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