Digital Literacy: The Need for Technology-Based Learning Media in the Revolutionary Era 4.0 for Elementary School Children

Laila Fitriana, Agus Hendriyanto, Sani Sahara, Fattah Nur Akbar


Digital literacy today is indispensable for students to use technology according to their needs and capacities. This study aims to analyze educational game-based learning media's needs in the era of industrial revolution 4.0 using descriptive research with an explorative qualitative approach. The research was conducted on grade V elementary school students in Surakarta City. Data collection through interviews and questionnaires. Interviews were conducted on three teachers selected with purposive sampling techniques. The questionnaire was distributed to 85 students online through JotForm. Source triangulation was chosen as a way to assess the validity of data and by using interactive analysis consisting of data collection, data reduction, data presentation, and conclusion drawing obtained research results that show that students need interactive learning multimedia in the form of educational games that can be used on smartphones and computers or laptops. Educational games are expected to be a solution to elementary school students' learning media needs in math subjects and improve students' learning motivation and understanding.


the era of industrial revolution 4.0; educational games; digital literacy; interactive learning multimedia

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