Enhancing Children’s Creative Literacy through Fairy-Tale Development and Augmented Reality at Rumah Baca Riang Education

DOI: https://doi.org/10.33650/guyub.v7i3.17190
Authors

(1) * Zahro Rokhmawati   (Universitas Pembangunan Nasional Veteran Jawa Timur)  
        Indonesia
(2)  Mahimma Romadhona   (Universitas Pembangunan Nasional Veteran Jawa Timur)  
        Indonesia
(3)  Kingkin Puput Kinanti   (Universitas Insan Budi Utomo Malang)  
        Indonesia
(4)  Chiquita Dewi Nada Nisrina   (Universitas Pembangunan Nasional Veteran Jawa Timur)  
        Indonesia
(5)  Ubaidillah Nail Razzan   (Universitas Pembangunan Nasional Veteran Jawa Timur)  
        Indonesia
(6)  Ilham Bambang Maulana   (Universitas Pembangunan Nasional Veteran Jawa Timur)  
        Indonesia
(*) Corresponding Author

Abstract


Children’s creative literacy involves not only the ability to read but also the ability to generate and develop ideas into structured written stories. Initial conditions at Rumah Baca Riang Education, Bangil, Pasuruan, indicated that among the 30 children involved, 20 children (66.7%) had never written a story before the program, while 21 children (70%) were not yet able to develop a story plot. In addition, the use of interactive digital technology, particularly Augmented Reality (AR), had not yet been incorporated into literacy activities at the reading house. These conditions indicated the need to strengthen children’s creative literacy through activities that enabled them to produce their own stories while becoming familiar with emerging literacy technologies. This community service program aimed to develop children’s abilities to generate story ideas, develop characters and plots, compose structured fairy tales, and explore the use of AR as a supporting literacy medium. The program employed a Participatory Action Research (PAR) approach through collaborative problem identification with the partner, planning, action through training and practice, observation and evaluation, and reflection. The training, conducted on July 2, 2026, was attended by 30 children and included activities related to the Gerakan Tujuh Kebiasaan Anak Indonesia Hebat, fairy-tale development, writing practice, and an introduction to AR technology. Following mentoring and selection of the children’s works, seven stories were further developed, with one story integrated with AR technology using Artivive. The results indicated children’s active involvement in generating and developing their own stories and gaining direct experience in using AR as part of creative literacy activities. The program provided a contextual literacy experience that connected writing skills, creativity, cultural literacy, and technology use.


Keywords

Augmented Reality; Children; Creative Literacy; Fairy Tales; Participatory Action Research



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Copyright (c) 2026 Zahro Rokhmawati, Mahimma Romadhona, Kingkin Puput Kinanti, Chiquita Dewi Nada Nisrina, Ubaidillah Nail Razzan, Ilham Bambang Maulana

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