Enhancing Financial Literacy Through Educational Game-Based Learning Materials

Dwi Indah Oktaviani, Gusnardi Gusnardi, Caska Caska, Suarman Suarman, Henny Indrawati

Abstract


This study aims to develop educational materials based on financial literacy through educational games to enhance high school students' understanding of financial literacy. Using the Research and Development (R&D) method with the 4-D model by Thiagarajan, Semmel, and Semmel, this research involves the stages of define, design, develop, and disseminate. The study was conducted at SMAN 9 Pekanbaru with subjects being tenth-grade students. Data were collected through interviews, questionnaires, and tests, and analyzed using descriptive techniques, t-tests, and N-Gain to measure the effectiveness of the instructional materials. Validation results indicated that the instructional materials had an overall average of 94.44%, categorized as highly valid. Field trials showed the practicality of the instructional materials with average responses from teachers at 95.56%, from students at 88.22%, and from observations at 88,63%. N-Gain test results showed that students' understanding increased with an average N-Gain score of 0.6594, which falls into the "moderate" category. The effectiveness of using financial literacy instructional materials based on educational games reached 65.94%, categorized as "moderately effective". Thus, these instructional materials are proven to be moderately effective in improving students' financial literacy understanding regarding banking and non-banking financial institutions.


Keywords


financial literacy, educational games, instructional materials, industrial revolution 4.0, 21st-century education

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DOI: http://dx.doi.org/10.35931/aq.v19i1.3994

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