Children in Indonesia still show very little interest in reading. According to a poll by the United Nations Educational, Scientific, and Cultural Organization, Indonesian children's interest in reading is still extremely low at only 0.01% despite extensive indoctrination about the value of reading books (UNESCO). People are encouraged to use technology, particularly in the area of multimedia, by developments and developing technologies. This offers researchers the inspiration to develop a digital media application that tells a tale utilizing the idea of transmedia storytelling. With audience engagement so that users may choose their own plot, this application seeks to provide readers a new sense of enjoyment when reading stories. Children will find reading stories on smartphones, tablets, or computers interesting when combined with voice, text, and 2D animated pictures. This project attempts to provide engaging educational media that encourages kids to use their devices responsibly. Testing in this study was carried out by two methods, the first was done with black box testing to find out whether this application was functioning properly. the test results show the results that the application can work well. then proceed with usability testing using the usability scale (SUS) system and evaluated with the Net Promoter Score (NPS). the result is the final SUS score of the respondents is 73.00 and based on the NPS it indicates the application developed is in the passive category and needs improvement.