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Renni Sartika; Arief Hidayatullah

Sinov : Media Informasi Penelitian Kabupaten Semarang 2023 Badan Perencanaan Pembangunan, Riset dan Inovasi Daerah Kabupaten Semarang

The purpose of this study was to find out the Regional Government Communication strategy in an effort to socialize Regional Regulation (Perda) Number 5 of 2019 concerning the Implementation of Child Protection in Bima Regency. This step is an effort to reduce the number of detentions and sexual violence against children. Also, considering the importance of information facilities about sexual education for children, in reducing the phenomenon of reduction and sexual violence against children in Bima District. The type of this research is descriptive research with a qualitative approach. The location of this research is in the Office of the Regional Technical Implementation Unit for the Implementation of Women's Empowerment and Child Protection (UPTD P3AP2KB), the Social Service and the Education Office of Bima Regency. While the data collection techniques consist of observation, interviews, and documentation. Furthermore, the data analysis technique in this study uses an interactive model according to Miles and Huberman namely; (1) data reduction; (2) data presentation; and (3) conclusion/verification. The results of the study show that sex education is designed to assist children in obtaining an appropriate understanding of their own sexual development as well as the personal and social development that accompanies this sexual development. So that the role of the Regional Government in efforts to socialize Regional Regulation No. 5 concerning the Implementation of Child Protection in Bima Regency is very important. This is not only a concern for the Government but also for parents, the general public, schools and the media to provide protection for children. Because a proper understanding of sex and sexuality will be a strength as well as a fortress for children from cases of vandalism and sexual violence against children. Strengthening socialization and education regarding the importance of early childhood sex education to parents/guardians using a collaborative approach, so that the general public is more aware of child protection in Bima District.

Erwin, Erwin; Ariani, Farida

Jurnal Komunikasi Pendidikan 2023 Universitas Veteran Bangun Nusantara

The impact of online learning during the COVID-19 pandemic has significantly affected the activities, psychological conditions, and behavioral changes in adult learners, with technology-based learning becoming increasingly widespread in higher education institutions. Both professors and students have adapted to engage in distance learning interactions, including those at the Faculty of Tarbiyah, Islamic Institute of West Sumatra, who have become familiar with utilizing virtual classes through collaborative learning methods. This research aims to analyze the influence of implementing virtual classes with collaborative learning methods, student engagement, and the challenges faced by students in online learning on learning outcomes. The research method employed is a mixed-method convergent parallel design, involving the collection of both qualitative and quantitative data. Qualitative data analysis uses descriptive analysis, while quantitative data is analyzed using a cross-sectional study design. The research findings indicate that student learning through virtual classes at the Faculty of Tarbiyah, supported by platforms like Google Classroom, WhatsApp, and Zoom Meetings, has been effective and has positively impacted students' learning achievements. The challenges encountered by students and professors during online learning include technology mastery, cost, smooth communication, interactive success, internet signal, and time management. For the faculty members of Tarbiyah, it is recommended to conduct online learning based on virtual classes, involving various integrated platforms such as Google Classroom, WhatsApp, and Zoom Meetings. Additionally, preparing a comprehensive online learning guide with solutions to handle technical issues would be beneficial. This research contributes to the education field by providing insights into effective online learning practices and highlighting the challenges that need to be addressed to improve the overall learning experience.

Widyana Dini Maylinda; R. Yuniardi Rusdianto

Jurnal Pelayanan Hubungan Masyarakat 2023 International Forum of Researchers and Lecturers

The growth of businesses on a micro, small and medium scale is in line with technological advances that are also experiencing rapid development. The Internet is one of the technological advancements that can be used for online product marketing, either through social media or e-commerce. Digital marketing and branding are the right marketing and media strategies to reach a wider market. This digital marketing and branding assistance activity aims to educate and facilitate MSMEs in Musir Lor Village to reach their consumers globally. Using the ABCD method through an approach that focuses on assets owned by MSMEs, this devotion activity seeks the realization of a social life order so that people can become perpetrators and determine development efforts in their environment. This assistance activity uses an object, namely MSME "Kiara Snack " Ibu Marfi'ah, which produces a variety of cakes and traditional snacks. The result of this assistance activity is the creation of logo design, registration of NIB, updating packaging design, interactive content creation and digital marketing through social media and e-commerce.

Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

This study aims to produce interactive video learning media in mathematics learning to improve students' mathematical understanding that is valid, practical and effective. This research is a development research where the research procedure uses a 4D design, namely (Define, Design, Development, and Dissemination) but this research only reaches the Development stage due to limited time, costs and research subjects. The subjects in this study were 26 class X students of SMAN 1 Nanga Tayap. The instrument used by the researcher was a validation sheet to see the validity of interactive video media, a response questionnaire was used to see the practicality of interactive video media and a pilot test was used to see the practicality of interactive video media in improving students' mathematical understanding abilities. Based on the validation of the three validators on learning interactive video media, it can be declared valid with an average index percentage of 79.69% with valid criteria. Material expert validation was declared valid with an average index percentage of 78.88% with valid criteria. Meanwhile, media expert validation was declared valid with an average percentage index of 79.28% with valid criteria. The level of practicality with an average percentage of teacher responses is 80%, with very valid criteria and an average percentage of student responses is 82.66% with very practical criteria. From the results of completing the teacher and student response questionnaire, interactive video learning media for students' mathematical understanding can be stated to be very practical for students. The level of effectiveness of students after using interactive video learning media on mathematical understanding abilities is 80.76% with very effective criteria.    

Mutiara Triadinda; Nasyiatul Asiyah; Usman Efendi; Ma’rifatul Anwar

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

This Community Service aims to provide learning media training using the Quizizz application on reading comprehension. Reading comprehension lessons are often a problem in English subjects, because in addition to having to read the text students also have to understand the reading text. To make it easier for students to understand the content contained in the reading text easily, Media is needed so that they have a high enthusiasm for learning in doing and understanding the English lesson questions. The subjects in this service are class XI science students totaling 18 students. This service implementation activity uses the audience center method, namely by providing interactive training and mentoring. The implementation of training on the use of the Quizizz application is designed in several stages, namely: planning, implementation, follow-up, and evaluation. The result obtained from this service activity is that students can use the Quizizz application as a learning medium in reading comprehension material.  

Rudjiono, Daniel; Rudjiono, Daniel; Ester Dian Santoso

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively.                 The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.  

Muamar Al-Qodri; Satria Wiguna; Hafizh Hafizh

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

In today’s digital era, many schools face challenges in utilizing social media as an effective means for promotion and enhancing the image of the institution. Despite the enormous potential of social media, many educators and administrative staff are still lacking in skills in optimally managing this platform. Based on these problems, the purpose of this study was to improve the skills and understanding of participants regarding the use of social media as a strategic promotional tool for schools, as well as to encourage the adoption of more effective digital marketing practices. The method used in this study was a participatory approach through an interactive workshop. The workshop involved hands-on training sessions, group discussions, and social media content creation simulations, which were designed to provide practical experience and enhance participants’ understanding directly. Data were collected through observation, pre- and post-workshop questionnaires, and interviews with participants to measure changes in their skills and perceptions. The results showed a significant increase in participants’ technical skills in managing social media, as well as a positive change in their perspectives on the importance of social media as a promotional tool. Most participants reported that they felt more confident and ready to implement more structured and data-driven promotional strategies in their schools. These results indicate that the workshop successfully achieved its objectives and had a positive impact on participants’ ability to utilize social media effectively.

Fransiskus Dwi Anggoro

This study aims to describe the stages of developing E-LKPD based on the Wizer.me Website on fantasy story text material for class VII and the form of E-LKPD based on the Wizer.me Website on fantasy story text material for class VII. This research uses the Research and Development (R&D) method with the Borg and Gall model, which uses 6 stages according to the needs, abilities and scope of the research. The results of the study show that 1) the stages of developing E-LKPD based on the Wizer.me Website for fantasy story text material start from the potential and problem analysis stages with unstructured interviews with teachers and analysis of the LKPD used by the teacher during learning. The next stage is needs analysis, product design stage, product validation stage carried out by material expert validators and media design expert validators. The score obtained was 86.11% from the material expert validator, and 83.33% from the media design expert validator. Based on the results of this assessment, it can be concluded that the E-LKPD based on the Wizer.me Website, fantasy story text material for class VII "very feasible." ” is used in learning. The next stage is product revision, and finally the final product. The final product produced is in the form of an E-LKPD which is included on the Wizer.me Website which can be accessed using a device, laptop or computer via the link provided. 2) the form of this E-LKPD is in the form of an interactive multimedia LKPD which can be accessed via a link and will be transferred to the Wizer.me Website, this form of E-LKPD consists of the cover of the E-LKPD, KD and IPK, completion time, brief materials, work instructions -LKPD, and tasks that must be done.

Delia Maharani

Jurnal Inovasi Ilmu Pendidikan 2023 Pusat Riset dan Inovasi Nasional

Writing skills are a skill on which the text is carried on. Writing also has the advantage of being an indirect means of communication but only one - way communication between the writer and his reader. The flap book's lift leads to a teaching based on the creation of interactive illustrated books, and it has pictures and texts in it by means of a paper technique that can close or can be referred to by a windowless book. The purpose of this study is to know the increasing skill of writing the story from the flap book of the class iii students in the teachers' swing. The approach used in this study is a quantitative approach using a type of experimental design quasi with a non-invasive control group design. The design has two randomly selected groups, each given the same treatment in pretests, treatment and posttests. The study subject is a class iii student of 52 children with details of 26 children as an experiment group and 26 children as a control group. The validity of the instrument using brivate Pearson. The data collection technique used is the tests and observations used to measure the students' storywriting skills. The normality and homogenity tests Shared colmogorov snov and the levene test for equality. Hypothetical testing USES the independent formula of t-test samples with help SPSS 15 for Windows with value value < 0.05. Hypothetical testing identified the value of sig. (2-tailed) by 0.004 < 0.05, the basis for decision-making in the independent test of t-tests can be concluded that there is a significant and correct difference between the experimental group and the control group. Experimental groups get a much higher value increase compared with the control group. The experimental group with a 10/15 27 pretest while its posttest scores rose to 14.08. The control group pretest scores 10.12 while its posttest scores are 12.23. This proves that the flap book's elevator teaching materials can provide an increased listening skill for class iii students. With the use of the flap book's lift, students are able to re-foster students' attention, interest, and creativity in learning, sharpening and getting used to storywriting skills.

Hermawan Honggo Widagdo; Ahmad Nugroho; Gati Zulfikar

Jurnal Penelitian Manajemen dan Inovasi Riset 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study explores the utilization of simple Augmented Reality (AR) technology to enhance customer engagement in the marketing programs of small and medium-sized enterprises (SMEs), specifically focusing on Anna Rental Perlengkapan Bayi in Semarang. The research employs an experimental design, developing and evaluating an AR-based information system prototype. Data collection methods include structured interviews, direct observations, and analysis of Instagram post performance. Results indicate a significant increase in customer engagement with AR content, showing an increase from fewer than 100 viewers for regular content to approximately >200 viewers for AR content, with 5% of these engaging further by clicking the AR link and 2% proceeding with a call-to-action. These findings align with existing theories on the effectiveness of interactive technologies in marketing. The study concludes that AR technology can substantially enhance customer engagement and suggests that SMEs adopt such technologies for improved marketing outcomes. Practical implications highlight the need for training and support for SMEs to implement AR effectively. This research provides a foundation for further studies on AR applications in SME marketing strategies in Indonesia.

Kevin Cahya A. U.; Neta Dwi Wulandari; Rery Irmawati; Lisna Laylatul A.; Shofira A. +3 more

Learning media greatly determines the effectiveness and efficiency of achieving learning objectives. This development was carried out with the aim of making PBL-based physics worksheets on parabolic motion material and its application as an alternative medium for physics lessons. Parabolic motion is circular motion whose trajectory is a parabola. This study uses a research design methodologyResearch and Development or research and development. Based on the research results assessed by material experts and media experts that PBL-based physics worksheets on parabolic motion material and its implementation have a feasibility index of 80 and 87 which fall into the feasible category.

Felicia Azzahra Kusdinar; Ratna Dewanti; Ilza Mayuni; Dieni Nurhasanah

Problems in learning writing did not seem to find a bright spot in education. Teachers tried to find solutions by evaluating learning materials and learning media. Recently, the solution of the writing problem had become a major concern. Thus, this research aimed to design technology-based learning materials referred to interactive videos with target learner seventh graders. This methodology used design development research (DDR). Data were sourced from junior high schools in Jabodetabek. The main data for designing were the results of the analysis learning materials, learning objectives, and interview result with teacher. The design of interactive video paid attention to the main aspects including the characteristics of interactive video, learning objectives, and students' needs. In addition, time efficiency was also important to maintain students' motivation in learning. Through interactive video, students' engagement in interacting with the learning content was the key to successful learning. Therefore, the result of this design showed this media has high potential to be implemented in writing class.

Syamsir Adam

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

This research focuses on developing a game-based learning model to improve students' mathematical problem-solving abilities of class XI students at SMK Pratidina Makassar. This model was designed to make the learning process more interesting and interactive while increasing students' understanding of mathematical concepts. Through a game approach, students are invited to think critically and analytically in solving mathematical problems, so that their problem-solving abilities can develop. The research results show that this game-based learning model is effective in improving students' mathematical problem-solving abilities. Apart from that, this model also succeeds in creating a more enjoyable learning atmosphere and students' learning motivation is higher. Therefore, this research recommends implementing a game-based learning model in teaching mathematics.

Imam Mualim; Nuari Anisa Sivi; Najla Asyila; Oriza Panduwinata

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology provides opportunities for educators to create more efficient and interactive learning evaluation media. This study aims to design and develop a computer-based test media using Wondershare Quiz Creator as a tool to support online learning. The research method used is Research and Development (R&D) with a waterfall model, which includes the stages of needs analysis, design, development, testing, and implementation. The results show that the developed test media is capable of providing various types of questions, such as multiple choice, short answer, true-false, and matching, and is equipped with features such as automatic feedback, time settings, and exportable test results. User testing indicates that the media is easy to use, responsive, and effective in supporting the learning evaluation process in online learning. In addition, educators can quickly create, manage, and distribute tests through digital platforms without requiring advanced technical skills. Thus, the use of Wondershare Quiz Creator has proven to be an alternative solution for providing practical and interactive computer-based test media that supports improving the quality of online learning. This research is expected to serve as a reference for educators in utilizing technology to enhance the effectiveness of learning evaluation

Silvia Permatasari; Tengku Hamid Darmawan; Rendy Rendy; Nabila Azzahra; Lola Zulaika +6 more

Jurnal Inovasi Ilmu Pendidikan 2022 Pusat Riset dan Inovasi Nasional

The Industrial Revolution 4.0, which coincided with the presence of the Covid-19 pandemic, demanded that the world of education implement a different system. Classroom learning that involves students directly is now starting to switch to online learning. One of the learning media used is the Kahoot application. Interactive quizzes in this application can be implemented on an ongoing basis, including in face-to-face learning after the pandemic. Unfortunately, not all educational institutions know about the existence and benefits of this application. Sungai Putih High School, Kampar Regency, which is our service partner, is one of them. This dedication to introducing interactive learning through online media has had satisfactory results. From 38 respondents covering all classes and teachers at the high school, 100% of respondents felt interested in this learning and 96% of respondents agreed that learning evaluation using Kahoot was felt to be more effective than tests in general. For the continuity of implementation, the service team provided a Kahoot Usage Guide book which was designed directly by the service team.

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and test the feasibility of the “Colorful Science Kit” as a colorful-based learning media to improve early childhood science literacy. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 20 children aged 5–6 years at an early childhood education institution. Data collection was carried out through observation, interviews, documentation, and expert validation using a Likert scale instrument. The validation results showed that the media obtained a very feasible category with an average percentage of 91%. The implementation of the media showed an increase in children’s scientific literacy skills, especially in the skills of observing, grouping, predicting, and communicating the results of simple experiments. Children showed high enthusiasm during the color exploration activities and were able to work actively together in small groups. The use of color-based media also helped improve children’s attention, creativity, and communication skills during the learning process. The results of the study showed that the “Colorful Science Kit” was effectively used as an interactive and fun science learning media in early childhood education. This media is recommended as a contextual learning innovation to support the development of scientific literacy in early childhood education (PAUD).

Danang Danang; Ekky Fredyan; Iman Saufik Suasana

Jurnal Universal Technic (UNITECH) 2022 Fakultas Teknik Universitas Maritim AMNI Semarang

Home security system is a term to describe a system of protection for residents in the environment and its surroundings from the interference of crime. A house has been equipped with high technology and can be connected to the security equipment in the house. Home security is made in order to create security, comfort and safety for residents of the house and can maintain the security of the environment without monitoring. Home security can be operated via a microcontroller and a mobile device. Home security in Indonesia is currently classified as very important, this is because the crime rate is increasing every year. The development of home security has been carried out using various existing technologies, such as the nodemcu microcontroller, which is a hardware platform intended to create prototypes of interactive electronic equipment based on flexible and easy-to-use hardware and software. This research was conducted to produce a simple home security system by utilizing nodemcu technology and a combination of sensors and an ESP32 cam as a medium to be able to run sensors and home security cameras. This research was conducted by conducting a literature study, exploring the technologies used, as well as the concept of mobile-based software development. The next step is to define requirements, analysis, design, and implementation (programming and testing the system that has been built).

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and determine the effectiveness of the "Rainbow Learning Box" learning media in fostering scientific literacy in early childhood. This media is designed as a simple, experiment-based science learning tool using colorful colors to help children understand the concepts of color, color mixing, and simple changes through play-and-learning activities. The study employed the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study subjects consisted of 20 children aged 5–6 years at a pre-school (PAUD) institution. Data collection techniques included observation, interviews, documentation, and child development assessment sheets. The results showed that the use of the "Rainbow Learning Box" increased children's engagement in learning, curiosity, observation skills, and simple communication skills related to experimental results. Children appeared more active and enthusiastic during learning activities because the media was engaging, interactive, and suited to the learning characteristics of early childhood. Furthermore, teachers responded positively to the media's use, citing its ease of use, safety, and affordability. Therefore, the "Rainbow Learning Box" can be an alternative, innovative science learning media to optimally support the development of scientific literacy in early childhood.