MOBILE-BASED LITEROOM APPLICATION TO INCREASE SCHOOL LITERATION
Abstract
The purposes of this study are 1) to provide an update in the field of education related to the school literacy movement, 2) to fostering students' interest in reading in an effort to develop literacy skills. The design of this application is to face the future of the digital era, reduce the use of paper in Indonesia (paper less), and facilitate students in accessing reading material. This research has a scope of design application approach or a new system using the SDLC stage Waterfall model. The results of this study is the design of the Literoom application (Literacy Room), which is a reading room provider application intended for school students for elementary, junior high, and high school equivalent. This application has four main features, namely the reading room, diery room, show of works, and windows of the world. These four features are intended to facilitate students in accessing reading material, increase the ability to titrate, and increase knowledge.