Volume 24 (2026) - In progress Download Cover Page

Integrating Traditional Games into Storybooks: Designing for Literacy and Cultural Preservation

Article Number: e2026093  |  Available Online: July 2026  |  DOI: 10.22521/edupij.2026.24.93

Mei Fita Asri Untari , Agus Nuryatin , Teguh Supriyanto , Mukh Doyin

Abstract

Background/purpose. Basic education faces two major challenges: improving literacy while preserving traditional games, which are increasingly marginalized by digitization. This study aims to address gaps in integrated teaching materials, specifically the lack of children's storybooks that combine literacy development with traditional game content, through a comprehensive needs assessment to identify teacher literacy requirements and operational constraints, describe student interests, determine preferred book characteristics, and validate integrated traditional game storybooks as a dual intervention solution.

Materials/methods. This R&D study employed a purposive sampling method, involving nine teachers from four schools and 50 students from five schools. Data were collected through needs assessments and preference questionnaires, analyzed using descriptive statistics, Spearman's rho correlation, Chi-Square test, and non-parametric comparison tests.

Results. Research shows a perfect correlation between resource availability and difficulties in implementing traditional games, with an understanding of the cognitive load of interdisciplinary teaching materials emerging as the most critical factor among teachers' overall challenges. Reading frequency shows a strong relationship with knowledge of traditional games, but only half of the students have ever encountered a storybook about traditional games. Chi-square analysis shows that current storybooks about traditional games have elitist characteristics. Students tend to choose medium-sized picture books with bright colors, concise language, and adventure themes; such publications show the strongest relationship with picture book knowledge.

Conclusion. The feasibility of developing storybooks integrated with traditional games as a solution. The conceptual model integrates adventure-themed narratives in a light format with comprehensive teacher guides, including clear curriculum mapping and ready-to-use rubrics, to bridge students' interests with teachers' operational needs, effectively improving literacy, preserving culture, and reducing teachers' workload.

Keywords: Traditional games, literacy development, cultural preservation, children's storybooks, needs assessment

References

Abdulloh, S., Sakhiyya, Z., & Pratama, H. (2023). Providing Alternative Understandings of School Equivalency Trough Literacy and Storytelling. English Education Journal, 13(2), 269–279. https://doi.org/10.15294/eej.v13i2.71701

Adela, D., Suastra, I. W., & Lasmawan, I. W. (2023). Enculturation of Bugis Sidenreng Rappang Local Wisdom through Ethnopedagogy of Traditional Games. International Journal of Elementary Education, 7(3), 428–436. https://doi.org/10.23887/ijee.v7i3.60689

Adim, M. H. A., & Mutiarani. (2022). Indonesian Cultural Perspective Critical Discourse Analysis in Junior High School Level English Textbooks. Journal of English Language Learning, 6(2), 220–228. https://doi.org/10.31949/jell.v6i2.3086

Adisti, A. R., & Rozikan, M. (2021). Fostering The Alpha Generation: A Character Education Based On Javanese Unggah Ungguh (Etiquette) Culture In Madrasah Ibtidaiyah. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 13(1), 179–198. https://doi.org/10.14421/al-bidayah.v13i1.256

Alakrash, H. M., & Abdul Razak, N. (2021). Technology-Based Language Learning: Investigation of Digital Technology and Digital Literacy. Sustainability, 13(21), 12304. https://doi.org/10.3390/su132112304

Alvisari, D., Lah, Y. C., & Tun, H. (2024). The Effectiveness of The Traditional Game Congklak in Developing Children’s Cognitiveness at Kindergarten. Journal of Basic Education Research, 4(3), 137–145. https://doi.org/10.37251/jber.v4i3.893

Amzalag, M. (2021). Parent Attitudes Towards the Integration of Digital Learning Games as an Alternative to Traditional Homework. International Journal of Information and Communication Technology Education, 17(3), 151–167. https://doi.org/10.4018/IJICTE.20210701.oa10

Arindya Naresti, D., & Suratmi. (2024). Developing Digital Storybooks to Enhance Primary School Students’ Scientific Literacy: A Needs Analysis. Jurnal Komunikasi Pendidikan, 8(2), 215–224. https://doi.org/10.32585/jurnalkomdik.v8i2.5081

Bilal Ahmad Gul, S. (2023). Early Childhood Care and Education (3-6 Years) and the Role of Traditional Games: An Exploratory Study of Jammu and Kashmir. Asian Journal of Education and Social Studies, 53–59. https://doi.org/10.9734/ajess/2023/v39i1839

Cun, A. (2023). Writing Storybooks as Storytelling: A Case Study of Two Families with Refugee Backgrounds. Written Communication, 40(4), 1113–1143. https://doi.org/10.1177/07410883231186138

Curenton, S. M., Harris, K., Rochester, S. E., Sims, J., & Ibekwe‐Okafor, N. (2022). Promoting racial literacy in early childhood: Storybooks and conversations with young black children. Child Development Perspectives, 16(1), 3–9. https://doi.org/10.1111/cdep.12440

Dewi, A. M., & Haryani, S. (2022). Development of Three-Tier Test Instrument Based on Scientific Literacy in Electrolyte and Non-Electrolyte Solution Topics. THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING, 5(1), 1. https://doi.org/10.21043/thabiea.v5i1.11634

Falloon, G. (2020). From digital literacy to digital competence: the teacher digital competency (TDC) framework. Educational Technology Research and Development, 68(5), 2449–2472. https://doi.org/10.1007/s11423-020-09767-4

Ghodoosi, B., Torrisi-Steele, G., West, T., & Heidari, M. (2025). Perceptions of data literacy and data literacy education. Journal of Librarianship and Information Science, 57(3), 822–832. https://doi.org/10.1177/09610006241246789

Gultom, S., . B., Ampera, D., Endriani, D., Jahidin, I., & Tanjung, S. (2022). Traditional Games in Cultural Literacy to Build the Character of Elementary School Students during the COVID-19 Pandemic. NeuroQuantology, 20(5), 704–712. https://doi.org/10.14704/nq.2022.20.5.NQ22226

Haetami, M., Anwar, K., Wahyuningsih, I., Husnah, M., Putri, M. A., Pebriani, Y., Suryati, S., Ahmad, A., Pramudya, M. A., Manik, D. L., Wahyudi, A., & Viani, I. (2024). Socialization and Implementation in an Effort to Develop Children’s Character Through Traditional Games at the Tunas Melati Orphanage Pontianak City. Aktual: Jurnal Pengabdian Kepada Masyarakat, 2(2), 88–94. https://doi.org/10.58723/aktual.v2i2.216

Harpiyani, R., Hendriana, B., & Vinayastri, A. (2022). Development of “Love the Motherland” Digital Storybook for Early Childhood. Jurnal Teknologi Informasi Dan Pendidikan, 15(2), 38–50. https://doi.org/10.24036/jtip.v15i2.605

Hasan, B., & Husein, M. (2024). Traditional Games as a Means of Cognitive Stimulation: An Analysis of Child Development: A Systematica Review. International Journal Of Multidisciplinary Research And Analysis, 07(10). https://doi.org/10.47191/ijmra/v7-i10-28

Hasibuan, S., Husni, H., & Daulay, L. (2020). The Effect of Family Literacy Program Towards Improving of Parental Involvement in Early Childhood Education. Kiddo: Jurnal Pendidikan Islam Anak Usia Dini, 1(2), 187–193. https://doi.org/10.19105/kiddo.v1i2.3400

Hidayati, N. N. (2020). Indonesian Traditional Games: a Way to Implant Character Education on Children and Preserve Indonesian Local Wisdom. Istawa : Jurnal Pendidikan Islam, 5(1), 81. https://doi.org/10.24269/ijpi.v5i1.2475

Isha, S. R., Azam, M. N. D., & Daud, M. N. (2022). A Systematic Review: Identifying Research Gaps in Emotional Intelligence Development Using Storybook as a Learning Tool. International Journal of Academic Research in Business and Social Sciences, 12(10). https://doi.org/10.6007/IJARBSS/v12-i10/15476

Ismail, U. S., Atoh, N., Chulan, M., Hanadi, A., Radzi, M., Ismail, N., Pisal, N. A., Fathie, M., & Zaki, M. (2022). Monitor Model Theory as a Solution to Overcome the Problem of Mastering Arabic Grammar Among Students in Malaysia. Theory and Practice in Language Studies, 12(8), 1516–1524. https://doi.org/https://doi.org/10.17507/tpls.1208.07

Ismartin, I., Iskandar, I., Gamar, M. M., & Afni, N. (2023). Implementation of Literacy Culture in Forming Students’ Integrity Character at Muhammadiyah 1 Middle School, Central Parigi. Journal of Education Method and Learning Strategy, 1(03), 217–224. https://doi.org/10.59653/jemls.v1i03.296

Iswinarti, & Yanti Setya Surya Kusuma, T. (2024). The Effect of Traditional Games Congklak Lidi and Sumbar Suru on the Concentration Level of Grade 3 SD Student. KnE Social Sciences. https://doi.org/10.18502/kss.v9i5.15191

Kastorff, T., & Stegmann, K. (2024). Teachers' Technological (Pedagogical) Knowledge: Predictors for Students' ICT Literacy? Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1264894

Kurniati, E., & Mwariko, S. A. (2025). Decolonizing play: Rediscovering and revitalizing traditional play practices in post-colonial context. Policy Futures in Education, 23(4), 863–879. https://doi.org/10.1177/14782103251321047

Li, J. W., Leung, S. K. Y., Wang, M. D., & Yuen, M. (2024). Developing Talented Children’s Computational Thinking Through Multimodal Literacies in Pop-Up Storybooks: A Case Study in Hong Kong. Education Sciences, 14(12), 1377. https://doi.org/10.3390/educsci14121377

Loredana, C., Alice, T., Lynne, M., Peter, C., Stefano, C., & Mauro, B. (2024). Early parent-child intervention with Dialogic Book-Sharing: effects on child communicative and socio-emotional development and on parenting. Study protocol for a multicentre randomised controlled trial in Italy. Trials, 25(1), 395. https://doi.org/10.1186/s13063-024-08232-4

M. Mujiya Ulkhaq. (2024). Factors Influencing Indonesian Students’ Performance on PISA 2018. Proceeding of The International Conference of Inovation, Science, Technology, Education, Children, and Health, 4(1), 74–87. https://doi.org/10.62951/icistech.v4i1.78

Mahfud, M., Susanto, N., Widyasari, R., Firdaus, F., & Witasari, R. (2023). Traditional Games as A Learning Strategy to Develop Students’ Self-Control. QALAMUNA: Jurnal Pendidikan, Sosial, Dan Agama, 15(2), 667–674. https://doi.org/10.37680/qalamuna.v15i2.3176

Mardliyah, L. (2023). The Internalization of Local Cultur Literacy through Traditional Games in Elementary Textbooks. Proceeding of Saizu International Conference on Transdisciplinary Religious Studies, 241–247. https://doi.org/10.24090/icontrees.2023.696

Maudrie, T. L., Grubin, F., Conrad, M., Velasquez Baez, J., Saniguq Ullrich, J., Allison-Burbank, J., Martin, L., Austin, C., Joyner, J., Ronyak, M., Masten, K., Ingalls, A., Haroz, E. E., & O’Keefe, V. M. (2024). Honoring Our Teachings: Children’s Storybooks as Indigenous Public Health Practice. Frontiers in Public Health, 12. https://doi.org/10.3389/fpubh.2024.1354761

McCauley, B., Nguyen, T. H. T., McDonald, M., & Wearing, S. (2020). Digital gaming culture in Vietnam: an exploratory study. Leisure Studies, 39(3), 372–386. https://doi.org/10.1080/02614367.2020.1731842

Meighan, P. J. (2021). Decolonizing the Digital Landscape: The Role of Technology in Indigenous Language Revitalization. AlterNative: An International Journal of Indigenous Peoples, 17(3), 397–405. https://doi.org/10.1177/11771801211037672

Muna, A. K., Nuswowati, M., & Naryatmojo, D. L. (2023). Development Of Digital Literacy Game Media For Grade IV Elementary School Students. Journal Cakrawala Pendas, 9(3), 409–419. https://doi.org/https://doi.org/10.31949/jcp.v9i3.5023

Nijdam, E. “Biz.” (2023). Sami-digital storytelling: Survivance and revitalization in Indigenous digital games. New Media & Society, 25(11), 3093–3116. https://doi.org/10.1177/14614448211038902

Nugraha, B., & Rachmawanti, R. (2024). Strategies to Increase Visitors by Developing Aspects of Attractions in Alam Santosa. Jurnal Indonesia Sosial Teknologi, 5(10), 3974–3987. https://doi.org/10.59141/jist.v5i10.1190

Nuryati, N., Bowo, A. N. A., & Paiman, P. (2021). Development of literacy-based learning for Pancasila and citizenship education in senior high school. International Journal on Education Insight, 2(1), 1. https://doi.org/10.12928/ijei.v2i1.3003

Pasaka, J. T., Julianto, I. N. L., & Artha, I. G. A. I. B. (2022). Perancangan Storybook Digital Sebagai Media Pembelajaran Anak Berbentuk Game Edukasi. Amarasi: Jurnal Desain Komunikasi Visual, 3(02), 214–226. https://doi.org/10.59997/amarasi.v3i02.1682

Pawartani, T., Suyono, S., Rufiana, I. S., Kusumaningrum, S. R., & Dewi, R. S. I. (2024). Knitting Tradition and Mathematics: Systematizing the Literature on Indonesian Traditional Games and Mathematical Dimensions. AL-ISHLAH: Jurnal Pendidikan, 16(2). https://doi.org/10.35445/alishlah.v16i2.5166

Pebriani, F., & Vinayastri, A. (2022). Pop-up Storybook Media Development for Cultivating Peace-loving Characters in Early Childhood. EduBasic Journal: Jurnal Pendidikan Dasar, 4(2), 133–144. https://doi.org/10.17509/ebj.v4i2.48307

Peña, J., Koebner, I., & Weisman, W. (2024). Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial. JMIR Serious Games, 12, e52294–e52294. https://doi.org/10.2196/52294

Rahma Wanodya, R. J., Drajati, N. A., & Tarjana, S. S. (2020). Engagement During Storybook Reading Promotes Indonesian Children’s English Vocabulary Acquisition. ELS Journal on Interdisciplinary Studies in Humanities, 3(1), 66–74. https://doi.org/10.34050/els-jish.v3i1.9680

Ranieri, M., Bruni, I., & de Xivry, A.-C. O. (2017). Teachers’ Professional Development on Digital and Media Literacy. Findings and recommendations from a European project. Research on Education and Media, 9(2), 10–19. https://doi.org/10.1515/rem-2017-0009

Ratminingsih, N. M., Budasi, I. G., & Kurnia, W. D. A. (2020). Local Culture-based Storybook and Its Effect on Reading Competence. International Journal of Instruction, 13(2), 253–268. https://doi.org/10.29333/iji.2020.13218a

Reva Apriana Sanga Dwi, D., Resita, C., Erfandy, W., Asmawi, M., & Widyaningsih, H. (2022). Efforts to Improve Agility in Gobak Sodor Traditional Sports Through Essential Agility Drills. JUARA : Jurnal Olahraga, 7(1), 201–210. https://doi.org/10.33222/juara.v7i1.1564

Saadillah, S., Sari, A. L., & Rizki, A. K. (2020). Interweaving Character Education In English Textbook Of Senior High School. LET: Linguistics, Literature and English Teaching Journal, 10(1), 86. https://doi.org/10.18592/let.v10i1.3649

Sali, A. H. A. (2020). Madrasah Education Program implementation in the Philippines: an exploratory case study. International Journal of Comparative Education and Development, 22(3), 201–217. https://doi.org/https://doi.org/10.1108/IJCED-06-2019-0034

Santos, P. A. (2024). Exploring the Self-Perceptions of Filipino Teachers on Their Community Engagement Competency. International Journal of Social Learning, 4(August), 259–273.

Santoso, N. P., Subagyo, Santoso, N., Prabowo, T. A., & Yulianto, W. D. (2024). Assessing the Effect of Traditional Games on Manipulative Movements in Elementary School Students Based on Gender. Physical Education Theory and Methodology, 24(3), 442–448. https://doi.org/10.17309/tmfv.2024.3.13

Saputra, N. E., & Ekawati, Y. N. (2021). The Effectiveness of E-Book App Story Telling of Traditional Game Story Series to Increase the Attachment between Parents and Children. Journal of Educational, Health and Community Psychology, 10(3), 525. https://doi.org/10.12928/jehcp.v10i3.21192

Semenova, Y., & Sotnikova, S. (2021). Developing media literacy skills of future specialists in the contemporary teacher training education. SHS Web of Conferences, 97, 01033. https://doi.org/10.1051/shsconf/20219701033

Şimşek, B., & Direkçi, B. (2023). The effects of augmented reality storybooks on student’s reading comprehension. British Journal of Educational Technology, 54(3), 754–772. https://doi.org/10.1111/bjet.13293

Şimşek, B., Direkci, B., Koparan, B., Canbulat, M., Gülmez, M., & Nalçacıgil, E. (2025). Examining the effect of augmented reality experience duration on reading comprehension and cognitive load. Education and Information Technologies, 30(2), 1445–1464. https://doi.org/10.1007/s10639-024-12864-z

Siregar, E. H. S., Gultom, I., & Baiduri, R. (2022). Preserving Traditional Games of Margala through Tourism Saka Activities in Toba Samosir District. Indonesian Journal of Social Science Research, 3(2), 68–72. https://doi.org/10.11594/ijssr.03.02.01

Suhra, S., Djubaedi, D., & Haji Mail, A. A. Bin. (2020). The Contribution of Bugisâ€TM Traditional Games in Strengthening Studentsâ€TM Character Education at Madrasa. Jurnal Pendidikan Islam, 6(2), 233–244. https://doi.org/10.15575/jpi.v6i2.9753

Supiyati, S., Wazni, M. K., Kusuma, D. W. C. W., & Muliadi, A. (2024). Implementation of Traditional Games in Ethnoscience Learning. Jurnal Penelitian Pendidikan IPA, 10(5), 2586–2594. https://doi.org/10.29303/jppipa.v10i5.7550

Syamsuddin, I. F., Hidayat, Y., & Carsiwan, C. (2024). Effectiveness of Traditional Sports Games in Social Skills Development. Jurnal Pendidikan Jasmani Dan Olahraga, 9(1), 75–81. https://doi.org/10.17509/jpjo.v9i1.68226

Syarifuddin, S., Niswanto, N., & Ismail, I. (2024). Principal’s Leadership In Implementing The Independent Curriculum To Improve The Quality of Learning at SMAN 1 Labuhanhaji and SMAN Unggul Darussalam Labuhanhaji South Aceh. Asian Journal of Social and Humanities, 2(8), 1763–1783. https://doi.org/10.59888/ajosh.v2i8.311

Ussarn, A., Pimdee, P., & Kantathanawat, T. (2022). Needs assessment to promote the digital literacy among students in Thai community colleges. International Journal of Evaluation and Research in Education (IJERE), 11(3), 1278. https://doi.org/10.11591/ijere.v11i3.23218

van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021). Gamification of health professions education: a systematic review. Advances in Health Sciences Education, 26(2), 683–711. https://doi.org/10.1007/s10459-020-10000-3

Wulandari, S. D., Irawati, Y. D., & Aprilia, N. (2023). Teachers’ perceptions of implementing and making learning tools in the independent curriculum at SMA Negeri 1 Pleret. Symposium on Biology Education (Symbion), 3, 356. https://doi.org/10.26555/symbion.11735

Wulansari, W., & Dwiyanti, L. (2021). Building Mathematical Concepts Through Traditional Games to Develop Counting Skills for Early Childhood. International Journal of Elementary Education, 5(4), 574. https://doi.org/10.23887/ijee.v5i4.39654

Ye, L., Wang, R., & Zhao, J. (2021). Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games. Journal of Educational Computing Research, 59(2), 287–317. https://doi.org/10.1177/0735633120963828

Yurissa, P. N. (2022). Instilling Religious and Honest Character Education at MIN 3 Jombang: Using the Hompimpa Alaium Gambreng Game. ETDC: Indonesian Journal of Research and Educational Review, 1(4), 471–478. https://doi.org/10.51574/ijrer.v1i4.426

Zoeller, E. (2024). “You have to start with what they know:” Cultivating genius and joy with multilingual adolescents. Journal of Adolescent & Adult Literacy, 67(6), 376–388. https://doi.org/10.1002/jaal.1340