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Literasi Keuangan Digital sebagai Determinan Perilaku Menabung Generasi Z di Indonesia Agatha Pricillia Sekar Tamtomo; Mutia Ulfa; Graceilla Kristia Seraphim Budiono; Ahmad Aufar Ribhi; Muhammad Anwar Fauzi
Economic Reviews Journal Vol. 5 No. 1 (2026): Economic Reviews Journal
Publisher : Masyarakat Ekonomi Syariah Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/mrj.v5i1.1076

Abstract

This study aims to examine the influence of digital financial literacy on the saving behavior of Generation Z in Indonesia based on findings from previous studies. A qualitative approach was employed through a literature review of eleven relevant scientific articles discussing digital financial literacy and saving behavior, particularly among Generation Z and university students. The results indicate that the majority of studies report a positive and significant relationship between digital financial literacy and saving behavior. This suggests that individuals with higher levels of digital financial literacy tend to have better financial management skills and demonstrate stronger saving habits. However, several studies present contrasting findings. Some research revealed that financial literacy does not have a significant effect on students’ saving behavior or saving intentions. These findings imply that financial knowledge alone may not be sufficient to encourage consistent saving practices, as saving behavior may also be influenced by internal factors such as self-discipline and personal financial control. Based on the review of the selected articles, it can be concluded that digital financial literacy generally has a positive and significant influence on the saving behavior of Generation Z in Indonesia, although its impact may vary depending on individual characteristics.
Android-Based Educational Game Development Learning Media Material for SMK Programming Algorithm Structure Deny Prasetyo; Faridatus Shofiyah; Yulaikha Mar'atullatifah; Suyahman; Muhammad Anwar Fauzi
Journal of Computer Science and Informatics Engineering Vol 5 No 2 (2026): April
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosie.v5i2.1426

Abstract

This study aims to develop and evaluate an Android-based educational game as a learning medium for programming algorithm structures for Vocational High School (SMK) students. The research method used is research and development with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. Product evaluation was conducted through validation by media experts and material experts, as well as trials with students consisting of individual, small group, and large group tests. Research data were collected using assessment questionnaires and student response questionnaires, then analyzed descriptively using percentages. This study focused on formative evaluation to test the validity and practicality aspects of the media. Inferential testing of learning impacts became suggestions for further research development. The validation results showed that the developed educational game was in the very feasible category. In addition, the results of the student response questionnaire showed positive perceptions of the clarity of the material, ease of use, and student involvement in learning programming algorithms. These findings indicate that Android-based educational games have the potential to be supporting learning media in helping SMK students understand the structure of programming algorithms.