The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy

Scientific literacy is very important to generation Z (Gen-Z), while Gen-z’s scientific literacy in Indonesia needs to be improved. The use of gadgets by Gen-Z almost all the time in their daily lives enables research to improve scientific literacy by using gadgets. This study aims to determine the...

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Main Authors: W. Widodo, E. Sudibyo, S. Suryanti, D. A. P. Sari, I. Inzanah, B. Setiawan
Format: Article
Language:English
Published: Universitas Negeri Semarang 2020-06-01
Series:Jurnal Pendidikan IPA Indonesia
Subjects:
Online Access:https://journal.unnes.ac.id/nju/index.php/jpii/article/view/23208
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spelling doaj-b8fe27ec0e654f5dbc084bb806e3e9142020-11-25T03:47:11ZengUniversitas Negeri Semarang Jurnal Pendidikan IPA Indonesia2339-12862089-43922020-06-019224825610.15294/jpii.v9i2.232089931The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific LiteracyW. Widodo0E. Sudibyo1S. Suryanti2D. A. P. Sari3I. Inzanah4B. Setiawan5[Scopus ID: 57191165275] Universitas Negeri Surabaya[Scopus ID: 57191165275] Universitas Negeri Surabaya[Scopus ID: 57191165275] Universitas Negeri Surabaya[Scopus ID: 57191165275] Universitas Negeri SurabayaGraduate of the Postgraduate of Science Education,Universitas Negeri SurabayaStudent of Department of Education and Human Potentials Development. National Dong Hwa University.Scientific literacy is very important to generation Z (Gen-Z), while Gen-z’s scientific literacy in Indonesia needs to be improved. The use of gadgets by Gen-Z almost all the time in their daily lives enables research to improve scientific literacy by using gadgets. This study aims to determine the effectiveness of gadget-based interactive multimedia to improve Gen-Z scientific literacy and describe the Gen-Z response to interactive multimedia. This research was a pre-experiment study with one group pretest and posttest design. Interactive multimedia was designed to be applied on gadget, consists of Socioscientific Issues (SSI) which was relevant to pressure concepts. This research involved two junior high schools in East Java, Indonesia. Scientific literacy test instrument was designed based on scientific literacy aspects of PISA 2015. The inferential test results showed that posttest score was significantly greater than the pretest in the two schools. Results showed that the mean score of students’ scientific literacy at School I increased from 39.6 to 74.0 and N-gain score was 0.57 which was in medium category. In addition, the average scientific literacy score of students in School II also increased from 31.5 to 59.9 and Ngain score was 0.41 which was in the medium category. The inferential test results also showed that there were no significant N-gain differences in the two schools. It can be concluded that interactive multimedia developed effective to improve students’ scientific literacy. However, Gen-Z students cannot be satisfied with the multimedia. Students suggest several multimedia enhancements in terms of visual, audio, and music, so that they can enjoy the multimedia all the time by using the device.https://journal.unnes.ac.id/nju/index.php/jpii/article/view/23208scientific literacygeneration zgadget-based interactive multimediasocioscientific issues
collection DOAJ
language English
format Article
sources DOAJ
author W. Widodo
E. Sudibyo
S. Suryanti
D. A. P. Sari
I. Inzanah
B. Setiawan
spellingShingle W. Widodo
E. Sudibyo
S. Suryanti
D. A. P. Sari
I. Inzanah
B. Setiawan
The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy
Jurnal Pendidikan IPA Indonesia
scientific literacy
generation z
gadget-based interactive multimedia
socioscientific issues
author_facet W. Widodo
E. Sudibyo
S. Suryanti
D. A. P. Sari
I. Inzanah
B. Setiawan
author_sort W. Widodo
title The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy
title_short The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy
title_full The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy
title_fullStr The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy
title_full_unstemmed The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy
title_sort effectiveness of gadget-based interactive multimedia in improving generation z’s scientific literacy
publisher Universitas Negeri Semarang
series Jurnal Pendidikan IPA Indonesia
issn 2339-1286
2089-4392
publishDate 2020-06-01
description Scientific literacy is very important to generation Z (Gen-Z), while Gen-z’s scientific literacy in Indonesia needs to be improved. The use of gadgets by Gen-Z almost all the time in their daily lives enables research to improve scientific literacy by using gadgets. This study aims to determine the effectiveness of gadget-based interactive multimedia to improve Gen-Z scientific literacy and describe the Gen-Z response to interactive multimedia. This research was a pre-experiment study with one group pretest and posttest design. Interactive multimedia was designed to be applied on gadget, consists of Socioscientific Issues (SSI) which was relevant to pressure concepts. This research involved two junior high schools in East Java, Indonesia. Scientific literacy test instrument was designed based on scientific literacy aspects of PISA 2015. The inferential test results showed that posttest score was significantly greater than the pretest in the two schools. Results showed that the mean score of students’ scientific literacy at School I increased from 39.6 to 74.0 and N-gain score was 0.57 which was in medium category. In addition, the average scientific literacy score of students in School II also increased from 31.5 to 59.9 and Ngain score was 0.41 which was in the medium category. The inferential test results also showed that there were no significant N-gain differences in the two schools. It can be concluded that interactive multimedia developed effective to improve students’ scientific literacy. However, Gen-Z students cannot be satisfied with the multimedia. Students suggest several multimedia enhancements in terms of visual, audio, and music, so that they can enjoy the multimedia all the time by using the device.
topic scientific literacy
generation z
gadget-based interactive multimedia
socioscientific issues
url https://journal.unnes.ac.id/nju/index.php/jpii/article/view/23208
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