GAME DESIGN ON FINANCIAL LITERACY AS EDUCATIONAL GAME ABOUT FINANCIAL KNOWLEDGE FOR EMERGING ADULTHOOD
The 2016 National Financial Literacy Survey regarding the condition of financial literacy in Indonesia is around 29.7%, which means that out of every 100 residents only about 23 people are in the well literate category. For the age group of emerging adulthood, life satisfaction is associated with in...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/66742 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The 2016 National Financial Literacy Survey regarding the condition of financial literacy in Indonesia is around 29.7%, which means that out of every 100 residents only about 23 people are in the well literate category. For the age group of emerging adulthood, life satisfaction is associated with income, social support from friends and family, and identity commitment, even income or financial aspects are important aspects for them. To improve financial literacy, game design is carried out using the Three-Layered Thinking Model design method. This method is used for education games based on a pedagogical curriculum, this game has a unique design concept according to player respondents about “play” using the Playcentric Design Process approach. This game has a casual RPG genre as a financial education game that is easy to understand for emerging adulthood. Game testing on this game was tested on 47 users by giving pre-test and post-test after using the game. The test results show that most of the respondents have an increase in financial literacy with an average value of the number of questions answered before using the game from 11.8 to 18.9. So, it can be concluded that this game can be implemented as a learning media because it provides an increase in participants' knowledge about financial literacy correctly. In addition, a paired t-test was calculated with a p-value of 1.147 x 10-13 which is less than the research significance limit of 0.05, meaning that it has a significant effect between before and after using this game. |
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