scholarly journals Gadget-Based Interactive Multimedia on Socio-Scientific Issues to Improve Elementary Students’ Science Literacy

Author(s):  
Suryanti Suryanti ◽  
Wahono Widodo ◽  
Yoyok Yermiandhoko

<span lang="EN-US">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 </span><span lang="IN">being </span><span lang="EN-US">analyzed </span><span lang="IN">by </span><span lang="EN-US">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 </span><span lang="IN">in it </span><span lang="EN-US">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.</span>

Author(s):  
Hamsa Doa ◽  
Richardo Barry Astro ◽  
An Nisaa Al Mu’min Liu

ABSTRAKPenelitian ini bertujuan untuk menganalisis kevalidan perangkat pembelajaran fisika model OrDeP2E pada materi gelombang bunyi untuk melatihkan kemampuan literasi Sains siswa MAS Al-Mutaqin Wolowaru. Perangkat pembelajaran yang dikembangkan dinilai oleh dua orang. Data validasi diperoleh menggunakan penilaian perangkat dengan kategori 1-4. Penelitian ini mengacu pada pengembangan model 4-D. Perangkat yang divalidasi yaitu a) RPP, b) BAS, c) LKS, dan d) Tes Kemampuan Literasi Sains. Hasil analisis data yang sudah divalidasi menunjukkan bahwa a) RPP mendapatkan skor 3,34 (valid), a) BAS mendapatkan skor 3,52 (valid), c) LKS mendapatkan skor 3,47 (valid), d) tes kemampuan literasi sains mendapatkan skor 3,70 (sangat valid). Hasil analisis perangkat pembelajaran yang dikembangkan layak digunakan untuk meningkatkan kemampuan literasi sains siswa MAS Al-Mutaqin Wolowaru. Kata kunci: Model Pembelajaran OrDeP2E; Validitas Perangkat Pembelajaran Fisika. ABSTRACTThis study aims to analyze the validity of the OrDeP2E model of physics learning on sound wave material to train the science literacy skills of MAS Al-Mutaqin Wolowaru students. The learning tools developed were assessed by two people. Validation data were obtained using device ratings with categories 1-4. This study refers to the development of a 4-D model. The validated tools are a) lesson plans, b) BAS, c) worksheets, and d) Science Literacy Ability Test. The results of data analysis that have been validated show that a) RPP scores 3.34 (valid), a) BAS scores 3.52 (valid), c) LKS scores 3.47 (valid), d) tests of scientific literacy skills get a score of 3.70 (very valid). The results of the analysis of the learning tools developed are suitable to be used to improve the scientific literacy skills of MAS Al-Mutaqin Wolowaru students. Keywords: OrDeP2E Learning Model; The Validity of Physics Learning Devices.


2018 ◽  
Vol 2 (2) ◽  
pp. 26
Author(s):  
Evi Suryawati ◽  
Mariani Natalina ◽  
Nadia Nadia ◽  
Deswati Deswati

Abstract: This study aims to improve student’s science literacy skills by using 5E Learning Cycle model. The treatment was conducted collaboratively for the topic ‘Structures and functions of plants’ involving Biology lectures, pre-service teachers, and the science school teachers of SMPN 21 Pekanbaru in August 2018. The focus of the observation was on science literacy and learning activities of students, both individually and in groups. Science literacy including scientific, procedural and epistemic knowledge was measured through worksheets. While the aspects of explaining scientific phenomena, evaluating and design scientific investigations, interpreting data, and the evidence were measured using an assessment sheet performance. Curiosity, scientific argumentation and environmental awareness were measured using the observation sheet. Learning activities carried out inside and outside the classroom had a positive impact on literacy skill science. The data showed the students individually or in groups could answer questions in the worksheet, more actively engaged, more enthusiastic and more curious when observing, identifying and grouping plants using real objects around school environment. Some questions arose from students when identifying corn and carrot plants about vegetative and generative structures. Overall, the implementation of 5E Learning Cycle model can improve students' scientific literacy in learning science at SMPN 21 Pekanbaru


2020 ◽  
Vol 2 (1) ◽  
pp. 45
Author(s):  
Merinda Oktaviana ◽  
Murni Sapta Sari ◽  
Sunarmi Sunarmi

Science literacy is a human's ability to understand science and use that understanding to be applied in solving a problem in everyday life. Students' science literacy skills are low due to the student's response in answering a question to explain the phenomenon has not fulfilled the aspects of science literacy. This research aims to develop an interactive multimedia Mobile Learning that is valid, practical, and effective in making students practice their science literacy skills. Interactive multimedia research and development of the Mobile Learning model uses a Research and Development model that adapts the development model of William W. Lee and Diana L. Owens. The stages of development in the model of Lee and Owens are (1) Assessment/Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The results of this research and development obtained 97.8 percent validation value of media experts, obtained a validation value of 100 percent by topic experts, also earned an average of 94 percent value in the validation of expert assessment. So that based on the data results of this development research was very valid category the field-test results of research and development conducted with the researchers as a teacher for two meetings produced a practical test value by students of 84.42 percent, a very practicable category. The practicality test results (field practitioner) obtained a value of 100 percent, which was a very practical category. The value of effectiveness test in this study obtained an N-gain value of 16.74, which belonged to the low category (low effective).


2019 ◽  
Vol 9 (1) ◽  
pp. 73-89
Author(s):  
Indah Slamet Budiarti ◽  
◽  
Triwiyono Triwiyono ◽  
Florentina Maria Panda ◽  
◽  
...  

In learning science, it is necessary to have a learning model that can integrate scientific literacy skills. This study aimed to develop discovery learning-based module to improve students’ scientific literacy. We used R & D research that adapts the 4-D model device development procedure, namely define, design, develop, and disseminate. Product assessment was carried out after revision stage I by 3 media experts, 3 material experts, and 1 SMA YPPK Taruna Bakti teacher. To determine student responses, the product was tested for feasibility and readability on 5 X grade students of SMA YPPK Taruna Bakti through a limited trial. The product was revised and tested again through a broad trial on 16 students. The revision through experts’ comments and students’ initial responses has affected the readability, feasibility, and usability of developed Newton’s Law module. There were no students who have high scientific literacy. Students who have low scientific literacy were 13 and students who have moderate scientific literacy were 3. It can be said that the module cannot significantly improve students’ scientific literacy because of online learning environment. Keywords: Discovery learning, Modul, Newton’s Law, Scientific literacy


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


BIOEDUKASI ◽  
2018 ◽  
pp. 90
Author(s):  
Siti Nailatul Farkhah ◽  
Wachju Subchan ◽  
Mochammad Iqbal

This research aimed at determining the validity of interactive multimedia on the nerve system material that had been developed and finding out the students’ response to the interactive multimedia. This was a developmental research (Research and Development) followed by a small group test on the eleventh-grade students of SMAN Ambulu totaling 9 students. The students were selected based on their ability level; 3 students with high ability level, 3 students with moderate ability level and 3 students with low ability level. The data collection techniques used were experts' validation sheets and questionnaires. The design of the interactive multimedia in this research was 4D (define, design, develop and disseminate) model developed by Thiagarajan (1974). The developmental procedure of 4D consists of 4 stages: (1) define, (2) design, (3) develop and (4) disseminate. The results showed that the validity of the developed interactive multimedia reached 82.9% according to the content expert, 86.3% based on the learning expert, 88,3% based on the learning media expert, and 82.7% based on the teacher’s (user) perspective. The results of small group test revealed that the legibility and the level of difficulty were 81.99% or in the good category,  and student response score was 83.55%, it means that student had positive response toward the use of developed media in their learning.   Keywords: interactive multimedia, 4D, expert validity.


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