and development steps, was chosen to develop the multimedia. Three tests, alpha
test, beta test, and effectiveness test, are administered to assess the validity, practicality and effectiveness of
the multimedia. The average result of the expert's assessment is 0.81from the design expert of the learning,
0.94 from the material expert and 0.94 from the media expert so that the interactive multimedia of the material
recognizes the developed letters is stated very high. The result of practicality is obtained through the Betha
Test using guided interviews average V is the high category of practicality. Field test results showed that the
learning outcome increased 38.6 with an average pretest score of 42, while the post test score was 80.6 with
N-gain score of 0.70 in the moderate category. Interactive multimedia products recognize letters that use
animations that are interesting to provide information that will be delivered more easily understood, attractive
appearance certainly does not make users become bored quickly, and can facilitate the user in learning the
content and materials so that it can be used in the field of education such as interactive learning.
1 INTRODUCTION
Kindergarten age (4-6 years old) is a sensitive period
for children. The sensitive period begins to mature
their physical and psychological functions that are
ready to respond the stimulation provided by the
environment. This period is the first time for
developing all the basic abilities of cognitive,
effective, psycho motor, social emotional, moral and
artistic language of children.
According to Montessori, there are 6 (six)
integrated development aspects which include:
religious and moral, physical, cognitive, language,
social emotional and artistic values. Standard level of
achievement of child development covered language
development for children aged 4-6 years old on basic
competencies 3.12 concepts of early literacy such as
recognizing and mentioning letter symbols, spelling
letters, connecting sounds and letters, reading their
own names, but that are still basic concepts such as
introduction simple letters. Based on preliminary
observations to students of Tanjung Lago Banyuasin
State Kindergarten on the development report of the
students in the even semester of 2016-2017 school
year on aspects of language development, the
students have difficulty in showing and mentioning
the letters of the alphabet such as distinguishing
letters b and d, connecting images with words,
mention the initial letter of the image name. This is
reflected in the results of the child development
assessment report with only 23.5% developing very
well.
After conducting an interview with one of the
teachers, it shows that the learning media which was
used only in the form of textbooks for kindergarten
children learning, monthly magazines, letter cards
and one-way learning delivery, from teachers to
students through the blackboard. The use of
textbooks, magazines is less effective and varied
therefore students are bored, less active in learning,
and less attention in learning. Other causes are some
teachers who are not in accordance with the teacher
competencies for kindergarten children, therefore
teachers have not been able to develop learning media
that can make students more active in the learning
process. The rapid development of the times and
Sumarni, S. and L. Fitri, S.
Developing Interactive Multimedia to Improve Language Literacy in Early Childhood.
DOI: 10.5220/0009995900002499
In Proceedings of the 3rd Sriwijaya University International Conference on Learning and Education (SULE-IC 2018), pages 155-160
ISBN: 978-989-758-575-3
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
155
technological advancements provides convenience
for someone in packaging and presenting information
which later on it will continue to be an integral part of
classrooms and everyday life. Based on Keengwe's
study (2009) entitled A Technology Interaction
Professional Development Model for Practicing
Teacher shows that using technology can help early
childhood to communicate, practice the life skills and
get better understanding concepts. One technology
product that can be used as an innovation in learning
is computers. Computer-assisted learning can
improve cognitive, emotional linguistic skills and
literacy skills in preschool children. In line with that,
Vernadakis (2005) states that computer programs
might never be able to replace books and blackboards,
but people must realize that computer programs are
more accessible to children who can learn better by
using pictures and sounds, and the proper use of the
right programs can make a big difference.
Multimedia today is one of the alternative
learning media for early childhood that can stimulate
some children's intelligence. One of them is language
intelligence, especially the introduction of early
literacy. Multimedia can make the students learn
more deeply about the materials that they want to
learn (Mayer, 2003). Multimedia is expected to
deliver more enjoyable learning materials, therefore
the material presented can be well-received. The
appearance of colorful images can move together
with sound effects from audio devices and it will
make the children get meaningful and enjoyable
experiences. According to Argawal (2015),
multimedia which is used in the right direction also
can succeed the development of psycho motor and
strengthen the visual process of the users. Multimedia
is chosen as media that can help children recognize
the initial literacy/letters, because it can unite several
elements of the media to convey the material and
attract students' attention. The use of interactive
multimedia for early childhood can improve
children's learning interest and it has been explained
that children in the 21st century are familiar with
computer technology Liu Min (2009).
2 METHOD
This study referred to the development Model of
Alessi and Trolip. Researchers used this development
model because this model was specifically devoted to
developing learning multimedia. The stages carried
out of this study including: planning, designing, and
developing (Alessi & Trollip, 2001). Research used
planning, design and development. Testing in this
study was used to assess the feasibility of products
consisting of alpha and beta tests. In collecting data
of interactive multimedia aspects of language
development, the researchers used questionnaire
techniques, interviews, and observations.
The questionnaire was carried out at the time of the
alpha test which included material experts, learning
to design experts, and media experts directly.
Researchers’ questionnaire was validated by the
experts. Interactive multimedia validation was carried
out to experts based on material aspects, learning
design, and media aspects by providing input in the
form of suggestions and comments to be used as
references in revising the product to be developed.
Interviews were conducted to six students at the trial
level. Interviews were conducted to gather and know
the students' responses to the use of interactive
multimedia. The questions included habits in
learning, students 'responses to the appearance of
interactive media and students' feelings during the
learning process. Observation techniques allowed
researchers to study more deeply about the subject of
the study because they directly observe what the
samples of the study were doing. Observations were
done during the planning and testing. At the planning
stage, researchers observed school facilities and
infrastructure in the form of existing learning media.
The observer which was used as many as two people
observed the learning activities of the students seen
by the observer and assessed on the prepared
observation sheet. Data collection and analysis
techniques that had been carried out in developing
and creating valid, practical and effective interactive
multimedia-based teaching materials, there are: (1)
walk through; (2) interviews; (3) questionnaire; (4)
test of learning outcomes; and (5) observation.
In the Alpha Test and Beta Test, beside comments
and suggestions from experts and respondents,
quantitative assessments of interactive multimedia
based teaching materials were developed too.
Alternative assessments on questionnaire instruments
developed in The Likert Scale of 5 levels of
assessment which can be seen in Table 1.
Table 1: Alternative assessment of interactive multimedia
in questionnaire instruments
Score Cate
g
or
y
5Ver
y
Goo
d
4 Good
3 Avera
g
e
2 Poor
1 Ver
y
poor
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Quantitative assessment is the score calculated by
its mean then categorized as the level of validity and
practicality. The results of the validation and
respondent was searched using the following Aiken's
V formula V = Σ s / [n (c-1)] Categories of level of
validity and practicality of interactive multimedia are
seen in Table 2
Table 2: Categories of levels of validity and practicality of
interactive multimedia
Average Interval Categor
y
0,8
1,000 Ver
y
Hi
g
h
0,6
0,799 High
0,4
0,599 Avera
e
0,2
0,399 Low
<0,200 Ver
y
Low
In try out, the students' learning outcomes were
tested to test the effectiveness of interactive
multimedia-based teaching materials on student
learning outcomes.
Table 3: N-Gain score category
Criteria for N
g
ain values Cate
g
or
y
Ng
ain ≥ 0,7 Hi
g
h
0,7 > N
g
ain
≥ 0,3 Avera
g
e
N
g
ain
<0,3 Low
Observation was used to see the activities of
students during the learning process. The activeness
of students during the learning process were observed
by looking at the percentage of activity in each
descriptor that was visible to students. The
determination of the observation value of student
learning activities expressed in the activeness
assessment category that can be seen in Table 4.
Table 4: Students’ activism category
Avera
g
e Cate
g
or
y
85 - 100% Ver
y
Goo
d
65 - 84% Goo
d
55 - 64% Enou
g
h
0 -54% Deficien
t
3 RESULT AND DISCUSSION
Interactive multimedia applications recognized
animation-based letters developed using Adobe Flash
Professional CS6. The material presented in this
multimedia was recognized letters A to Z with
various instructions, namely material recognizing
letters A to Z, video, and animation. In addition, here
are also puzzles as letter and game exercises as
evaluation tools. Interactive CD is used in this
research where it provides two options of the
activities using animal as the theme. The first activity
is to introduce the alphabets A to Z and fill the words
in Indonesian using the alphabets provided. In this
activity, it provides a picture of animals on the
desktop, for example a picture of a cow. Whenever
the kids click that picture, so automatically the sound
of cow will come out. After that, children must fill in
blank word under the picture of the cow, for
example S A I . On the left side of the desktop,
it provides the chosen alphabets like (K, M, N, R, and
P) which can be used by the children to fill the word.
After they click the alphabet, they will get a feedback
to make sure whether they can fill it rights or wrong.
In this case, if they can fill the word using the right
alphabet, they will get smile animation and the word
“next” will come out which means they can continue
to fill other words. In contrast, if they can't, they will
get sad animation and the word “try again” will come
out.
Figure 1: Screen shoot of fill in blank games activity
The second activity is puzzling. In this game, a
picture of alphabet A will be on the desktop and the
kids will be asked to click the pieces of puzzle
pictures to unite the picture. The second activity is
really essential for the kids to enhance their language
ability.
Figure 2: Screen shoot of puzzle games
Developing Interactive Multimedia to Improve Language Literacy in Early Childhood
157
The interactive multimedia developed was validated
by media, material and learning designs to determine
the level of feasibility before beta testing was done to
users. Expert validation was alpha testing. Media
expert validation was done to determine the
feasibility level of applications developed in terms of
media. From the results of the validation of the
Learning design experts, a total score was 0.819 that
categorize as Very High score. The total rating of
media experts was 0.944 with a Very High
assessment category. Validation of material experts
was conducted to determine the feasibility level of
applications developed in terms of content. The
validation of material was conducted by two material
experts, the total score was 0.944 categorize as very
high level.
In Betha observation with 6 (six) respondents,
there were 3 levels of practicality categories, namely
very high, average, and high. The highest validation
coefficient was in the high category with score 1 for
very high criteria and the lowest validation coefficient
was in average category with 0.58. The indications
which included in the category of very high
practicality were interested in music and animation.
After the learning application was revised, it was
done to the sample. The study was conducted at
Tanjung Lago State Kindergarten with 6 students.
The observation was beta testing. From the result, the
average student who answered yes was 93% which
means that the feasibility of the learning media
application is close to 100% and is very feasible.
Results was shown that interactive multimedia with a
basis provides benefits to the student learning process
and it can also be used, this can be seen from the
unique 100% participant learning outcomes. This
result is supported by the opinion that interactive
media allows contingent responses to children's
actions and thus facilitates more retention of
instructional materials (Radesky, Schumacher, and
Zuckerman, 2014).
The importance of these findings is to improve the
learning outcomes of students on aspects of language
development, especially material recognizing
animation-based letters, it also gave influences to
educators in displaying interactive multimedia
recognize letters easily and that has been more
quickly understood by students. Interactive
multimedia recognized animation based letters that
researchers develop was given a pleasant impression,
it can help the learning process and remember the
form of letters. Relevant parts and contemporaries for
the community. Many different roles of a teacher and
the importance of each one; each role serves as a
means to achieve learning outcomes (Strauch and
Omar, 2014).
Test instrument like alphabet cards which are
given to the kids where they are asked to guess ten
alphabet cards. In this case, each right answers will be
scored 10. In the end of the game, we can get the
comparisons of the children from pretest and post test.
Based on the result, 33% are categories high, 25% are
categories moderate, and 42% are categories low. The
descriptions can be seen in the figure below:
Figure 3: The diagram of students’ assessment comparison
regarding to n-gain criteria
Based on the research, there was a significant
increased in learning outcomes. The interactive
multimedia that was developed also shows the
activeness of students in learning and makes a
teaching approach used in the learning process so that
learning becomes creative, innovative, creative,
effective and fun. The meaning of Interactive
meaning is learning process for students to control the
learning environment. In this context, the learning
environment in question is learning to use computers.
He interactive classification in the scope of
multimedia learning is not located in the hardware
system, but rather refers to the characteristics of
students in responding to the stimulus delivered on
the computer monitor screen. The development of a
planned and structured multimedia learning projects
can meet the needs of students and change students
from before by changing the method used so that it
becomes effective therefore it becomes one of the
solutions in solving problems in learning. In addition,
the learning process looks fun with real media and
active students, enthusiastic who want to always try
until it works. Thus, learning through play can be
used by teachers to improve children's intelligence in
kindergarten. The development of interactive
multimedia can be an alternative in helping early
childhood in understanding material recognizing
letters and being an educational tool for teachers and
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parents, development. The final result was a product
in interactive multimedia form.
Then it can be concluded that learning used
attractive media, such as: color, design, shape, sound,
music and started with moving drawing techniques,
can develop aspects of early childhood abilities
especially language aspects. Some advantages of
interactive multimedia have developed, such as: (1)
Interactive multimedia developed through many steps
of processes and it also has been tested for validity,
accuracy and effectiveness. (2) Interactive learning
multimedia have been packaged in CD form therefore
students can use them at school and home. (3)
Interactive multimedia that have been developed and
it consists of material recognizing letters A to Z,
games and puzzle. (4) In interactive multimedia such
as: animation, moving pictures, music, and videos
that motivated and provoked students' activeness in
the learning process, therefore it produced interactive
and enjoyable learning processes. (5) Learners can
replay multimedia until they understood without feel
bored with it. Surely, interactive multimedia learning
have disadvantages, such as: (1) Interactive
multimedia has been developed only one theme,
animal theme (2) Preschooler needed a long time to
understand how using media. (3) Preschooler needed
teacher guidance (4) Limitations of supporting
resources when developed interactive multimedia
learning.
Other research was tested the reading intervention
module (MIM) among preschoolers in Malaysia. The
MIM was developed based upon module
development approaches (Majzub & Buang, 2010).
Certainly the product of that research like module
while product of this research was Cd’s form. More
over, language ability was developed of that research
like reading comprehension, while language ability of
this research was focused about recognized alphabets
from A until Z. Although both of research was
different, but they have developed same aspect which
appropriate language characteristic of early
childhood. As revealed by Burger (2010) states that
early childhood language development, especially
kindergarten children has their own characteristics,
there are: (1) Children can already express more than
2500 vocabulary words. (2) Scope of vocabulary that
can be spoken by a child such as: color, size, shape,
taste, smell, beauty, speed, temperature, difference,
ratio of distance and surface (rough-smooth). (3)
Children aged 5-6 years can perform a good listener
role. (4) The child can participate in a conversation,
the child can listen to other people speaking and
respond to the conversation. (5) Conversations
conducted by children aged 5-6 years have involved
various comments on what is done by themselves and
others, and what they see. Children at the age of 5-6
years can already do self expression, writing, reading
and even poetry.
Other study combined gesture-based computing
technology and a game-based learning model to
develop a gesture interactive game-based learning
(GIGL) approach that was suitable for preschool
children. The goal of the study was to implement the
GIGL approach to improve the learning performance
and motor skills of the participants. (Hsiao & Chen,
2016). The prominent difference from these research
is the dependent variable. If the research has focused
on physical and motor aspects, while this study has
focused on language aspects.
Based on other research, several advantages and
disadvantages of interactive multimedia have been
developed, are expected as reference for other
researchers which other interactive multimedia
developed, therefore it could produce better and
quality interactive multimedia.
4 CONCLUSION
Based on the results of research conducted on the
development of interactive multimedia on aspects of
the development of material language recognizing
animation-based letters can be summarized as
follows: (1) The process of developing Interactive
Multimedia so that it can produce material learning
media material recognizes animated letters based on
three stages, namely (a) the planning stage, (b) the
learning design stage, and (c) the learning application
development stage. In these applications there are
introductory videos of letters A through Z through
songs and three main menus, namely ABC material
to introduce alphabet letters A to Z that are equipped
with animated images of animals and their letters,
puzzle games as a letter recognition exercise and its
form, and Games as an assessment or training for
measuring the ability of learners to use interactive
multimedia products to recognize letters.
(2) The alpha test results from the experts are in the
form of comments and suggestions that the
researchers make reference to revise the interactive
multimedia products developed. Quantitative study of
interactive multimedia that was developed that is
obtained through the mean of the assessment results
of the experts obtained a number of 0.94 from media
experts, 0.94 from material experts, and 0.81 from the
expert learning design, with a very high category of
validity level, so Interactive multimedia developed is
declared valid and can be tested in terms of range.
Developing Interactive Multimedia to Improve Language Literacy in Early Childhood
159
The results of the Beta test were obtained from
comments and suggestions from respondents
regarding interactive multimedia from students. In the
Betha test, there were 6 (six) students. The average
results of the quantitative respondents' assessment of
interactive multimedia recognize the letters
developed by 0.61 and categorized as high
practicality for using in research. (3) Interactive
multimedia developed has the effectiveness of
learning outcomes of participants. This can be seen
from the post test results of students on product
testing in the field. The average learning outcomes of
students at pretest amounted to 42 while the average
learning outcomes of students at the time of post test
was 80.6 and an N-gain score of 0.61 was obtained
which included the medium category.
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