The low scientific literacy of Indonesian students attracts the attention of Indonesian education practitioners to continue researching the right solution to overcome it. With the help of multi-representation interactive multimedia, this research facilitated students to learn actively and independently. The aim of this research was to develop multi representation-based interactive multimedia (MRIM) to improve students' scientific literacy skills. The research method is research and development with 4D model (define, design, develop, and disseminate), and data analysis using Paired t-test. The define stage for problem identification and analyzing needs, we involved a sample of 30 students from 8th grade and 2 science teachers. At the design stage, a multimedia framework and scientific literacy instruments were created. In the develop stage, multimedia was tested on 1 lecturer as a reviewer, and 3 teachers, and then the media was tested on a small group, consisted of 7 students of 7th grade of SMPQT Al-Hamidiyah with random selection. And at the disseminate stage, all data that has been processed is then written in the form of articles which will then be published. The results of the expert judgment test stated that the multimedia is feasible to use, while the small group test results showed that this multimedia can improve students' scientific literacy skills with a significance value of 0.000 <0.05 (based on the results of the paired t-test). In conclusion, this interactive multimedia is very suitable for use in learning and can improve students' scientific literacy skills
The causes of low literacy in Indonesia are influenced by several factors including teaching materials that are not under the development of students, teacher-centered learning, and low levels of reading ability. This research was conducted to determine the differences in teaching materials used in schools and STEM-based e-modules that were developed and to see the level of feasibility and practicality of STEM-based e-modules. This research used to research and development (R&D) methods by adopting the borg and gall model consisting of over seven stages namely, research and data collection, planning, development, product validation, product revision, field trial, and final product. based on the results of STEM-based e-module validation on colloidal material, the percentage of media and material experts was 89.6% and 90.6%. The practicality of the teacher obtained a percentage of 89%. Based on the validation results of media experts, material experts, and teacher practicality, it was found that STEM-based e-modules were declared feasible and practical to use in the learning process. Based on the results of an analysis of differences in teaching materials in schools and the developed e-modules, it was stated that they were different both in terms of the format and the learning model used.
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