{"title":"小工具中的社会科学问题:互动多媒体提高z世代科学素养","authors":"W. Widodo, Suryanti, E. Sudibyo, D. A. P. Sari","doi":"10.2991/STEACH-18.2019.8","DOIUrl":null,"url":null,"abstract":"Indonesian student scientific literacy needs to be improved. Middle school students today are millennial (generation Z) who cannot be separated from gadget in almost all of their daily activities. This study aims to find alternative ways to improve Z generation science literacy by utilizing gadget, namely studying Socio Scientific Issues (SSI) and their analysis which are packaged in a multimedia interactive (MI) form. The MI-SSI-gadget development uses a 4-D model, with adjustments to the design stage. This study uses i-spring, AIR_SDK, Andaired, and JAVA to develop gadget-based multimedia. This study is on the validity stage according to experts on MI-SSI-gadget to improve scientific literacy. Validity data is obtained from the expert assessment using a multimedia validity assessment instrument. Data were analyzed by descriptive analysis. The results showed that the MI-SSIgadget according to experts is suitable for learning to improve generation Z scientific literacy, with some suggestions for improvement. Keywords— Socio Scientific Issues, Devices, Interactive Multimedia, Science Literacy, Generation Z","PeriodicalId":221746,"journal":{"name":"Proceedings of the International Conference on Science, Technology, Education, Arts, Culture and Humanity - \"Interdisciplinary Challenges for Humanity Education in Digital Era\" (STEACH 2018)","volume":"35 2","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Socio-scientific issues in gadget: interactive multimedia to increase z-generation scientific literacy\",\"authors\":\"W. Widodo, Suryanti, E. Sudibyo, D. A. P. Sari\",\"doi\":\"10.2991/STEACH-18.2019.8\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Indonesian student scientific literacy needs to be improved. Middle school students today are millennial (generation Z) who cannot be separated from gadget in almost all of their daily activities. This study aims to find alternative ways to improve Z generation science literacy by utilizing gadget, namely studying Socio Scientific Issues (SSI) and their analysis which are packaged in a multimedia interactive (MI) form. The MI-SSI-gadget development uses a 4-D model, with adjustments to the design stage. This study uses i-spring, AIR_SDK, Andaired, and JAVA to develop gadget-based multimedia. This study is on the validity stage according to experts on MI-SSI-gadget to improve scientific literacy. Validity data is obtained from the expert assessment using a multimedia validity assessment instrument. Data were analyzed by descriptive analysis. The results showed that the MI-SSIgadget according to experts is suitable for learning to improve generation Z scientific literacy, with some suggestions for improvement. Keywords— Socio Scientific Issues, Devices, Interactive Multimedia, Science Literacy, Generation Z\",\"PeriodicalId\":221746,\"journal\":{\"name\":\"Proceedings of the International Conference on Science, Technology, Education, Arts, Culture and Humanity - \\\"Interdisciplinary Challenges for Humanity Education in Digital Era\\\" (STEACH 2018)\",\"volume\":\"35 2\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the International Conference on Science, Technology, Education, Arts, Culture and Humanity - \\\"Interdisciplinary Challenges for Humanity Education in Digital Era\\\" (STEACH 2018)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2991/STEACH-18.2019.8\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the International Conference on Science, Technology, Education, Arts, Culture and Humanity - \"Interdisciplinary Challenges for Humanity Education in Digital Era\" (STEACH 2018)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2991/STEACH-18.2019.8","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
印尼学生的科学素养有待提高。今天的中学生是千禧一代(Z一代),他们在几乎所有的日常活动中都离不开电子设备。本研究旨在寻找利用小工具提高Z世代科学素养的替代方法,即学习以多媒体互动(MI)形式包装的社会科学问题(SSI)及其分析。mi - si -gadget的开发使用4-D模型,并在设计阶段进行调整。本研究使用i-spring、AIR_SDK、andairs和JAVA开发基于小工具的多媒体。专家们认为,该研究正处于提高科学素养的mi - si小工具的有效性阶段。采用多媒体效度评估仪,从专家评估中获得效度数据。资料采用描述性分析。结果表明,专家认为MI-SSIgadget适合学习提高Z一代的科学素养,并提出了一些改进建议。关键词:社会科学问题,设备,交互式多媒体,科学素养,Z世代
Socio-scientific issues in gadget: interactive multimedia to increase z-generation scientific literacy
Indonesian student scientific literacy needs to be improved. Middle school students today are millennial (generation Z) who cannot be separated from gadget in almost all of their daily activities. This study aims to find alternative ways to improve Z generation science literacy by utilizing gadget, namely studying Socio Scientific Issues (SSI) and their analysis which are packaged in a multimedia interactive (MI) form. The MI-SSI-gadget development uses a 4-D model, with adjustments to the design stage. This study uses i-spring, AIR_SDK, Andaired, and JAVA to develop gadget-based multimedia. This study is on the validity stage according to experts on MI-SSI-gadget to improve scientific literacy. Validity data is obtained from the expert assessment using a multimedia validity assessment instrument. Data were analyzed by descriptive analysis. The results showed that the MI-SSIgadget according to experts is suitable for learning to improve generation Z scientific literacy, with some suggestions for improvement. Keywords— Socio Scientific Issues, Devices, Interactive Multimedia, Science Literacy, Generation Z