Gadget-Based Interactive Multimedia on Socio-Scientific Issues to Improve Elementary Students’ Science Literacy
Keywords:socio scientific issues, gadget based, interactive multimedia, science literacy, generation Z
Students’ science literacy in Indonesia is considered very low and needs improvement. Knowledge, such as science, can be learned naturally and effectively in social context (Social Scientific Issues/SSI). The current elementary students are regarded as generation Z students who are interested in technology and skill-based education, namely, interactive multimedia. This study aimed to develop SSI Gadget-based interactive multimedia in order to improve elementary students’ science literacy skills. This is a Research and Development study with 4-D model; define, design, develop, disseminate. The subjects of this research were 23 students. The data were collected using validation sheet, observation sheet and science literacy test. The data then being analyzed by using descriptive statistic of presentation and N-gain. The result indicated that interactive multimedia based on SSI-Gadget are compatible as an alternative learning medium to improve elementary students’ science literacy since they met the criteria of being, a) very valid with a score of 3.55; b) good practicality in it so that the students dominantly did their activities through the developed media; c) effective, as there were positive responses about the learning activities and the students improved their science literacy skills from level 3 to level 4, with an N-gain of 0.4.
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