Implementing gamification to improve students' financial skills in business and management vocational schools

被引:0
作者
Sukirno [1 ]
Sagoro, E. M. [1 ]
Hidayati, L. N. [1 ]
Purwanto [1 ]
Wastari, D. A. Y. [1 ]
机构
[1] Univ Negeri Yogyakarta, Yogyakarta, Indonesia
来源
INNOVATIVE TEACHING AND LEARNING METHODS IN EDUCATIONAL SYSTEMS | 2020年
关键词
MOTIVATION;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The purpose of this research is to examine the effectiveness of implementing gamification to improve students' financial skills in business and management vocational schools. The design of this research is Classroom Action Research (CAR) with two cycles, consisting of four stages: planning, action, observation, and reflection. The research subjects were students of Vocational Business and Management in Yogyakarta, Indonesia. The data collection method used consists of tests, documentation, and field notes. The data analysis method is quantitative descriptive analysis. The results showed that the average value of students' financial skills increased from 56.96 at pre-test to 81.78 at post-test. The paired sample t-test test shows that there are differences in the average value of financial skills before and after the action. Thus, it can be concluded that the implementation of gamification can improve financial skills.
引用
收藏
页码:242 / 247
页数:6
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