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

Jurnal Pendidikan IPA Indonesia · Vol. 9 No. 2 (2020) · pp. 248–256

DOI
10.15294/jpii.v9i2.23208
ISSN
2089-4392, 2339-1286
Published
2020-06-30
Publisher
Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)
Language
eng

Abstract

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.Â

Keywords

Collaboration network of the authors

27 authors · 67 co-authorship links · 23 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Negeri Surabaya
  • National Research and Innovation Agency
  • Sunan Gunung Djati State Islamic University Bandung
  • Universitas Muhammadiyah Prof Dr Hamka
  • Indonesia Open University
  • Indonesia University of Education
  • State University of Semarang
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Budi JatmikoUniversitas Negeri Surabaya2
Martini MartiniUniversitas Negeri Surabaya2
Deni HadianaNational Research and Innovation Agency1
Zulmi RamdaniSunan Gunung Djati State Islamic University Bandung1
Andi AmriUniversitas Muhammadiyah Prof Dr Hamka1
Jaka WarsihnaIndonesia Open University1
Darwis ChandraIndonesia University of Education1
E. SopandiNational Research and Innovation Agency1
Muhamad Arif MahdiannurUniversitas Negeri Surabaya1
Ahmad QosyimUniversitas Negeri Surabaya1
Laily RosdianaUniversitas Negeri Surabaya1
Hasan SubektiUniversitas Negeri Surabaya1
Purwanti Widhy HastutiUniversitas Negeri Surabaya1
Tutut NuritaUniversitas Negeri Surabaya1
Sudarmin SudarminState University of Semarang1
Wahyu Budi SabtiawanUniversitas Negeri Surabaya1
Dian Kurvayanti InnatesariUniversitas Negeri Surabaya1
Miftakhul Ilmi Suwignya PutraUniversitas Negeri Surabaya1
Titin SunartiUniversitas Negeri Surabaya1
Dyah AstrianiUniversitas Negeri Surabaya1
Yuli AstutiAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/nju/index.php/jpii/oai, first harvested 29 Okt 2026, last seen 29 Okt 2026.
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	<dc:title xml:lang="en-US">The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy</dc:title>
	<dc:creator>Widodo, W.</dc:creator>
	<dc:creator>Sudibyo, E.</dc:creator>
	<dc:creator>Suryanti, S.</dc:creator>
	<dc:creator>Sari, D. A. P.</dc:creator>
	<dc:creator>Inzanah, I.</dc:creator>
	<dc:creator>Setiawan, B.</dc:creator>
	<dc:subject xml:lang="en-US">scientific literacy; generation Z; gadget-based interactive multimedia; socioscientific issues</dc:subject>
	<dc:description xml:lang="en-US">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. </dc:description>
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	<dc:date>2020-06-30</dc:date>
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	<dc:source xml:lang="en-US">Jurnal Pendidikan IPA Indonesia; Vol 9, No 2 (2020): June 2020; 248-256</dc:source>
	<dc:source>2089-4392</dc:source>
	<dc:source>2339-1286</dc:source>
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