The particular dialect or language that a person chooses to use on any occasion is called a code 6294 Copyright © 2025 The Author IDEAS is licensed under CC-BY-SA 4.0 License Issued by English study program of IAIN Palopo IDEAS Journal on Language Teaching and Learning, Linguistics and Literature ISSN 2338-4778 (Print) ISSN 2548-4192 (Online) Volume 13, Number 2, December 2025 pp. 6294 - 6309 Developing Digital Storytelling Based on Indonesian Culture to Enhance Students’ Independent Learning in the Society 5.0 Yunita Sari Adelina1, Neneng Sri Lestari2 1,2English Education Study Program, Sekolah Tinggi Keguruan dan Ilmu Pendidikan Al Maksum, Stabat Corresponding E-Mail: yunitasariadelina@gmail.com Received: 2025-07-15 Accepted: 2025-11-06 DOI: 10.24256/ideas. v13i2.7519 Abstract The purpose of this research was to develop a digital storytelling product based on Indonesian cultural heritage (Nusantara) to enhance students’ learning independence in the context of Society 5.0. This study employed a research and development (R&D) design using the Borg and Gall model consists of: research and information gathering, planning, initial product development, initial field testing, product revision, main field testing, main product revision, operational field testing, final product revision, and dissemination and implementation. The product development process included expert validation (media, culture, and language), practicality testing by students, and effectiveness testing using a one- group pre-test and post-test design. The results showed that the product improved substantially after expert revisions, with validation scores increasing from below 60% to above 87%. The practicality test involving 25 students yielded an average practicality score of 82%, categorized as “good.” Effectiveness testing revealed a statistically significant improvement in students' learning independence, with a mean difference of 22.7 points (t = 9.85, p = 0.000) between pre-test and post-test scores. Keywords: digital storytelling; nusantara culture; learning independence; Society 5.0 Introduction 21st century education faces a major challenge in preparing students to face rapid and significant changes, especially with the advent of Society 5.0, an era dominated by advanced technologies such as artificial intelligence (AI), big data, and the Internet of Things (IoT) (Mahfirotul Fitria et al., 2022; Wang et al., 2023). To prepare students to face this digital era, higher education in Indonesia must adapt to global needs and increase students' learning independence, which is the key to http://u.lipi.go.id/1457703302 mailto:yunitasariadelina@gmail.com IDEAS, Vol. 13, No. 2, December 2025 ISSN 2338-4778 (Print) ISSN 2548-4192 (Online) 6295 forming a generation that is more independent, creative, and skilled in utilizing technology (Indrawati, 2020; Milliken & Barnes, 2022; Pinto & Leite, 2020). Based on the analysis of the needs carried out by the research team on students through a survey, 85% of students stated that they were more interested and easier to understand the learning material presented in the form of storytelling, and 82% of students wanted a learning media that allowed them to learn independently and flexibly. On the other hand, 78% of students are more likely to remember material delivered through digital media that involves visual, audio, and narrative elements, indicating a strong need for technology-based interactive learning media In addition to conducting a survey on the needs of learning media, the team also conducted a survey on students' needs for content in learning media. The survey results showed that 87% of students agreed that integrating Indonesian culture in learning would make the material more connected to their lives, and 75% of lecturers considered it important to incorporate local culture in English language teaching. The use of Nusantara culture in digital storytelling allows students to not only learn English in a more interesting way, but also to understand and appreciate the local culture. In this context, Nusantara culture-based digital storytelling offers an innovative approach that combines elements of technology and local culture to create an engaging, relevant, and interactive learning experience. This shows the urgent need to integrate local archipelago culture in education, especially in the context of English language learning so that it can create interesting learning resources for students. It is also relevant that the research team found, about 72% of college students complained about the lack of interesting and quality learning resources that support their learning process so that they struggle to study independently. This shows the need for more interactive learning media that can encourage students to learn independently. Digital storytelling, as an innovative tool in education, strongly supports this goal, as it allows students to learn independently and develop their abilities in a variety of areas, including communication skills, problem-solving, and creativity (Dewi et al., 2018; Di Blas, 2022; Lestari & Nirmala, 2020; Rosen et al., 2015). On the other hand, by integrating the culture of the archipelago in learning, this approach is also in line with Asta Cita's mission to preserve and introduce Indonesia's cultural richness to the younger generation, as well as integrate local culture in education to strengthen the nation's identity. The formulation of the problem in the research consists of: 1) how to design the development of digital storytelling learning media based on the culture of the archipelago; 2) how is the validity and practicality of digital storytelling media based on Indonesian culture for student learning independence; 3) how effective is the digital storytelling learning media based on archipelago culture on student learning independence; 4) How do students perceive digital storytelling learning media to increase learning independence. Yunita Sari Adelina, Neneng Sri Lestari Developing Digital Storytelling Based on Indonesian Culture to Enhance Students’ Independent Learning in the Society 5.0 6296 Although various studies have addressed the use of digital technology in education and its application to support independent learning (Dewi et al., 2018; Milliken & Barnes, 2022), there is still a gap in effectively integrating local cultural elements into digital learning media. Most previous studies have focused on developing digital media to enhance technical or academic skills without considering the importance of introducing local culture in a more contextual and relevant learning environment for students. This research fills that gap by developing a culture-based digital storytelling media, aimed not only at enhancing students' learning independence but also at introducing and promoting Indonesia's cultural heritage in the Society 5.0 era This research aims to explore how the application of digital storytelling learning media based on Indonesian culture can increase students' learning independence in the Society 5.0 era, as well as introduce them to the richness of Indonesian culture. The urgency of this research lies in the urgent need to create more innovative and flexible learning, which can give students access to independent learning, while enriching their knowledge of local culture and developing digital skills. Thus, this research is not only relevant in the context of higher education that adopts technology, but also supports the achievement of President Prabowo's Asta Cita goal, which is to form human resources who are competent, independent, and ready to face global challenges Method This research develops digital storytelling learning media based on archipelago culture to Increase Student Learning Independence in the Society 5.0 Era. The research approach used is research and development (Research & Development with the main model of development procedures in this study using the Borg & Gall model. Borg & Gall's research and development procedure consists of 10 stages consisting of: 1. Research and Information Gathering, 2. Planning, 3. Initial Product Development, 4. Initial Field Trials, 5. Product Revisions, 6. Main Field Trials, 7. Main Product Revisions, 8. Operational Trials, 9. Product Finalization and 10. Dissemination and Implementation (Sugiyono, 2019) Figure 1. Borg and Gall Research Design IDEAS, Vol. 13, No. 2, December 2025 ISSN 2338-4778 (Print) ISSN 2548-4192 (Online) 6297 In this study, primary data is data collected through tests and surveys to students in the 3rd semester of the English Education Study Program at STKIP Al Maksum, Potensi Utama University and Institute of Education of Tapanuli Selatan which are universities located in the North Sumatra. Before the test, digital storytelling media will be tested for validity through Focus Group Discussion and one to one evaluation. After the validity test is carried out and it is stated that digital storytelling media is valid, the next step for digital storytelling media will be tested for practicality by applying it to students to see how digital storytelling media supports student learning independence. The test is given to students to measure effectiveness by containing a list of questions containing the culture of the archipelago that has been studied previously through digital storytelling media. The survey was conducted to find out students' perceptions of the application of digital storytelling media to support student learning independence and archipelago cultural literacy. Secondary data is data obtained from curriculum and policy documents related to English language learning that integrate local wisdom and technology Data Analysis In this product research and development, the evaluation process is designed with a structured set of steps, including: (a) assessment by content specialists, learning media design, and linguists through one to one evaluation and focus group discussions (FGDs), (b) practicality tests consisting of initial application to individuals to obtain initial feedback (Initial Field Testing), (c) assessment with a small group of users to test the effectiveness of the product more broadly (Primary Field Testing), and (d) large-scale evaluation to measure product performance in a day-to-day operational setting (Operational Field Testing) Pretest Treatment Posttest O1 X O2 Design of learning media effectiveness trials O1 = pretest (before treatment) O2 = posttest (after treatment) X = treatment (learning used digital storytelling media) The data of the expert validation questionnaire was analyzed using the percentage of the score of the developed learning model. The formula used to calculate the percentage of expert validation questionnaires is Yunita Sari Adelina, Neneng Sri Lestari Developing Digital Storytelling Based on Indonesian Culture to Enhance Students’ Independent Learning in the Society 5.0 6298 𝑇𝑜𝑡𝑎𝑙 𝑆𝑐𝑜𝑟𝑒 𝑆𝑐𝑜𝑟𝑒 𝑝𝑟𝑒𝑠𝑒𝑛𝑡𝑎𝑡𝑖𝑜𝑛 = x 100 𝑀𝑎𝑥𝑖𝑚𝑎𝑙 𝑆𝑐𝑜𝑟𝑒 Level of Completeness Validity Criteria 85,01 % - 100% Valid 70,01 % - 85,00 % Enough valid 50,01% - 70,00% Less valid 01,00% - 50,00% Invalid Table 1. Validity Score 60%