CD Tesis
Pengembangan Bahan Ajar Berbasis Game Edukasi Untuk Meningkatkan Literasi Keuangan Siswa Di Kelas X SMAN 9 Pekanbaru
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
Tidak tersedia versi lain