Alamin, Rabendra Yudistira (2025) Desain Kerangka Konseptual Permainan Edukasi Adaptif Untuk Meningkatkan Motivasi & Keterlibatan Siswa SMA Dalam Pembelajaran Literasi Keuangan Di Indonesia. Doctoral thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Model pembelajaran aktif saat ini banyak digunakan untuk menggantikan sistem pembelajaran tradisional. Salah satu media pembelajaran aktif adalah permainan atau Game Based Learning (GBL). Saat ini GBL menjadi alternatif media kreatif untuk sistem pembelajaran di Indonesia, termasuk diantaranya edukasi literasi keuangan bagi siswa SMA. Studi empiris yang membandingkan GBL dengan pembelajaran tradisional menunjukkan bahwa permainan mampu meningkatkan efektivitas dan hasil belajar siswa. Meskipun begitu, perlu dilakukan studi lebih lanjut bagaimana latar belakang atau profil pemain dapat mempengaruhi motivasi dan keterlibatan mereka selama proses pembelajaran. Pada edukasi literasi keuangan hal ini menjadi penting karena kelompok sosial ekonomi yang berbeda memiliki cara pandang yang berbeda pula tentang konsep keuangan, sehingga akan merespon konten edukasi dengan cara yang beragam pula. Untuk menjawab gap tersebut, diperlukan media permainan edukasi literasi keuangan adaptif yang dapat mengakomodasi kebutuhan pemain berdasarkan latar belakang sosial ekonomi. Penelitian ini terdiri dari tiga tahapan, yaitu (1) menghasilkan kerangka konseptual permainan edukasi adaptif literasi keuangan, (2) mendesain purwarupa permainan edukasi adaptif, dan (3) mengetahui tingkat motivasi dan keterlibatan siswa SMA terhadap prototype permainan edukasi adaptif. Pada akhirnya penelitian ini memberikan wawasan dan implikasi praktis bagaimana desain permainan yang disesuaikan dengan latar belakang target dapat memengaruhi hasil belajar dan menyediakan peta jalan yang komprehensif untuk memperdalam pemahaman tentang peran GBL dalam pendidikan.
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Active learning models are increasingly being used to replace traditional learning systems. One of the active learning media is games or Game-Based Learning (GBL). GBL has emerged as a creative alternative medium for the education system in Indonesia, including for financial literacy education among high school students. Empirical studies comparing GBL with traditional learning have shown that games can improve students’ learning outcomes and effectiveness. However, further research is needed to explore how players’ backgrounds or profiles influence their motivation and engagement during the learning process. In the context of financial literacy education, this becomes crucial because different socioeconomic groups have varying perspectives on financial concepts and therefore respond to educational content in diverse ways. To address this gap, there is a need for adaptive financial literacy educational games that can accommodate players’ needs based on their socioeconomic background. This study consists of three stages: (1) developing a conceptual framework for an adaptive financial literacy educational game, (2) designing a prototype of the adaptive educational game, and (3) measuring the level of motivation and engagement of high school students toward the game prototype. Ultimately, this research provides insights and practical implications on how game design tailored to the target audience's background can influence learning outcomes and offers a comprehensive roadmap for deepening the understanding of GBL's role in education
Item Type: | Thesis (Doctoral) |
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Uncontrolled Keywords: | Game Based Learning, adaptive, motivation, engagement, high school student, financial literacy |
Subjects: | L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools N Fine Arts > NC Drawing Design Illustration |
Divisions: | Interdisciplinary School of Management and Technology (SIMT) > 66105-Doctor of Technology Management (DMT) |
Depositing User: | Rabendra Yudistira Alamin |
Date Deposited: | 29 Jul 2025 10:17 |
Last Modified: | 29 Jul 2025 10:17 |
URI: | http://repository.its.ac.id/id/eprint/123025 |
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