The aim of the research was to produce a profile of students' needs analysis about scientific literacy involving graphic organizers for science strategy to build scientific attitudes on high grade elementary students and produce prototypes of scientific literacy teaching materials to build the scientific attitudes of elementary students. This research is based on the problem of the low literacy skills of Indonesian children. The research objective can be achieved with the mixed method research method with the type of Plomp development. Plomp development steps, namely: preliminary research, prototyping phase, and assessment stage. The results of the study at the preliminary research stage, namely: the analysis of curriculum profile analysis, profile analysis of student characteristics, and analysis of student needs profiles. It was found that elementary students tended to open textbooks when they were in the learning process and they liked the red color for books. However, they have difficulty in developing a scientific attitude. Whereas in the prototyping phase, prototypes of scientific literacy teaching materials were produced using the graphic organizers for science strategy to build valid students' scientific attitudes. The prototype of scientific literacy teaching materials is ready to be tested. The results showed that science literacy teaching materials were very supportive of students' science learning activities in elementary schools. Elementary school students are enthusiastic about learning when using science literacy teaching materials. Science literacy teaching materials are very suitable for use in elementary schools as a companion book for elementary students in mastering science.
This study aims to develop a thematic learning media in the era of industrial revolution 4.0 by using educational games for elementary students that are valid, practical and effective. Thematic learning media using educational games is closely related to innovation and the use of technology following the demands of the industrial revolution 4.0 era to increase student attractiveness in learning. Media developed using the help of the Adobe Flash CS 6. program. The material in the form of media thematic which integrates several subjects. The development model used is 4-D (define, design, develop, disseminate). The research data was obtained from the validity test (media validation sheet), practicality (student and teacher response questionnaire), and effectiveness (student learning activities and results). Data were analyzed descriptively. The results showed that the thematic learning media was valid (media content according to curriculum, attractive design and layout, ease of operation, easy to understand students' language, and clear presentation according to student characteristics), practical (clear contents and objectives, easy to read, attractive appearance, and can increase student interest in learning), and effective (can increase student activity and learning outcomes). Learning media using educational games can create a fun learning process.
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