Digilib Perpustakaan Universitas Riau

Tugas Akhir, Skripsi, Tesis dan Disertasi Mahasiswa Universitas Riau

  • Beranda
  • Informasi
  • Berita
  • Bantuan
  • Pustakawan
  • Pilih Bahasa :
    Bahasa Arab Bahasa Bengal Bahasa Brazil Portugis Bahasa Inggris Bahasa Spanyol Bahasa Jerman Bahasa Indonesia Bahasa Jepang Bahasa Melayu Bahasa Persia Bahasa Rusia Bahasa Thailand Bahasa Turki Bahasa Urdu

Pencarian berdasarkan :

SEMUA Pengarang Subjek ISBN/ISSN Pencarian Spesifik

Pencarian terakhir:

{{tmpObj[k].text}}
Image of Pengembangan Bahan Ajar Berbasis Game Edukasi Untuk Meningkatkan Literasi Keuangan Siswa Di Kelas X SMAN 9 Pekanbaru
Penanda Bagikan

CD Tesis

Pengembangan Bahan Ajar Berbasis Game Edukasi Untuk Meningkatkan Literasi Keuangan Siswa Di Kelas X SMAN 9 Pekanbaru

Dwi Indah Oktaviani / 2210246943 - Nama Orang;

This research aims to produce a product in the form of financial literacy teaching materials based on educational games on the topic of banking and non-banking financial institutions to enhance students' financial literacy, which are valid, practical, and effective. The developed teaching materials encompass financial institution topics integrated with an adventure game designed using Unity 3 software. The evaluation questions within the teaching materials are at the cognitive levels of analyzing (C4), evaluating (C5), and creating (C6), developed using the Quizizz platform.
This study is a development research employing the 4D model by Thiagarajan, Semmel, and Semmel, known as the four D model. The stages of the 4-D model begin with the definition stage, followed by design, development, and dissemination stages. The data analysis techniques used include analysis of validation sheets, practicality sheets, and effectiveness. Effectiveness is measured using the T-Test and N-Gain Score. The field trial utilized a pre-experimental design of the one-group pretest-posttest type, where students were given tests before and after the learning process.
The validation results obtained show an average total of 94.44%, categorized as very valid or highly feasible. Analysis of response questionnaires revealed that the average practicality from teachers was 95.56%, from students was 88.22%, and from observations was 88.63%. Based on these averages, the teaching materials can be considered practical. The N-Gain Score analysis indicated that students' understanding had improved. A total of 25 students, or 33.8%, fell into the high improvement category, while 49 students, or 66.2%, were in the moderate improvement category. Overall, the average N-Gain Score was 0.6594, which is categorized as "moderate" improvement. The effectiveness of using financial literacy teaching materials based on educational games can be seen from the average N-Gain percentage of 65.94%, categorized as "fairly effective". This means that the financial literacy teaching materials based on educational games are proven to be fairly effective in enhancing students' financial literacy understanding, particularly on the topic of banking and non-banking financial institutions.
Keywords : Development, Teaching Materials, Financial Literacy, Educational Games


Ketersediaan
#
Perpustakaan Universitas Riau 2210246943
2210246943
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
2210246943
Penerbit
Pekanbaru : Universitas Riau Pascasarjana Tesis Pendidikan Ekonomi., 2024
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
2210246943
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PENDIDIKAN EKONOMI
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Jaka
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • COVER
  • DAFTAR ISI
  • ABSTRAK
  • BAB I PENDAHULUAN
  • BAB II TINJAUAN PUSTAKA
  • BAB III METODE PENELITIAN
  • BAB IV HASIL PENELITIAN DAN PEMBAHASAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
Komentar

Anda harus masuk sebelum memberikan komentar

Digilib Perpustakaan Universitas Riau
  • Informasi
  • Layanan
  • Pustakawan
  • Area Anggota

Tentang Kami

As a complete Library Management System, SLiMS (Senayan Library Management System) has many features that will help libraries and librarians to do their job easily and quickly. Follow this link to show some features provided by SLiMS.

Cari

masukkan satu atau lebih kata kunci dari judul, pengarang, atau subjek

Donasi untuk SLiMS Kontribusi untuk SLiMS?

© 2025 — Senayan Developer Community

Ditenagai oleh SLiMS
Pilih subjek yang menarik bagi Anda
  • Karya Umum
  • Filsafat
  • Agama
  • Ilmu-ilmu Sosial
  • Bahasa
  • Ilmu-ilmu Murni
  • Ilmu-ilmu Terapan
  • Kesenian, Hiburan, dan Olahraga
  • Kesusastraan
  • Geografi dan Sejarah
Icons made by Freepik from www.flaticon.com
Pencarian Spesifik
Kemana ingin Anda bagikan?