Development of Interactive Educational Songs to Enhance Students' Motivation in Reading and Writing
Abstract
This study explores the development of interactive educational songs using digital technology and a Design Thinking approach to enhance reading and writing motivation among students at Wahid Hasyim University (Unwahas). Low literacy motivation remains a critical issue in higher education, prompting the need for innovative solutions. Music, as an engaging medium, was utilized to create interactive songs tailored to student preferences. The Design Thinking process ensured user-centered development, beginning with empathy to understand student challenges, followed by prototyping and testing for constructive feedback. The songs feature relevant educational themes, memorable melodies, and meaningful lyrics. Expert evaluations rated the media and content quality at 96% and 90%, respectively, indicating "very good" results. Large group trials with 25 students demonstrated a 41.7% increase in literacy motivation, with improved engagement and interest in reading and writing activities. This research highlights the potential of digital tools in fostering innovative learning methods and contributes to advancing educational practices at Unwahas.
Keywords
Full Text:
PDFReferences
Aeni, A. N., Aulia, C. R., Fauziah, L. N. E., & Fernando, Y. (2022). Pengembangan Lagu “Malaikatku” Sebagai Media Edukasi Mengenalkan Malaikat Allah dalam Islam bagi Siswa Sekolah Dasar. Jurnal Basicedu. https://doi.org/10.31004/basicedu.v6i3.2722
Alwan Hafiz, A., Murcahyanto, H., Markarma, M. R., & Asyro, L. (2022). Pembelajaran Musik Berbasis Aplikasi Musescore 3. Kaganga:Jurnal Pendidikan Sejarah Dan Riset Sosial Humaniora, 5(2), 384–394. https://doi.org/10.31539/kaganga.v5i2.5071
Amalia, A. S. (2024). Meningkatkan Minat Membaca Peserta Didik dengan Menggunakan Aplikasi Wattpad di Era Digital pada Siswa Kelas VII SMP Muhammadiyah 22 Setia Budi Pamulang. 1845–1851.
Fujiawati, F., Ulfa, S., & Praherdhiono, H. (2023). Pendekatan Design Thinking Dalam Perancangan Media Pembelajaran Berbasis Mobile “Teater Tradisional Indonesia.” CandraRupa : Journal of Art, Design, and Media, 2(1), 23–28. https://doi.org/10.37802/candrarupa.v2i1.303
Lingge, Y. B., Dopo, F. B., & Dopo, F. (2022). Pengembangan Media Pembelajaran Solfeggio Pada Materi Memahami Teknik Dan Gaya Bernyanyi Lagu Daerah Kelas Viii Smp Citra Bakti Kecamatan Golewa Kabupaten Ngada. Jurnal Citra Pendidikan, 2(1), 107–118. https://doi.org/10.38048/jcp.v2i1.403
Rantina, M., Hasmalena, H., & Yosef, Y. (2019). Pengembangan Lagu Berbasis Aplikasi Musescore dalam Pengembangan Aspek Perkembangan Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(1), 438. https://doi.org/10.31004/obsesi.v4i1.351
Roffiq, A., Qiram, I., & Rubiono, G. (2017). MEDIA MUSIK DAN LAGU PADA PROSES PEMBELAJARAN. JPDI (Jurnal Pendidikan Dasar Indonesia). https://doi.org/10.26737/jpdi.v2i2.330
Satria, A. B. A., & Muntaha, A. A. (2022). Inovasi pendidikan abad 21: penerapan design thinking dan pembelajaran berbasis proyek dalam pendidikan Indonesia. Jurnal Pendidikan Dasar, 9(2). https://doi.org/10.20961/jpd.v9i2.59940
Sugiyati. (2017). Upaya Peningkatan Minat Baca dan Kemampuan Membaca Awal Anak Melalui Media Kartu Huruf dan Kartu Kata. Ideguru, 2(1), 34.
Wibawanto, A. (2013). Menumbuhkan Minat Baca dan Tulis Mahasiswa. Pustakaloka, 5(1), 125–126.
DOI: http://dx.doi.org/10.30829/iqra.v19i1.23629
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Hamid Sakti Wibowo

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
IQRA': JURNAL PERPUSTAKAAN DAN INFORMASI
Perpustakaan Universitas Islam Negeri Sumatera Utara
Jalan Willem Iskandar Pasar V Medan Estate
20371
Medan - Sumatera Utara